TRG PRIME

Fiends & Fables

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DESIGNATION OF PRODUCT IDENTITY:

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backgrounds, and logos; all trade dress, and graphic design elements.

DECLARATION OF OPEN CONTENT:

All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in Section 1(d) of the License.

In the realm of Numari, there once lived a valiant warrior named Tristan Du'Khaine, renowned for his fearless spirit and unwavering dedication to protect his people from the encroaching darkness of the frontier. From a young age, Tristan's heart burned with the desire to defend the innocent and uphold the honour of his family's name.

Trained by the finest knights of the empire, Tristan mastered the art of combat and became an indomitable force on the battlefield. Armed with his ancestral sword, Moonreaver, and clad in armour adorned with emblems of bravery, he set forth on his quest to rid the Numari frontier of the malevolent creatures that haunted the land.

His first great test came when the village of Whitestone was besieged by a ferocious wyvern, its cruel eyes gleaming with hunger. With his sword raised high and a defiant battle cry, Tristan faced the creature head-on. In a fierce aerial duel, he managed to cripple the wyvern's wings, bringing it crashing down to the earth. With a final stroke of his blade, Tristan delivered a swift end to the monstrous threat, earning the villagers' eternal gratitude.

As news of his heroic deeds spread, Tristan's reputation as a fearless monster slayer grew. He encountered all manner of foes: from vengeful spirits haunting the shadowy woods of Argaros to cunning shape-shifters lurking in the depths of the Murkmire swamp. Each battle was a test of his mettle, but Tristan's determination never wavered.

One fateful night, a monstrous abomination known as the Nightbane terrorized the city of Aeruus. This creature was a scourge that preyed upon the innocent, its form shrouded in darkness. Tristan's pursuit of the Nightbane led him to an ancient tomb beneath the city, where a fierce showdown ensued. As the shadows seemed to close in around him, Tristan tapped into a hidden well of inner strength and vanquished the Nightbane, banishing its darkness from the city forever.

But the battles did not end there. Tristan's journey led him to confront a malevolent sorcerer who had harnessed dark magic to raise an army of undead. With his comrades at his side, he stormed the sorcerer's fortress and, after a harrowing battle, sealed the evil mage's fate.

Throughout his quests, Tristan's heart remained steadfast, and he found comfort in the knowledge that each victory brought peace to the people he cherished. The tale of Tristan Du'Khaine, the fearless protector of the Numari frontier, became a legend whispered around campfires, inspiring generations to come with tales of bravery and heroism. Welcome to the captivating world of Fiends & Fables, a compendium of mythical wonders and malevolent terrors within the Traris Roleplaying Game (TRG). In this tome, we invite you to embark on a journey of thrilling exploration, where the lines between reality and legend blur, and the secrets of dark and ancient forces are laid bare.

Prepare to be enraptured by the mystical enigmas of Fiends & Fables, a title that beckons you to unearth the boundless mysteries that lie hidden in the shadows. Within these pages, a mesmerizing tapestry of creatures awaits, each more extraordinary and treacherous than the last. From the ethereal realms of the fey to the horrifying abyssal depths, this manual is your key to unlocking the secrets of TRG’s most enigmatic inhabitants.

Delve into the captivating chapters that chronicle the varied monster groups that inhabit the vast expanse of Traris. Discover the wonders of the Wildlands, where majestic animals and mythical beasts roam free. Brave the perils of the dark corners, facing aberrations born from unfathomable dimensions. Witness the eternal beings that wield timeless power, their names whispered across the ages.

Prepare to confront the elemental forces that shape the world, harnessing their awe-inspiring might. Tread lightly in the realm of artifice, where constructs of ingenuity and invention stand as both guardians and threats. Be wary of the undead hauntings that linger in the veiled realms, and the cunning humanoids whose motives remain shrouded in intrigue.

But it is not just the creatures that demand your attention, for the perils that lurk beyond the beasts are equally treacherous. In the final chapter, prepare yourself for the hazards and traps that lie in wait, as ancient curses and environmental dangers challenge your courage and wit.

As you venture deeper into the depths of Fiends & Fables, you will be guided by the wisdom of esteemed scholars and daring explorers who have risked all to bring you this unparalleled knowledge. Learn the strengths and weaknesses of the creatures you may encounter, and embrace the stories of their origins and significance within the grand tapestry of Traris.

So, intrepid adventurer, the journey begins! Arm yourself with this invaluable tome of Fiends & Fables, for within its pages lies the power to navigate the treacherous waters of Traris, where the line between fantasy and reality intertwines. Your choices shall shape the destiny of this mystical realm, and the tales of your exploits will be etched in the annals of legend. Dare you face the fiends and embrace the fables that await? The answer lies within these very pages.

CREATURES & THE GM

As the Game Master in this immersive realm, your role is distinct. While your fellow players embody their characters, you hold the reins to bring life to all others that populate this world. This section serves as your essential guide to utilizing the creatures within this tome.

Within these pages, you'll find the very essence of each creature laid out in their statistics. As you immerse yourself in their intricacies, you'll be empowered to weave them seamlessly into the tapestry of your game. Whether they become menacing threats or invaluable allies, you hold the power to shape their impact in and out of combat.

Understanding the creatures' statistics will be your compass, enabling you to chart their courses through the unfolding tale. Embrace their strengths and vulnerabilities, and wield this knowledge strategically to challenge your players or aid them in their quests.

Yet, your mastery extends beyond mere mechanics. As the storyteller, you possess the ability to breathe life into these creatures, imbuing them with personality and depth. Roleplay them with nuance and authenticity, and watch as your players become enthralled by the richness of this world.

CHAPTER 1 - CREATURE STAT BLOCKS#

A creature's statistics, often called its stat block, offer the vital information required to manage and engage with the monster effectively. Each creature stat block is presented with the following information after its name.

TRAITS#

If a creature possesses any specific traits (such as aligned traits), they will be listed under the creature’s name.

Traits and how they are affecting creatures is expanded upon from the Core Rulebook in the Appendix.

TYPE#

A creature type is a very wide sweeping generalised category which a creature belongs to. There are twelve different creature types in the TRG game system which are described below along with any traits that a standard member of this creature type gains.

ABERRATION

Aberrations, with abnormal anatomy and potent psionic or magical powers, possess strange and alien appearances. Often instilling fear and madness when encountered, their origins are shrouded in mystery within the deep, dark recesses of the world. Their motivations remain elusive, some serving greater powers while others seek their own dominion or primal instincts, they are identifiable by distinctive traits like numerous eyes, stalks, or tentacles.

ANIMAL

Animals are driven by instinctual urges like hunger and reproduction. They typically avoid conflict with humanoids and other creatures unless threatened. Even predators will only attack when hungry and often avoid groups of humanoids in search of easier prey. These adaptable creatures can be found in various shapes and sizes; many having successfully adapted to urban environments.

BEAST

Beasts are akin to animals but possess higher intelligence. They are powerful predators or formidable foes, exhibiting strength, speed, and agility to thrive in their habitats. Many can speak and wield supernatural abilities, displaying diverse anatomies and appearances, some owing to magical experimentation.

CONSTRUCT

A construct is an artificially crafted creature, typically formed through magic, lacking life and independent thought, usually designed for a specific purpose, but not always, with its appearance determined by its creator.

ELEMENTAL

Elementals are beings directly tied to an Elemental Plane, displaying a preference for a specific element through their appearance, though some may have a more subtle manifestation, concealing their elemental affinity at first glance.

ETERNAL

Eternals are creature’s native to planes of existence beyond the Inner Planes, some transitioning from other types to become outsiders upon achieving a higher (or lower) state of spiritual existence, often serving deities and extraplanar entities, exhibiting a diverse range of appearances, with some appearing almost humanoid while others bearing no resemblance to humanoid physiology.

FEY

Fey creatures are intricately tied to the natural world, often associated with specific terrains or places, and possess strong connections to the Primordial, a chaotic plane believed to be the origin of life on the Prime Plane. While some fey bear an almost humanoid appearance, others take on more beast-like forms. Additionally, although not fey themselves, elves and gnomes are considered to have descended from Fey races.

HUMANOID

Humanoids typically possess two arms, two legs, and one head, or a humanlike torso, arms, and a head, with few or no supernatural or extraordinary abilities, but most can speak and have well-developed societies. Their size usually falls into the small or medium range, though some may be much larger. Additionally, every humanoid creature has a distinctive subtype.

OOZE

An Ooze creature is an amorphous being, often mindless or possessing extremely low mental ability scores. They are so profoundly alien that it may be difficult to recognize them as lifeforms at all.

PLANT

A Plant creature is primarily composed of vegetable matter or fungi, standing apart from regular plants due to their sentience and occasional mobility. These beings typically dwell in areas where their corresponding normal plants thrive.

UNDEAD

An Undead creature was once a living being with a different race trait, but it has now been revived or reconstructed through dark necromantic magic, walking the land once more. These creatures are inherently foul and twisted by the rituals that brought them back, often harbouring strong malevolence.

WYRM

Wyrms, the stuff of legends, evoke awe and even terror, as few creatures can match their majesty. With reptilian appearances, they transcend mere animals, possessing intelligence and longevity surpassing humanoid races. Some scholars believe certain True Wyrm races even predate the Gods. While each Wyrm is distinct, they all bear reptilian features and an enchanting essence.

SUB-TYPES & HERITAGES

Some creatures may have a sub-type and heritage. These work in a similar way to that of a PC race and heritage.

A Cold Dragon has a type of Wyrm but has a sub-type of Dragon.

SIZE

Monsters come in various sizes, ranging from Diminutive to Colossal. The Creature Size table indicates the amount of space each size occupies during combat encounters and the standard reach of each creature of that size.

CREATURE SIZE TABLECREATURE SIZE TABLECREATURE SIZE TABLE
SizeSpaceReach
Diminutive1 by 1 ft.5'
Tiny2½ by 2½ ft.5'
Small5 by 5 ft.5'
Medium5 by 5 ft.5'
Large10 by 10 ft.10'
Huge15 by 15 ft.15'
Gargantuan20 by 20 ft.20'
Colossal25 by 25 ft.25'

Be aware that some creatures may occupy a different amount of space or have a different reach to the statistics presented above. If this is the case, it will be stated in the creature’s stat block.

ETHICS

A creature's ethics provide valuable insights into its disposition and behaviour during roleplaying or combat situations. Detailed descriptions of various ethics can be found in the TRG Core Rulebook.

However, the ethics specified in a creature's stat block serve as a default, but as the Game Master, you have the flexibility to deviate from them to suit the needs of your campaign. Whether you envision a creature with virtuous ethics or malevolent ethics, you possess the creative liberty to shape their moral compass.

Some creatures may exhibit any ethics, leaving the decision entirely in your hands.

Mindless creatures or those of low intelligence lack comprehension of complex ethical choices, and their actions are governed solely by instinct. These creatures possess either the animal or mindless ethics which are described below.

Animal: Creatures with this ethic exhibit instincts and behaviours akin to those found in the animal kingdom. They are driven by primal needs, instincts, and natural inclinations. These beings lack the capacity for complex moral reasoning, and their actions are primarily governed by survival, territoriality, and the pursuit of food and safety. Such creatures may be aggressive if threatened, protective of their young, or may engage in social hierarchies common to their species. While not inherently malicious, they can pose a threat to those who encroach upon their territory or provoke them.

Mindless: Creatures with this ethic lack any discernible consciousness or self-awareness. They do not possess thoughts, emotions, or moral reasoning, rendering them devoid of intentions or motivations. Instead, they rely solely on instinctive reactions to stimuli in their environment.

DESCRIPTION & DETAILS

Here you will find a physical description of the creature and any additional information and nuances about the creature beyond its statistics and abilities.

MECHANICS

A creature's mechanics encompass its numerical statistics, abilities, attacks, defences, and special traits that govern its interactions and actions during gameplay.

Be aware that if a creature's statistics lack a specific mechanic, it means the creature does not possess that particular ability or trait.

LEVEL

A creature's level signifies its overall power, expertise, and proficiency, serving as a crucial factor in determining its effectiveness and challenge to the PCs. The creature's effective level (EL) is a dynamic measure that considers the interaction of its abilities and attributes, providing a more accurate assessment of its true threat.

INITIATIVE

A creature's initiative represents its alertness and readiness to act in combat.

SPEED

A creature's speed refers to its movement capabilities, encompassing various modes of travel it can utilize during an encounter. These speeds typically include Speed, representing how quickly the creature can move on solid ground; Fly speed, indicating its ability to navigate through the air; Swim speed, denoting its movement in water; and sometimes, a Burrow or Climb speed if the creature possesses those specialized movement abilities.

SENSES

A creature's senses refer to its heightened perceptions and ability to perceive the world around it. Each sense is listed along with its range.

Darkvision 120 ft.

LANGUAGES

The languages that the creature can speak are listed in this section, and in certain cases, it may possess an understanding of a language without the ability to communicate in it. Such instances will be noted next to the respective language.

ABILITY SCORES

Just like a PC, a creature possesses the same six ability scores, which are displayed here. These ability scores influence the creature's other attributes, and all relevant adjustments are already considered and included in the stat block.

SKILLS

A creature's skills represent its specialized proficiencies and knowledge, influencing its performance and effectiveness in specific tasks or interactions. Each skill will have a bonus and if relevant, its skill ranks (for actions such as ambush).

DEFENCE

A creature's defensive capabilities include its Defensive Bonus (DB), Damage Reduction (DR), Saving Throws, Critical Resistance (CR), Hit Points (HP), Immunity, Resistances and Weaknesses.

FEATS/SPECIAL

A creature's feats and special abilities encompass unique talents, skills, and extraordinary traits that set it apart from others, providing additional advantages, combat manoeuvres, magical powers, or other exceptional attributes that influence its actions and interactions during gameplay.

The format of this entry lists any feats in normal case text; generic monster abilities are listed in a bold text and then any abilities which are unique to the creature are described in detail below this.

A full list of specific creature feats and common abilities is given in the appendices.

ATTACKS

A creature's attacks encompass its offensive capabilities, including physical strikes, magical spells, breath weapons, or other unique powers that it can use to engage and harm opponents during combat encounters. These attacks are detailed in the creature's stat block, indicating their damage, range, and potential special effects or traits.

MAGIC

If a creature possesses any spells or innate spells, they will be described here along with any other casting details such as Caster Level (CL), Spellcraft bonus and Power Points (PP).

INNATE USAGE

Many creatures will be able to cast innate spells. Some innate spells may have a usage guideline which will be shown in parentheses (at will or constant usually). If no such information exists, then the innate spell is classed as having the focus trait.

HIGH MAGIC

Some of the creatures with casting abilities in this game will use High Magic. High Magic is explored in depth in the upcoming Eldritch Arts sourcebook. If you do not have access to that sourcebook then use the following guidelines to apply High Magic to a creature:

Can select spells from any tradition

All casting DCs are increased by 2

All spells gain the benefit of the Heighten feat for no extra PP cost

All Spell Fumble checks gain a +50 modifier

GEAR

Any equipment carried by standard version of the creature will be listed here.

ADJUSTING LEVEL

Sometimes it is handy to be able to increase or decrease the power level of a creature quickly. To do this you may adjust the creatures EL by +/- 1. Each increment adds +1 to all d20 variables (attack, skills, saving throws, spellcraft etc), DB and also modifies the creatures HP by 8 for each level added or removed.

OTHER INFORMATION

There may be additional details that are useful to run an encounter when using the creature or the creature may have some interesting variants. Such information will be found here.

CREATURES & DYING

Like PCs, each creature will have a Death State value. Unless stated otherwise, each creature of certain type will have a Death State equal to the value shown in the below table.

CREATURE DEATH STATE TABLECREATURE DEATH STATE TABLE
Creature TypeDeath State (DS)
Aberration4
Animal6
Beast4
Construct0
Elemental0
Eternal0
Fey2
Humanoid5
Ooze8
Plant5
Undead0
Wyrm6

EXTRAPLANAR CREATURES

Any creature that is considered to be extraplanar (one that hails from a plane other the material plane), is immediately destroyed when it dies on the material plane and its essence returns to its home plane. What happens beyond this is determined by your campaign (GM discretion).

WADE THROUGH THE MOOKS

If you are using this optional rule from the core rulebook, you may also assume that any creature that falls into this category dies at 0 HP and does not use the death state rules.

ABOLETH#

AQUATIC

The aboleth is a grotesque and ancient aquatic creature, reminiscent of an enormous eel, measuring up to 20 feet in length. Its slimy, mucus-covered body glistens with a putrid sheen, reflecting the eerie glow of its three pulsating, multi-coloured eyes that rest atop its head like eerie jewels. Its elongated, serpentine form is adorned with slimy, tentacle-like appendages that hang limply from its flanks, twitching with sinister intent.

The creature’s maw is filled with row upon row of razor-sharp teeth, allowing it to consume its prey with ruthless efficiency. On the underside of its body, translucent, pulsating fins propel it smoothly through the water, enabling it to glide gracefully through even the deepest and darkest depths.

Draped along its back, a series of luminescent, sinuous markings pulsate with eerie radiance, casting an otherworldly glow that illuminates the murky waters surrounding it.

The aboleth is a creature of ancient malevolence, lurking in the shadowy depths of forgotten waters. With its serpentine form and grotesque allure, it evokes an eerie mix of fascination and terror. Residing in the dark and sunken corners of the world, the aboleth remains hidden from the prying eyes of surface dwellers, cultivating its secrets and esoteric knowledge.

Renowned for its sinister intellect, the aboleth possesses an intelligence far beyond that of ordinary beings, and its cunning mind is fuelled by a mastery of ethereal magic. Through its telepathic abilities, it delves into the deepest recesses of the minds of those it encounters, sowing seeds of fear and paranoia, and manipulating their thoughts to suit its dark desires.

Time is a mere whisper to the aboleth, for it has witnessed the rise and fall of countless civilizations. Ancient beyond comprehension, it harbours memories of bygone eras, buried beneath layers of secrets and forgotten lore. These tales, etched upon the walls of its lair, tell of worlds long gone, lost to the annals of history.

Fiercely protective of its secrets, the aboleth allows few to witness its true form and live to tell the tale. To encounter an aboleth is to face an ancient malevolence, entwined with the dark mysteries of the deep, and only the most courageous and clever adventurers stand a chance against this enigmatic and formidable foe.

ABOLETH

Type Aberration; Size Huge; Ethics Exploitation

Level 8 (EL 8); DC 22

Initiative +30

Speed 10; Swim 60

Senses Darkvision 75’

Languages Aklo, Aqualis, High Tongue, Nyxian

ABILITY SCORES

STR 8; CON 4; DEX 1; INT 2; WIS 5; CHA 4

SKILLS

Acrobatics +8, Athletics +19, Deception +11, Meditation +12 Mental Focus +16, Occultism +9, Perception +16, Stealth +12 Sense Motive +16, Survival +16

DEFENCE

DB +22 (Base +16; Other +4; Stat +1; Status +1); DR 2

Fort +16, Ref +11, Will +22; CR 2

HP 191

FEATS/SPECIAL

Alertness, Great Fortitude, Iron Will, Monstrous Grab

Mucus Cloud (aura, disease) In its aquatic environment, the aboleth envelops itself in a thick, gelatinous cloud of mucus, extending about 1 foot in thickness. An air breathing creature that is adjacent to an aboleth must make fortitude save or lose the ability to breath air but gain the ability to breath water for 2 hours.

Slime (curse, ethereal) The mere impact of an aboleth's tentacle inflicts a dreadful affliction upon its unfortunate target. Action Free; Trigger The aboleth inflicts damage to the target.

Saving Throw Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 soul drain 5 (1 day); Stage 3 soul drain 10, increasing by 5 each hour

Be Aware that a remove disease can counter this curse, but disease immunity is ignored.

ATTACKS

Tentacle +18 (agile, magical) 2d10+8 bludgeoning plus Slime

MAGIC

Ethereal Innate Spells DC 22 (+12); PP 14 Dominate; Project Image (at will); Unremarkable Aura (at will); PP 10 Mirage Scene (at will); PP 8 Veil of the Shroud (at will); PP 6 Brain Lock (at will)

ABOLETH MAGI

This variant Aboleth is an Ethereal Caster with the following modifiers:

EL 10; CL 6; Spellcraft +10; PP 36

Spells 4 x Cantrips, 10 additional spells (max PP 6).

AETHERLING#

ELEMENTAL

Aetherlings, also known as Mephits, are a diverse group of small, impish creatures that originate from various elemental planes. However, in this instance, they are collectively referred to as Aetherlings. Despite their disparate elemental origins, Aetherlings share certain common traits and abilities that set them apart from other creatures.

Aetherlings come in a variety of forms, each corresponding to a different elemental affinity. These forms include but are not limited to fire, air, earth, water, ice, and smoke.

Regardless of their elemental nature, Aetherlings are small, winged creatures with diminutive bodies and sharp, cunning features.

They possess an otherworldly aura, with faint glimmers of elemental energy radiating from their bodies.

AETHERLING TYPES

Aetherlings exhibit a strong connection to their associated elemental plane, granting them control over their respective elemental forces. This allows them to wield elemental powers such as fire manipulation, air currents, earth tremors, or water conjuration.

AETHERLINGAETHERLING
Aetherling TypeLevel
Air1
Earth1
Fire1
Ice1
Water1

Aetherlings are mischievous and cunning creatures, delighting in causing chaos and confusion wherever they go. They often gather in small groups, forming impromptu alliances based on shared elemental affinities or common goals.

Despite their chaotic nature, Aetherlings can be bargained with or persuaded to aid adventurers, provided the price is right or the task amuses them.

AIR

Type Elemental; Size Tiny; Ethics Anarchy

Level 1 (EL 1); DC 15

Initiative +20

Speed 20; Fly 40

Senses Darkvision 50’, Nightvision 100’

Languages Aeolian

ABILITY SCORES

STR 1; CON 1; DEX 4; INT -1; WIS 0; CHA 0

SKILLS

Acrobatics +7, Athletics +3, Climbing +6, Perception +3 Stealth +7, Survival +2

DEFENCE

DB +15 (Base +11; Stat +4)

Fort +7, Ref +10, Will +3; CR 2

HP 36; Immunity bleeding, paralysis poison, sleep, electricity

FEATS/SPECIAL

Weapon Finesse

Breath Weapon 2 AP (air, save, verdant)

The Aetherling breathes a 15-foot cone of grit and sand that inflicts 2d6 slashing damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Claw +5 (agile, finesse, magical, versatile - p) 1d4+4 slashing

MAGIC

Verdant Innate Spells DC 12 (+2); PP 4 Blur (at will) PP 2 Gust (at will)

EARTH

Type Elemental; Size Small; Ethics Anarchy

Level 1 (EL 1); DC 15

Initiative +0

Speed 20; Fly 15; Burrow 20

Senses Darkvision 50’, Nightvision 100 ‘Tremorsense 25’

Languages Gaian

ABILITY SCORES

STR 3; CON 2; DEX 0; INT -1; WIS 0; CHA -1

SKILLS

Acrobatics +3, Athletics +6, Climbing +2, Perception +2 Stealth +3, Survival +2

DEFENCE

DB +11 (Base +11); DR 2

Fort +8, Ref +6, Will +3; CR 2

HP 57; Immunity acid, bleeding, paralysis poison, sleep

FEATS/SPECIAL

Toughness I

Breath Weapon 2 AP (earth, save, verdant)

The Aetherling breathes a 15-foot cone of stones that inflicts 2d6 bludgeoning damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Claw +4 (agile, finesse, magical, versatile - p) 1d5+3 slashing

MAGIC

Verdant Innate Spells DC 12 (+2); PP 6 Meld into Stone (at will), Size Alteration (at will)

FIRE

Type Elemental; Size Small; Ethics Anarchy

Level 1 (EL 1); DC 15

Initiative +20

Speed 20; Fly 25

Senses Darkvision 50’, Nightvision 100’ Smokevision

Languages Ignic

ABILITY SCORES

STR 0; CON 1; DEX 4; INT -1; WIS 0; CHA 1

SKILLS

Acrobatics +7, Athletics +3, Climbing +7, Perception +2 Stealth +6, Survival +2

DEFENCE

DB +15 (Base +11; Stat +4)

Fort +7, Ref +10, Will +3; CR 2

HP 56; Immunity bleeding, fire, paralysis poison, sleep; Weakness cold

FEATS/SPECIAL

Toughness I

Breath Weapon 2 AP (fire, save, verdant)

The Aetherling breathes a 15-foot cone of flame that inflicts 2d6 fire damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Claw +5 (agile, finesse, magical, versatile - p) 1d5 slashing plus 1d4 fire

MAGIC

Verdant Innate Spells DC 12 (+2); Cantrip Orb of Fire (at will), Light (at will)

ICE

Type Elemental; Size Small; Ethics Anarchy

Level 1 (EL 1); DC 15

Initiative +25

Speed 20; Fly 25

Senses Darkvision 55’, Nightvision 110’

Languages Aqualis

ABILITY SCORES

STR 0; CON 0; DEX 4; INT -1; WIS 1; CHA 1

SKILLS

Acrobatics +7, Athletics +2, Climbing +6, Perception +4 Stealth +7, Survival +3

DEFENCE

DB +15 (Base +11; Stat +4); DR 1

Fort +6, Ref +10, Will +4; CR 2

HP 45; Immunity bleeding, cold, paralysis poison, sleep; Weakness fire

FEATS/SPECIAL

Breath Weapon 2 AP (cold, save, verdant)

The Aetherling breathes a 15-foot cone of ice shards that inflict 1d6 slashing and 1d6 cold damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Claw +5 (agile, finesse, magical, versatile - p) 1d5 slashing plus 1d4 cold

MAGIC

Verdant Innate Spells DC 11 (+1); Cantrips Chill Touch (at will), Orb of Cold (at will)

WATER

Type Elemental; Size Small; Ethics Anarchy

Level 1 (EL 1); DC 15

Initiative +15

Speed 20; Fly 25; Swim 25

Senses Darkvision 55’, Nightvision 110’

Languages Aqualis

ABILITY SCORES

STR 1; CON 1; DEX 3; INT -1; WIS 1; CHA 0

SKILLS

Acrobatics +6, Athletics +4, Climbing +5, Perception +3 Stealth +6, Survival +3

DEFENCE

DB +14 (Base +11; Stat +3); DR 1

Fort +7, Ref +9, Will +4; CR 2

HP 46; Immunity bleeding, paralysis poison, sleep; Resist acid

FEATS/SPECIAL

Breath Weapon 2 AP (cold, save, verdant)

The Aetherling breathes a 20-foot jet of water that inflicts 2d6 bludgeoning damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Claw +4 (agile, finesse, magical, versatile - p) 1d5+1 slashing

MAGIC

Verdant Innate Spells DC 12 (+2); Cantrips Orb of Acid (at will)

AGOTHIAN#

GOOD

Within the ethereal realm of Tir Na Nog, celestial beings known as agothians traverse the verdant expanse as embodiments of untainted virtue. These majestic creatures are borne from the souls of virtuous mortals who have achieved enlightenment, their very essence a testament to the harmony and goodness that defines their home plane. Unlike the rigid dogmas of law or the capricious chaos of other eternal beings, agothians embody a profound equilibrium of purpose and compassion.

Agothians' forms reflect their deep connection to the natural world. From humanoid semblances to forms closely mirroring the animals they represent, each agothian resonates with a unique aspect. Guided by their roles in Tir Na Nog, they stand as guardians, guides, and messengers, each serving a vital purpose in fostering harmony and safeguarding the realm's sanctity.

In the tranquil embrace of Tir Na Nog, agothians cultivate their strength and compassion, ever watchful against the encroaching darkness of malevolence. As beings who once aspired to goodness in their mortal lives, they hold a deep reverence for their feral traits, viewing them as symbols of their past virtues rather than curses. Through their actions, they dispel the notion that their forms are a form of punishment or mere beasts.

Agothians possess a remarkable aptitude for languages, effortlessly conversing not only in their native Gaelic but also fluently engaging in dialogue with tongues like Solari, Luminal, and Stygian. Additionally, they possess the ability to communicate with all forms of animal life, as though constantly under the effects of a speak with animals’ spell.

Healing abilities are an inherent aspect of every Agothian, regardless of their stature and each can cast the Lay on Hands specialist spell as an innate spell a number of times per day based upon their level.

In the lush embrace of Tir Na Nog's vibrant landscapes, agothians exemplify the virtues of their realm. These celestial beings, resonating with the very essence of goodness, manifest Tir Na Nog's tranquil beauty while standing firm as beacons of hope against the darkness that threatens its serenity.

While individual agothians exhibit both male and female aspects, they do not procreate within their own kind. Each Agothian is an exceptional entity fashioned from the essence of a virtuous mortal's soul. Nonetheless, this does not hinder them from forming deep bonds and romantic connections with mortals. Past interactions have even given rise to a few creatures with celestial bloodlines, particularly in communities that embrace anthropomorphic humanoids. In many myths, these connections are attributed to the profound emotional ties formed when human tribes encounter agothians.

The subsequent pages delve into a selection of well-known agothian varieties, offering glimpses into their diverse forms. However, a multitude of other agothian types exists, embodying various conventional creatures like bears, dinosaurs, fish, wolves, and more. There's also a handful that mirrors stranger beings like basilisks and owlbears or unique "animals" native to far-flung extreme environments.

THE RADIANCE

These realms of divine splendour and ethereal grace embody the highest ideals and virtues, where goodness, compassion, and harmony reign supreme. Each plane within The Radiance exudes its own luminous aura, ranging from serene heavens to radiant paradises. Inhabitants here reflect the virtuous aspects of existence, dedicating themselves to nurturing, healing, and uplifting others. The Radiance serves as a source of hope and inspiration, a sanctuary where mortal souls aspire to achieve enlightenment and transcendence.

TIR NA NOG

GOOD

Tir Na Nog unfolds as a mystical realm within The Radiance, a sanctum for the ethereal fey and the homeland of the elven race. This enigmatic plane cradles serene alpine forests and verdant groves adorned with colossal mushrooms, where tranquillity and wonder thrive. The landscape, ever-changing, spans from peaceful woods to vibrant ecosystems, offering a nurturing haven for diverse flora and fauna.

Inhabitants of Tir Na Nog live in harmony with the natural world, and settlements are rare; most choose to dwell beneath the sheltering branches, becoming an integral part of the untamed wilderness. Here, mischievous laughter and haunting melodies resonate from within the very trees, encapsulating the essence of fey magic. The plane exudes an aura of enchantment, where ancient tales intertwine with the vibrant pulse of the land. Within Tir Na Nog, the embrace of nature and the melodies of whimsy intertwine, weaving a realm of beauty and mystery where both elves and fey beings harmoniously coexist.

AGOTHIANSAGOTHIANS
Agothian TypeLevel
Avoral9
Dracoral20
Feloral2
Luporal6
Pyroral13

AVORAL#

Majestic plumes cascade from this formidable avian humanoid's forehead, while elongated, clawed appendages extend from the tips of its wings. An average avoral stands at 7 feet in height and weighs about 120 pounds.

An avoral is a humanoid being melded with avian attributes, characterized by its human-shaped body endowed with expansive wings, each culminating in a human-like hand. With a feathery cowl adorning its head in place of hair, and bird-like facial features marked by a prominent nose and piercing eyes, the avoral embodies the harmony of human and bird characteristics. Its hollow yet sturdy bones facilitate agile flight akin to eagles, while its exceptional vision enables detailed perception even across great distances. In combat, the avoral employs its wings for aerial strikes and its powerful claws for slashing attacks from the air.

While in their native realm, they delight in gliding through celestial skies and engaging in playful aerial competitions over towering peaks. However, during times of conflict, avorals assume crucial roles as agothian scouts, spies, and couriers. Leveraging their remarkable swiftness, unparalleled visual acuity, and magical abilities, they infiltrate targeted regions to gather intelligence. Their interactions with the local wildlife yield further insights, enabling them to compile detailed reports before discreetly departing through flight or teleportation. Proficient in executing hit-and-run tactics, avorals play a pivotal role in escorting other celestial warriors to the battlefield.

AVORAL

Type Eternal; Size Medium; Ethics Benevolence

Level 9 (EL 11); DC 23

Initiative +45

Speed 30; Fly 50

Senses Darkvision 65’, Nightvision 130’

Languages Gaelic, High Tongue, Nefari, Wyrmish

ABILITY SCORES

STR 3; CON 5; DEX 6 INT 2; WIS 3; CHA 3

SKILLS

Acrobatics +17, Deception +14, Diplomacy +13 Mental Focus +13, Perception +15, Planes +12 Power Manip +12, Sense Motive +13, Stealth +16, Survival +13

DEFENCE

DB +30 (Base +19; Other +4; Stat +6; Status +1); DR 9

Fort +21, Ref +19, Will +19; CR 2

HP 189; Immunity electricity, paralysis, Resistance cold, sonic Weakness evil

FEATS/SPECIAL

Detect Magic, Eternal Essence, Eternal Summons, Inner Reserve, Keen Sense, Planar Insight, Skill Focus (Search), Survival Instinct, Weapon Finesse, Weapon Focus (Brawling)

ATTACKS

Claw +20 (agile, finesse, magical, versatile - p) 2d6+6 slashing plus 2d6 good.

Wing +20 (agile, finesse, magical, reach) 2d6+6 bludgeoning

MAGIC

Verdant Innate Spells DC 24 (+14); PP 8 Dimension Door, Lightning Bolt; PP 4 Blur, See Invisible (constant); PP 2 Charm Kind, Magic Missile, Speak with Animals (constant); PP 1 Lay on Hands.

DRACORAL#

This regal being presents a fusion of serpent, humanoid, and dragon elements, featuring expansive wings and an adorned horned crown.

Standing as the wisest and mightiest of their kind, the dragon agothians known as dracorals rise to prominence. They embody the wisdom of benevolent philosopher-kings, exuding an aura of sagacity that sets them apart. This transcendent insight keeps them detached from the mundane concerns of mortals, allowing them to take up the role of vigilant guardians over potent magic. With their wisdom, they tirelessly dedicate themselves to the betterment of Tir Na Nog and the radiant planes.

Dracorals boast a more draconic countenance than humanoid, balancing on their hind limbs while their serpentine tails provide stability. Their scaled humanoid hands culminate in formidable claws, ready for action.

DIFFERING ELEMENTS

It is possible for dracoral to use elements other than fire. Such creatures replace their fire-based abilities with those of a different element type.

DRACORAL

Type Eternal; Size Large; Ethics Benevolence

Level 20 (EL 26); DC 180

Initiative +50

Speed 30; Fly 90

Senses Darkvision 90’, Nightvision 180’

Languages Aelvish, Aesirian, Gantish, Gaelic, High Tongue, Low Tongue, Nefari, Solari, Stygian, Wyrmish

ABILITY SCORES

STR 10; CON 8; DEX 2; INT 8; WIS 8; CHA 7

SKILLS

Acrobatics +18, Arcana +28, Athletics +26, Culture +28, Deception +33, Diplomacy +33, Medicine +28, Meditation +34, Mental Focus +34, Nature +34, Perception +34, Planes +30, Power Manip +30, Religion +28, Sense Motive +34, Stealth +24, Survival +30

DEFENCE

DB +47 (Base +30; Other +1; Other +10; Stat +2; Status +4) DR 20

Fort +35, Ref +26, Will +37; CR 4

HP 425; Immunity fire, Weakness evil, Regeneration 20 (Evil)

FEATS/SPECIAL

Accurate Spell, Alertness, Eternal Essence, Eternal Summons, Instinctive Defence, Iron Will, Magic Dispelling, Skill Focus (Detect Deception), Survival Instinct,

Breath Weapon 2 AP (divinity, fire, focus, invocation);

Effect The dracoral breathes a blast of fire that deals 21d6 damage to creatures they choose to damage in a 60-foot cone (basic Reflex DC 38).

Radiant Aura (aura, divinity, good, warding) The dracoral emanates a 20 feet radius aura of good. All allies within this aura gain a +1-status bonus to DB and saving throws.

Furthermore, they gain essence & evil resistance.

Finally, all spells with the healing trait cast within the aura are automatically warped by 2 PP with no additional cost or difficulty to cast.

ATTACKS

Bite +40 (finesse, magical) 4d10+10 piercing plus 4d6 fire

Claw +40 (agile, finesse, magical, versatile - p) 4d8+10 slashing plus 1d6 good

MAGIC

Divinity Innate Spells DC 38 (+28); PP 20 Storm of Vengeance; PP 18 Earthquake, Implosion; PP 14 Divine Decree; PP 12 Teleport; PP 8 Telepathy (at will), Wall of Fire; PP 4 Blur (at will); Restore Senses, See Invisible (constant); PP 2 Cure, Restoration, Speak with Animals (constant); Cantrips Orb of Fire (at will).

FELORAL#

The feloral is a mesmerizing celestial being that beautifully blends the elegance of cats with the grace of celestial entities. Standing at an average height of 3 feet, the feloral possesses a lithe and athletic form that seamlessly combines feline and humanoid attributes.

Their skin carries a faint shimmer, reminiscent of moonlight, while their eyes gleam with an otherworldly radiance that mirrors the stars. The feloral's facial features are delicately chiselled, with catlike eyes that hold an air of wisdom and mystery. Pointed ears sit atop their head, twitching with heightened awareness.

Soft fur blankets their body, its colour often resembling the earthy tones of twilight or the deep hues of the night sky. The fur is adorned with faint luminescent patterns that gently illuminate their form. Their fingers and toes bear retractable claws, a testament to their agility and connection with the feline realm.

The feloral's lithe limbs move with a fluid grace, giving them an aura of effortless elegance. They wear robes and adornments that reflect the celestial energies they embody and often carry an aura of tranquillity and harmony. The presence of a feloral exudes both a sense of wild independence and a celestial purpose, a delicate balance between nature and the cosmos.

FELORAL

Type Eternal; Size Small; Ethics Benevolence

Level 2 (EL 2); DC 16

Initiative +35

Speed 30; Fly 50

Senses Darkvision 65’, Nightvision 130’

Languages Gaelic, Low Tongue

ABILITY SCORES

STR 0; CON 2; DEX 4; INT 1; WIS 3; CHA 2

SKILLS

Acrobatics +8, Climbing +8, Diplomacy +6, Mental Focus +7, Perception +7, Planes +4, Sense Motive +6, Stealth +7 Survival +6

DEFENCE

DB +17 (Base +12; Other +1; Stat +4); DR 2

Fort +11, Ref +10, Will +12; CR 2

HP 19; Immunity paralysis, Weakness evil

FEATS/SPECIAL

Eternal Essence, Survival Instinct, Weapon Finesse

ATTACKS

Bite +7 (finesse, magical) 1d6+4 piercing plus 1d6 good

Claw +7 (agile, finesse, magical, versatile - p) 1d5+4 slashing plus 1d6 good.

MAGIC

Divinity Innate Spells DC 15 (+5); PP 4 Shape of the Animal (at will); See Invisible (constant); PP 2 Cure, Restoration, Speak with Animals (constant).

LUPORAL#

The luporal stands at an impressive height of around 7 feet, its form exuding a harmonious blend of lupine grace and celestial radiance. Its sleek body is covered in fur that emits a soft, silvery glow, reminiscent of moonlight on a clear night. The fur shimmers as the luporal moves, creating an ethereal and captivating visual effect. Despite its imposing height, the luporal's weight is surprisingly light, often around 150 to 200 pounds.

The Luporal is a celestial being that seamlessly blends the grace and nobility of wolves with the radiant aura of celestial creatures. Its fur shimmers with a soft, silvery glow, and its eyes gleam like stars in the night sky. The Luporal possesses a powerful presence, exuding an aura of protection and comfort.

Standing at the intersection of the mortal and celestial realms, the Luporal is a guardian of the night, fending off malevolent forces and ensuring that darkness does not overpower the light. Its keen senses allow it to detect hidden threats and provide an early warning to those in need. With every step, the Luporal leaves behind trails of soft, glowing footprints that illuminate its path.

The Luporal's primary role is to bring healing and solace to those who are vulnerable or in distress. Its touch radiates warmth and light, banishing ailments and filling beings with a sense of renewed strength. It often appears in moments of despair, providing a sense of hope and guiding lost souls towards the path of positivity.

While its appearance and demeanour are majestic, the Luporal is also known for its approachability and friendliness. It seeks companionship with those who share its dedication to protecting the innocent and maintaining the balance between darkness and light. The Luporal's presence is a reminder that even in the darkest of times, there is always a source of radiant hope and protection.

LUPORAL

Type Eternal; Size Medium; Ethics Benevolence

Level 6 (EL 6); DC 20

Initiative +35

Speed 30

Senses Darkvision 70’, Nightvision 140’ Scent 45’

Languages Gaelic, High Tongue, Low Tongue, Nefari, Solari, Wyrmish

ABILITY SCORES

STR 4; CON 4; DEX 3; INT 4; WIS 4; CHA 2

SKILLS

Acrobatics +11, Athletics +12, Climbing +11, Diplomacy +10, Mental Focus +12, Nature +12, Perception +12, Planes +12, Power Manip +12, Sense Motive +12, Stealth +11, Survival +12

DEFENCE

DB +23 (Base +16; Other +3; Stat +3; Status +1); DR 6

Fort +17, Ref +13, Will +19; CR 2

HP 129; Immunity paralysis, Weakness evil

FEATS/SPECIAL

Acute Sense (Smell), Alertness, Eternal Essence, Eternal Summons, Experienced Tracker, Iron Will, Survival Instinct

Calming Aura (aura, good, warding) The luporal emanates a 20 feet radius aura of calming. All allies within this aura gain a +1-status bonus to will saving throws.

ATTACKS

Bite +13 (finesse, magical) 2d8+5 piercing plus 1d6 good

Claw +13 (agile, finesse, magical, versatile - p) 2d6+5 slashing plus 1d6 good.

MAGIC

Verdant Innate Spells DC 20 (+10); PP 6 Mirror Image; PP 4 Fire Bolt (at will), Invisibility, See Invisible (constant); PP 2 Cure , Restoration, Speak with Animals (constant).

PYRORAL#

FIRE

Resembling an enormous bird of prey, the Pyroral stands roughly 8 feet tall with a wingspan of 20 feet. Its feathers glow in hues of red, gold, and orange, flickering like fire. Its eyes burn with an inner light, and its talons are sharp enough to slice through armour. Flames dance along its body, casting light even in the darkest places.

Born from the ashes of the most virtuous souls, Pyroral are celestial beings of blazing radiance that embody the eternal cycle of life, death, and rebirth. Guardians of hope, they serve as both fierce defenders of goodness and symbols of renewal. Appearing in times of great strife, they bring not only healing but also the purifying flame of justice, burning away the darkness and corrupting influences.

Their fiery forms inspire awe and reverence, with wings that ignite the skies and leave trails of embers in their wake. Even as they perish in battle, their bodies combust into a majestic inferno, only to rise again from the ash moments later. Legends speak of the Pyroral as harbingers of transformative change, guiding those who are lost back to paths of righteousness.

Each Pyroral feathers flare into flame during combat or flight, leaving behind scorched ground and air shimmering with heat. Its wings can fold in, forming a protective shield of radiant heat.

PYRORAL

Type Eternal; Size Large; Ethics Benevolence

Level 13 (EL 15); DC 29

Initiative +65

Speed 40; Fly 80

Senses Darkvision 75’, Nightvision 150’

Languages Gaelic, High Tongue, Ignic, Low Tongue, Solari

ABILITY SCORES

STR 5; CON 5; DEX 6; INT 2; WIS 3; CHA 3

SKILLS

Acrobatics +21, Athletics +22, Diplomacy +20 Mental Focus +20, Perception +20, Planes +18 Power Manip +19, Sense Motive +20, Stealth +20, Survival +20

DEFENCE

DB +37 (Base +23; Other +6; Stat +6; Status +2); DR 13

Fort +25 Ref +23, Will +23; CR 2

HP 260; Immunity fire, paralysis, Weakness cold, evil

FEATS/SPECIAL

Alertness, Eternal Essence, Eternal Summons, Fire Healing, Improved Initiative, Planar Insight, Survival Instinct

ATTACKS

Bite +25 (finesse, magical) 3d10+5 piercing plus 2d6 fire

Claw +25 (agile, finesse, magical, versatile - p) 3d8+8 slashing plus 2d6 fire.

Wing +25 (agile, finesse, magical, reach) 3d8+7 bludgeoning plus 2d6 fire

MAGIC

Verdant Innate Spells DC 28 (+18); PP 16 Fire Storm; PP 12 Fire Seeds; PP 10 Flame Strike; PP 8 Line of Fire; Wall of Fire (at will); PP 6 Misty Step, Fireball; PP 4 Conjure Elemental, Fire Bolt; PP 2 Burning Hands, Cure, Fear, Obscuring Mist, Speak with Animals (constant), Turn Undead; Cantrip Light (at will), Orb of Fire (at will).

ANGEL#

GOOD

Celestial beings known as Angels hail from the radiant realm of Nirvana. They embody sublime grace and unwavering virtue, acting as messengers of hope, champions of justice, and defenders of the innocent. These beings are manifestations of pure goodness, emanating a luminescence that illuminates their surroundings and reflects their celestial nature.

Angels often take the form of statuesque and ethereal humanoids, possessing features that surpass mortal standards of beauty. Their flawless, symmetrical appearance is accompanied by alabaster skin that emits a gentle, radiant glow, casting light as they move. Their eyes, deep pools of wisdom, mirror the colours of Nirvana's skies. Translucent wings sprout from their backs, enabling them to glide through the heavens with divine elegance.

Clad in flowing robes woven from the fabric of virtue, Angels exude an air of regal bearing, a testament to their celestial lineage. Some carry celestial weapons that gleam with divine power, symbolizing their commitment to combatting evil. Their voices resonate with a celestial melody, infusing their words with a soothing quality capable of inspiring courage and hope.

Angels serve as emissaries of the divine, delivering messages of compassion and guidance to the mortal realm. They stand as stalwart allies of the forces of good, intervening in cosmic conflicts to prevent the triumph of evil. With their radiant energy, they can heal wounds and cure ailments with a touch, and possess innate abilities to banish or smite evil with divine force.

While their celestial origins are apparent, Angels possess individual personalities and emotions. Their sense of purpose and morality is shaped by experiences and interactions in the mortal realm. They fulfil a range of roles in service to the greater good, from healing to combat, all reflecting the radiant ideals of Nirvana.

These celestial beings are a beacon of hope and inspiration in a world troubled by darkness. They remind all that even in dire circumstances, goodness and light can triumph, and that unwavering commitment can overcome evil.

NIRVANA

GOOD

Nirvana, a serene realm which unfolds as a tranquil haven graced by idyllic landscapes. Rivers flow gently, meandering through rolling hills and verdant forests that stretch into infinity. Within this realm, nature's beauty finds perfect expression, as vast canopies of forests create a tranquil sanctuary. The landscape is adorned with immense clearings, each offering a tableau of harmonious settlements that evoke an ethereal sense of idealism.

Daylight gracefully transitions into starlit nights in Nirvana, mirroring the cycles of the material plane and lending a comforting familiarity to its rhythm. The realm resonates with an aura of peace, where inhabitants thrive in harmonious coexistence with their surroundings. The symphony of nature's beauty and tranquillity weaves an enchanting tapestry that beckons adventurers to immerse themselves in its timeless embrace.

ANGELSANGELS
Angel TypeLevel
Archangel20
Cherubim1
Guardian10
Seraphim16
Virtue6

ARCHANGEL#

Archangels, the loftiest tier of celestial beings hailing from the plane of Nirvana, embody the pinnacle of angelic power and influence. Serving at the divine right hand or as fervent champions of deities, archangels are formidable allies in the battles against darkness. Residing within the radiant embrace of Nirvana, these celestial beings possess a human-like appearance, although variations in form exist, including features reminiscent of other humanoid races. Standing at around 9 feet tall and weighing approximately 500 pounds, archangels emanate an air of authority, their voices commanding unwavering attention. Their skin often gleams with silvery or golden hues.

Archangels, potent celestial paragons from Nirvana, possess immense magic and clerical abilities. Masters of tracking and slaying, they defend against malevolence, even venturing into the planes of the fade in pursuit of their quarry.

As defenders of cosmic concepts and mentors to mortals, their influence nears that of demigods In polytheistic beliefs, mortals revere select archangels as near-equal agents or embodiments of true deities, done with divine blessing. Distinguished from other celestial beings, archangels predominantly coalesce from virtuous souls and raw divine energy to serve deities directly. However, some ascend from lesser angels.

All angels revere the wisdom and power of archangels. While these celestial paragons often operate individually, they occasionally marshal armies led by seraphim, emerging as astute strategists in monumental assaults against infernal legions or abyssal swarms.

ARCHANGEL

Type Eternal; Size Large; Ethics Altruism

Level 20 (EL 26); DC 36

Initiative +60

Speed 35; Fly 100

Senses Darkvision 85’, Nightvision 170’

Languages All

ABILITY SCORES

STR 9; CON 5; DEX 5; INT 6; WIS 7; CHA 7

SKILLS

Acrobatics +31, Athletics +35, Culture +26, Diplomacy +33, Medicine +27, Mental Focus +33, Occultism +26 Perception +33, Planes +32, Power Manip +32, Religion +33, Sense Motive +33, Stealth +31, Survival +33

DEFENCE

DB +49 (Base +30; Other +10; Stat +5; Status +4); DR 28

Fort +34, Ref +31, Will +36; CR 4

HP 375; Weakness evil, Regeneration 20 (Evil)

FEATS/SPECIAL

Cleave, Eternal Essence, Eternal Summons, Great Fortitude, Iron Will, Lightning Reflexes, Magic Dispelling, Power Attack, Survival Instinct, Toughness I, Vital Strike

Archangel Aura (aura, divinity, good, warding) The archangel emanates a 20 feet radius aura of good. All allies within this aura gain a +2-status bonus to DB and saving throws against evil creatures. Finally, all spells with the healing trait cast within the aura are automatically warped by 2 PP with no additional cost or difficulty to cast.

Form Weapon, Greater (1 AP) (alteration, divinity) An archangel can form their archangel blade or bow.

ATTACKS

Slam +39 (agile, finesse, magical) 4d10+18 bludgeoning plus 2d6 good

Archangel Blade +39 (AR 4, balanced x3, keen, magical, shifting) 8d8+22 slashing plus 2d6 good

Archangel Bow +35 (AR 8, deadly, load 1, magical, propulsive, range 100, volley, balanced x3) 4d10+14 piercing plus 2d6 good

MAGIC

Divinity Innate Spells DC 37 (+27); PP 20 Magnificent Dawn; PP 16 Heal, Word of Stunning; PP 14 Divine Decree; PP 12 Resurrection; PP 6 Remove Disease; PP 4 Shape of the Humanoid (at will); See Invisible (constant); PP 2 Charm Kind (at will), Detect Aura (at will), Restoration

CHERUBIM#

This tiny being embodies a harmonious fusion of avian and humanoid attributes, forming a charming and ethereal presence. With a height of just less than a foot, this angel exudes an aura of innocence and grace. Delicate, iridescent feathers cascade down its back, resembling a resplendent cloak that shimmers with hues of gold, silver, and soft pastels. Its lithe form, while predominantly humanoid, bears subtle avian touches, such as elongated limbs that taper into dainty bird-like talons. A pair of feathery wings sprout from its shoulders, their opalescent plumes catching the light as they unfurl in moments of flight or excitement. Large, expressive eyes gleam with an otherworldly radiance, offering a glimpse into the angel's innate wisdom and boundless compassion.

The humble Cherubim represents the lowest tier among angels. Despite their limited power, they exhibit unwavering commitment to righteousness. Primarily serving as celestial messengers and scribes, these beings are frequently bound to virtuous mortals as familiars on the Material Plane. In this role, they offer spiritual guidance, imparting age-old wisdom from forgotten faiths and philosophies.

These celestial entities radiate an aura of profound sanctity, standing as steadfast sentinels over the sacred realm.

Cherubim, in their revered role as messengers and scribes among the celestial hierarchy, they exhibit an unmatched dedication to their divine duty. Tasked with carrying forth the words and intentions of more potent angels, they traverse the celestial realms with grace and purpose. Bearing the weight of profound wisdom and celestial lore, Cherubim serve as conduits of knowledge and communication. Through their intermediary role, they convey messages of enlightenment, guidance, and divine will to their celestial kin. With meticulous care, they record celestial decrees and eternal truths, chronicling the deeds and aspirations of the celestial plane. Cherubim's eloquent expressions and profound insights serve as a bridge between the heavens and the material realm, fostering understanding and unity among the celestial beings.

CHERUBIM

Type Eternal; Size Tiny; Ethics Altruism

Level 2 (EL 2); DC 16

Initiative +30

Speed 20; Fly 40

Senses Darkvision 60’, Nightvision 120’

Languages Harmonian, High Tongue

ABILITY SCORES

STR -1; CON 2; DEX 4; INT -1; WIS 2; CHA 2

SKILLS

Acrobatics +8, Climbing +8, Diplomacy +6, Mental Focus +6, Perception +6, Planes +3, Power Manip +3, Sense Motive +5, Stealth +7

DEFENCE

DB +17 (Base +12; Other +1; Stat +4); DR 2

Fort +11, Ref +10, Will +11; CR 2

HP 49; Resistance cold, fire; Weakness evil

FEATS/SPECIAL

Eternal Essence, Bardic Lore, Survival Instinct, Weapon Finesse, Wise Skills

Radiant Eyes (elemental, focus, invocation) The cherubim releases a beam of energy, either cold or fire in a 30 ft line inflicting 2d6 good/fire damage (basic Reflex DC 14).

ATTACKS

Slam +7 (agile, finesse, magical) 1d5+4 bludgeoning plus 1d4 good

MAGIC

Divinity Innate Spells DC 14 (+4); PP 8 Divine Vision; PP 4 Shape of the Animal (at will); PP 2 Cure, Detect Aura; Cantrip Guidance, Light

Mortals can select the Radiant Familiar feat to change their familiar into a Cherubim.

NIRVANIC FAMILIAR

CLASS GOOD

You commune with your deity and draw forth a cherubim which becomes your familiar.

Prerequisites Familiar, Divinity Caster, BSB +6

Your familiar becomes a cherubim. You replace its base statistics with those of a cherubim.

GUARDIAN#

A guardian, a pinnacle of celestial magnificence, graces the tapestry of existence with a form that seamlessly blends the ethereal beauty of the heavens with the grace of the mortal world. Standing tall at nearly 8 feet, its presence exudes an otherworldly aura of sublime serenity, a reflection of its origins in the plane of Nirvana. Every aspect of its being radiates with an inner light, casting a gentle glow that softly illuminates its surroundings.

Cascading down from its shoulders, the guardian boasts opalescent wings that span wide, a symphony of feathers that allow it to navigate the realms with the elegance of celestial flight. Glimmering eyes, like deep pools reflecting the wisdom of the cosmos, hold the secrets of existence within their depths, and their gaze seems to resonate with an understanding of the universe's intricate tapestry.

The visage of the guardian speaks of timeless serenity, bridging the gap between the mortal and celestial realms. Its countenance is graced with a tranquil smile, embodying the harmony and unity found within the plane of Nirvana. Robes of flowing, pearlescent fabric drape around its form, the very material seeming to shift and ripple with an inner light that mirrors the celestial spheres.

When the guardian speaks, its voice carries a soothing resonance that resonates with the harmonious vibrations of the cosmos. Its words are imbued with a profound sense of wisdom and understanding, offering guidance to those who seek enlightenment and inner peace.

Guardians are solemn defenders of the Ethereal and Elemental Planes, vigilantly observing these realms for fiendish strongholds and combat malevolent planar creatures. These radiant beings also serve as intermediaries between genies, elementals, and the upper planes. They assume roles of leadership and command, and with devoted service to a deity over centuries, they may ascend to the elevated rank of seraphim.

GUARDIAN

Type Eternal; Size Medium; Ethics Altruism

Level 10 (EL 13); DC 26

Initiative +40

Speed 30; Fly 40

Senses Darkvision 70’, Nightvision 140’

Languages Aelvish, Harmonian, High Tongue, Low Tongue, Nefari, Wyrmish

ABILITY SCORES

STR 5; CON 4; DEX 4; INT 4; WIS 4; CHA 4

SKILLS

Acrobatics +16, Athletics +17, Diplomacy +16, Intimidate +16, Mental Focus +16, Nature +16, Perception +16, Planes +16, Power Manip +16, Religion +15, Sense Motive +15, Stealth +15, Survival +15

DEFENCE

DB +31 (Base +20; Other +5; Stat +4; Status +2); DR 10

Fort +21, Ref +18, Will +21; CR 3

HP 195; Weakness evil, Immunity essence

FEATS/SPECIAL

Alertness, Eternal Essence, Eternal Summons, Magic Dispelling, Power Attack, Survival Instinct, Toughness

Form Weapon (2 AP) (alteration, divinity) A guardian can form their mace.

Guardian Aura (aura, divinity, good, warding) The guardian emanates a 10 feet radius aura of good. All allies within this aura gain a +1-status bonus to DB and resistance to essence damage.

ATTACKS

Guardian Mace +20 (AR 6, shove, balanced, magical) 2d8+9 bludgeoning plus 2d6 fire

MAGIC

DC 24 (+14); PP 8 Divine Wrath, Remove Curse; PP 6 Remove Disease; PP 4 Fire Bolt, Invisibility (at will); PP 2 Cure, Detect Aura (at will); Restoration

SERAPHIM#

Seraphim angels, embody celestial splendour and divine might. These radiant beings are paragons of goodness and virtue, hailing from the heavenly realms. With powerful wings that radiate with a divine glow, seraphim stand tall and imposing, often reaching heights of 9 to 10 feet. Their figures are sculpted with ethereal grace and a commanding presence, as their forms seamlessly blend human-like features with a radiant aura of otherworldly energy.

Seraphim possess skin that shimmers with a golden or silvery luminescence, embodying their celestial nature. Their eyes, aglow with a profound wisdom and kindness, hold the knowledge of countless ages. Crowned with radiant halos that symbolize their celestial status, these angels emanate an aura of comfort and hope that can uplift even the most downtrodden of spirits.

With divine purpose, seraphim wield celestial weapons of pure light and righteousness, and their very presence can banish darkness and malevolence.

Seraphim embody a righteous and unyielding fury. They are revered for their unwavering dedication to eradicating irredeemable evil, and they prioritize action over prolonged discourse. While not dismissing diplomacy entirely, seraphim understand that their strength lies in confronting the greater threats that menace the cosmos. In the radiant hierarchy, others are better equipped for negotiations, allowing seraphim to concentrate on the grander scheme of combating malevolence. Among the angelic ranks, these potent beings often ascend to roles of commanders and generals, lending their strategic prowess to angelic armies.

SERAPHIM

Type Eternal; Size Large; Ethics Altruism

Level 16 (EL 22); DC 32

Initiative +55

Speed 25; Fly 60

Senses Darkvision 85’, Nightvision 170’

Languages All

ABILITY SCORES

STR 8; CON 5; DEX 4; INT 5; WIS 7; CHA 7

SKILLS

Acrobatics +25, Arcana +15, Athletics +28, Diplomacy +27, Intimidate +25, Mental Focus +28, Nature +25, Perception +28, Planes +22, Power Manip +23, Religion +24, Sense Motive +24, Stealth +15, Survival +24

DEFENCE

DB +41 (Base +26; Other +8; Stat +4; Status +3); DR 16

Fort +28, Ref +24, Will +30; CR 4

HP 305; Resistance mental, Weakness evil, Regeneration 16 (evil)

FEATS/SPECIAL

Alertness, Blind Fight, Eternal Essence, Eternal Summons, Magic Dispelling, Power Attack, Strike of Retribution, Survival Instinct

Form Weapon (2 AP) (alteration, divinity) A seraphim can form their sword.

Seraphim Aura (aura, divinity, good, invocation) The seraphim emanate a 20 feet radius aura of good. All allies within this aura gain a +2-status bonus to DB and base damage against evil creatures.

ATTACKS

Seraphim Greatsword +32 (AR 3, keen, balanced x3, magical, shifting) 6d8+18 slashing plus 2d6 good

MAGIC

Divinity Innate Spells DC 33 (+23); PP 18 Earthquake; PP 16 Heal, Word of Stunning; PP 14 Plane Shift, Sunburst, Word of Blinding; PP 12 Resurrection; PP 8 Divine Wrath, Telepathy (at will); PP 4 Invisibility (at will), Remove Fear (at will); See Invisible (constant); PP 2 Charm Kind (at will); Cure, Detect Aura (at will); Restoration, Shield.

VIRTUE#

Virtue angels, grace the halls of Nirvana with their ethereal voices, resembling miniature humans with expansive, iridescent wings. Their shimmering forms emanate a tranquil glow, and their hair gently ripples through the air. These celestial beings arise from the souls of gifted bards and artists, their existence dedicated to weaving sacred melodies and divine harmonies. While they shun conflicts, they occasionally venture into the mortal realm to deliver messages of goodwill and positive omens, inspiring acts of kindness and creativity.

With an average height of 3-1/2 feet, virtue angels display delicate figures and weigh about 40 pounds. Their hair emits a metallic lustre akin to precious minerals and ores, with tones of platinum, gold, and silver adorning their locks. In the case of the older virtue angels, their hair might shimmer eternally, reminiscent of emeralds, sapphires, or diamonds, thus highlighting their ageless elegance.

Virtue angels, often work with guardians and seraphim, delivering for them messages to mortal beings. These messages consistently bear tidings of positivity, imparting delight upon the fortunate recipients.

Provoked or compelled, an ensemble of virtue angels can release their harmonies with formidable might, invoking potent chants from Nirvana.

VIRTUE

Type Eternal; Size Small; Ethics Altruism

Level 6 (EL 7); DC 20

Initiative +55

Speed 30; Fly 40

Senses Darkvision 65’, Nightvision 130’

Languages All

ABILITY SCORES

STR 0; CON 3; DEX 4; INT 3; WIS 3; CHA 6

SKILLS

Acrobatics +11, Artistry +10, Athletics +7, Culture +10, Diplomacy +13, Linguistics +10, Medicine +10 Mental Focus +10, Perception +10, Perform +15, Planes +9, Power Manip +9, Sense Motive +9, Stealth +10

DEFENCE

DB +24 (Base +16; Other +3; Stat +4; Status +1); DR 6

Fort +16, Ref +14, Will +16; CR 2

HP 113; Resistance sonic, Weakness evil

FEATS/SPECIAL

Alertness, Charismatic Caster, Eternal Essence, Eternal Summons, Improved Initiative, Survival Instinct, Weapon Finesse

Harmonize (1 AP) (auditory, divinity) When using their innate spells, additional virtues can instead use this action to aid their companion adding the aid bonus to the DC to save against the spell (max of +2 per virtue).

Inspiring Aura (aura, divinity, enchantment, good) The virtue emanates a 20 feet radius aura of inspiration. All allies within this aura gain a +1-status bonus to attack rolls and saves against fear effects.

ATTACKS

Slam +13 (agile, finesse, magical) 2d6+4 bludgeoning plus 1d6 good

MAGIC

Divinity Innate Spells DC 22 (+12); PP 8 Remove Curse; PP 6 Remove Disease, Sonic Bolt (at will); PP 4 Invisibility (at will); Remove Fear (at will); Sound Burst (at will); PP 2 Detect Aura (at will); Voice of Healing; Cantrip Ghost Sound (at will)

ANIMATED OBJECTS#

MINDLESS

Animated objects are fantastical constructs brought to life through arcane or magical means, devoid of consciousness and driven solely by their programmed directives. Crafted from various materials, these constructs can resemble anything from ornate sculptures to everyday items, each given a semblance of movement and function. Despite their lack of sentience, animated objects exhibit a curious semblance of life as they fulfil their assigned tasks with uncanny precision. A few examples of animated objects are listed below.

Without emotions or motivations, animated objects follow their predetermined instructions unfalteringly. A broom sweeps without rest, a suit of armour stands guard without fatigue, and a rug glides across the floor to tidy it. The magic that animates these objects grants them a semblance of autonomy, allowing them to respond to their environment and perform their duties without requiring direct control.

Though lacking in consciousness, animated objects possess an eerie persistence that can make them appear both fascinating and unsettling. They may evoke an uncanny familiarity as they mimic the motions of their mundane counterparts, but their soulless nature can also lend an eerie quality to their actions. The enchantments that bring them to life are intricate and diverse, ranging from simple cantrips to complex arcane rituals.

These constructs often serve as guardians, labourers, or even the manifestations of a mage's creativity. They are as varied as the ingenuity that creates them, bringing a touch of the mystical to the everyday and the extraordinary to the mundane.

ANIMUS ARMOUR

Type Construct; Size Medium; Ethics Mindless

Level 2 (EL 1); DC 16

Initiative +5

Speed 20

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 3; CON 4; DEX -3; INT -5; WIS 0; CHA -5

SKILLS

Athletics +7, Perception +4

DEFENCE

DB +10 (Base +12; Other +1; Stat -3); DR 6

Fort +5, Ref -2, Will +1; CR 4

HP 77; Immunity bleeding, disease, doomed, fatigued, healing, mental, paralyzed, poison, sickened, soul, soul drain, subdual, unconscious

FEATS/SPECIAL

Improved Initiative

ATTACKS

Halberd +7 (AR 1, reach, versatile S, magical) 1d12+5 piercing

Slam +6 (agile, finesse, magical) 1d8+3 bludgeoning

ANIMUS COLOSSUS

Type Construct; Size Colossal; Ethics Mindless

Level 12 (EL 10); DC 26

Initiative +10

Speed 40

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 9; CON 6; DEX -2; INT -5; WIS 0; CHA -5

SKILLS

Athletics +26, Perception +16

DEFENCE

DB +28 (Base +22; Other +6; Stat -2; Status +2); DR 18

Fort +20 Ref +9, Will +11; CR 4

HP 481; Immunity bleeding, disease, doomed, fatigued, healing, mental, paralyzed, poison, sickened, soul, soul drain, subdual, unconscious

FEATS/SPECIAL

Great Fortitude, Improved Initiative, Monstrous Grab, Physical Training, Weapon Focus (Brawling)

ATTACKS

Slam +28 (agile, finesse, magical) 3d20+9 bludgeoning

ANIMUS STATUE

Type Construct; Size Medium; Ethics Mindless

Level 3 (EL 2); DC 17

Initiative +10

Speed 20

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 4; CON 5; DEX -2; INT -5; WIS 0; CHA -5

SKILLS

Athletics +9, Perception +5

DEFENCE

DB +12 (Base +13; Other +1; Stat -2); DR 6

Fort +7, Ref 0, Will +2; CR 4

HP 96; Immunity bleeding, disease, doomed, fatigued, healing, mental, paralyzed, poison, sickened, soul, soul drain, subdual, unconscious

FEATS/SPECIAL

Improved Initiative, Monstrous Grab

ATTACKS

Slam +8 (agile, finesse, magical) 1d8+4 bludgeoning

ANIMUS STATUE, GIANT

Type Construct; Size Large; Ethics Mindless

Level 6 (EL 4); DC 20

Initiative +10

Speed 30

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 5; CON 5; DEX -2; INT -5; WIS 0; CHA -5

SKILLS

Athletics +14, Perception +9

DEFENCE

DB +18 (Base +16; Other +3; Stat -2; Status +1); DR 12

Fort +10, Ref +3, Will +5; CR 4

HP 167; Immunity bleeding, death effects, disease, doomed, fatigued, healing, mental, necromancy, nonlethal, paralyzed, poison, sickened, soul drain, unconscious

FEATS/SPECIAL

Improved Initiative, Monstrous Grab, Weapon Focus (Brawling)

ATTACKS

Slam +15 (agile, finesse, magical) 2d10+5 bludgeoning

DANCING BROOM

Type Construct; Size Small; Ethics Mindless

Level 1 (EL 0); DC 15

Initiative +10

Speed 15

Senses Darkvision 55’, Nightvision 110’

ABILITY SCORES

STR 0; CON 0; DEX 1; INT -5; WIS 1; CHA -5

SKILLS

Acrobatics +4, Athletics +3, Perception +4, Stealth +1

DEFENCE

DB +12 (Base +11; Stat +1); DR 3

Fort +0, Ref +1, Will +1; CR 4

HP 47; Immunity bleeding, death effects, disease, doomed, fatigued, healing, mental, necromancy, nonlethal, paralyzed, poison, sickened, soul drain, unconscious

FEATS/SPECIAL

Dusty Haze (Air); Action Reaction; Requirements A target the broom has just struck takes damage.

A swirling cloud of fine, blinding dust forms around the broom granting it the concealed condition until the beginning of its next turn.

ATTACKS

Slam +2 (agile, finesse, magical) 1d6 bludgeoning plus Dusty Haze

FLYING RUG

Type Construct; Size Medium; Ethics Mindless

Level 7 (EL 5); DC 21

Initiative +40

Speed 10; Fly 30

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 4; CON 1; DEX 4; INT -5; WIS 0; CHA -5

SKILLS

Acrobatics +14, Athletics +14, Perception +10, Stealth +14

DEFENCE

DB +25 (Base +17; Other +3; Stat +4; Status +1); DR 6

Fort +7, Ref +12, Will +6; CR 4

HP 146; Immunity bleeding, death effects, disease, doomed, fatigued, healing, mental, necromancy, nonlethal, paralyzed, poison, sickened, soul drain, unconscious

FEATS/SPECIAL

Hover, Improved Initiative, Lightning Reflexes, Monstrous Grab, Toughness

ATTACKS

Slam +14 (agile, finesse, magical) 2d8+4 bludgeoning

ANKHEG#

An ankheg, a creature that burrows beneath the earth, possesses an appetite for newly captured prey. With six legs, these creatures come in hues of brown and yellow. Measuring around 10 feet in length and weighing approximately 800 pounds, they are formidable in both size and presence.

An ankheg employs its legs and mandibles for burrowing. While its typical burrowing doesn't yield usable tunnels, it's capable of crafting one, though at half its regular speed. Often, it carves a sinuous passage up to 40 feet deep beneath the forested or cultivated terrain. These tunnels measure 5 feet in both height and width, stretching anywhere from 60 to 150 feet long (determined by rolling a d10 and adding 5, then multiplying by 10).

ANKHEG

Type Beast; Size Large; Ethics Animal

Level 3 (EL 2); DC 17

Initiative +5

Speed 25; Burrow 20

Senses Darkvision 55’, Nightvision 110’ Tremorsense 30’

ABILITY SCORES

STR 3; CON 3; DEX 0; INT -4; WIS 1; CHA -2

SKILLS

Athletics +8, Climbing +5, Perception +6, Stealth +5 Survival +6

DEFENCE

DB +14 (Base +13; Other +1); DR 4

Fort +13, Ref +8, Wis +3

HP 114; Immunity acid, mental

FEATS/SPECIAL

Acute Sense (Touch), Toughness, Wise Skills

Acidic Spittle 2 AP (acid, focus); Effect The ankheg ejects a stream of corrosive acid in a 30’ cone, inflicting 3d6 acid damage. (basic Reflex DC 19).

ATTACKS

Bite +7 (finesse, AR 2) 1d10+3 piercing + 1d6 acid.

ANKHEG, QUEEN

The Ankheg Queen, stands as the apex of the ankheg hive's hierarchy. Towering at a height of around 20 feet, this mighty insectoid ruler boasts a sleek and armoured exoskeleton that glistens with a blend of iridescent greens and browns. Her mandibles, sharp and powerful, open and close with a rhythmic cadence as she emits low, resonant clicks to communicate with her subjects. An ankheg queen stands out as a formidable predator, notably larger than their typical counterparts and distinguished by the addition of a sizable set of razor-sharp, mantis-like arms.

ANKHEG, QUEEN

Type Beast; Size Huge; Ethics Animal

Level 9 (EL 9); DC 115

Initiative +15

Speed 30; Burrow 20

Senses Darkvision 60’; Nightvision 120’ Tremorsense 35’.

ABILITY SCORES

STR 6; CON 4; DEX 1; INT -4; WIS 2; CHA -2

SKILLS

Acrobatics +13, Athletics +18, Climbing +13, Perception +14, Stealth +13 Survival +14

DEFENCE

DB +25 (Base +19; Other +4; Stat +1; Status +1); DR 8

Fort +20, Ref +17, Will +12

HP 240; Immunity acid, mental

FEATS/SPECIAL

Acute Sense (Touch), Inner Reserve, Iron Will, Lightning Reflexes, Toughness I

Acidic Spittle 2 AP (acid, focus) Frequency once per hour; Effect The ankheg ejects a stream of corrosive acid in a 30’ cone, inflicting 9d6 acid damage. (basic Reflex DC 25).

ATTACKS

Bite +19 (finesse, AR 4) 2d12+6 piercing + 2d6 acid.

APE#

A formidable creature, the ape boasts a hulking and muscular physique, standing at an impressive height of about 8 feet and weighing around 800 pounds. Its sturdy limbs are equipped with powerful muscles, enabling it to move with surprising agility despite its size. Covered in coarse and thick fur, the ape's colouring varies from deep browns to shades of gray, allowing it to blend into its natural forest environment. With its large, intelligent eyes and expressive features, this creature exudes a mix of curiosity and primal strength. Its long arms and dexterous fingers make it adept at climbing trees and swinging through the canopy, while its formidable strength and sharp fangs serve as potent tools for both offense and defence in the wild.

APE

Type Animal; Size Large; Ethics Animal

Level 3 (EL 2); DC 17

Initiative +15

Speed 30; Climb 30

Senses Nightvision 110’

ABILITY SCORES

STR 4; CON 3; DEX 2; INT -4; WIS 1; CHA 0

SKILLS

Acrobatics +6, Athletics +8, Intimidate +8, Perception +5, Stealth +5

DEFENCE

DB +16 (Base +13; Other +1; Stat +2); DR 1

Fort +13, Ref +12, Will +3

HP 74

FEATS/SPECIAL

Fearful Strength, Skill Focus (Search), Toughness I

ATTACKS

Bite (medium) +7 (finesse) 1d10+4 piercing

Slam +7 (agile, finesse) 1d10+4 bludgeoning

APE LORD

Type Animal; Size Huge; Ethics Animal

Level 8 (EL 5); DC 22

Initiative +15

Speed 35; Climb 35

Senses Nightvision 110’

ABILITY SCORES

STR 7; CON 4; DEX 2; INT -4; WIS 1; CHA 0

SKILLS

Acrobatics +10, Athletics +15, Intimidate +8, Perception +9, Stealth +9

DEFENCE

DB +25 (Base +18; Other +4; Stat +2; Status +1); DR 2

Fort +20, Ref +17, Will +8

HP 217

FEATS/SPECIAL

Fearful Strength, Monstrous Grab, Physical Training, Skill Focus (Search), Toughness I

ATTACKS

Bite (large) +17 (finesse) 2d12+7 piercing

Slam +17 (agile, finesse) 2d12+7 bludgeoning

An ape lord is a massive and dominant primate, exuding an aura of authority among its kin. It typically stands around 12 feet tall and weighs approximately 1,800 pounds.

LAELETH

Type Animal; Size Gargantuan; Ethics Animal

Level 14 (EL 14); DC 28

Initiative +35

Speed 40; Climb 40

Senses Nightvision 120’

ABILITY SCORES

STR 10; CON 6; DEX 1; INT -4; WIS 2; CHA 0

SKILLS

Acrobatics +17, Athletics +26, Intimidate +25, Perception +17, Stealth +16

DEFENCE

DB +34 (Base +24; Other +7; Stat +1; Status +2); DR 3

Fort +30, Ref +22, Will +17

HP 369

FEATS/SPECIAL

Fearful Strength, Great Fortitude, Improved Initiative, Iron Will, Monstrous Grab, Physical Training, Skill Focus (Perception), Throw Anything, Toughness I

ATTACKS

Bite (huge) +27 (finesse) 2d16+10 piercing

Slam +27 (agile, finesse) 2d16+10 bludgeoning

The laeleth, a dominant ape, swiftly challenges intruders in its territory, standing at 40 feet tall and reigning as the apex predator.

ATHACH#

These towering and savage giants are despised for their monstrous appearance and savage behaviour. Apart from their unsanitary inclinations, these giants become even more peculiar due to the presence of a lanky third arm emerging from their torso, culminating in a quivering, long-fingered claw. When fully grown, they reach an imposing height of approximately 18 feet and carry a weight of around 4,500 pounds. Athachs communicate through a rudimentary version of the Gantish language.

An athach embodies a twisted variation of giants, marked by cruelty and brutishness. Its existence is centred around inflicting misery, destruction, and fear upon weaker creatures. While their individual appearances can encompass a range of human-like colours, their arms tend to adopt darker shades, sometimes even tending toward a greyish hue.

The athach's distinguishing traits include elongated upper fangs that protrude from its mouth like those of a ferocious predator, constantly exuding a drooling venom that induces weakness. Typically found in family units, a group of athachs forms sibling gangs, while full tribes consist of parents and their offspring.

Thriving on the terror they evoke, athachs derive pleasure from toying with their victims before fully succumbing to their vile and murderous tendencies.

In the midst of cruelty and desecration, athachs channel an eerie sense of creativity, fostering an environment of horror and chaos wherever their loathsome presence treads.

ATHACH

Type Humanoid; Size Huge; Ethics Anarchy

Level 12 (EL 9); DC 26

Initiative +30

Speed 40

Senses Darkvision 60’, Nightvision 120’

Languages Gantish

ABILITY SCORES

STR 7; CON 7; DEX 3; INT -1; WIS 2; CHA 2

SKILLS

Acrobatics +10, Athletics +23, Climbing +19, Intimidate +18 Perception +18, Stealth +18, Survival +16

DEFENCE

DB +33 (Base +22; Other +6; Stat +3; Status +2); DR 9

Fort +25, Ref +17, Will +15; CR 1

HP 309; Weakness cold iron

FEATS/SPECIAL

Alertness, Bravery, Cleave, Combat Reflexes (Claw only), Fast Attack, Iron Will, Physical Training, Power Attack, Survivalist, Swipe, Toughness, Weapon Focus (Brawling), Wise Skills

Athach Venom (Poison) Action Free; Trigger The athach inflicts damage to the target with its bite.

Saving Throw Fortitude; Stage 1 2d6 poison damage (basic Fort); Stage 2 4d6 poison damage (basic Fort); Stage 3 6d6 poison damage (basic Fort); Maximum Duration 6 rounds

ATTACKS

Bite (large) +26 (finesse) 3d10+7 piercing + venom.

Claw +26 (agile, finesse, versatile - p) 3d10+7 slashing.

Slam +26 (agile, finesse) 3d12+7 bludgeoning

Rock +22 (range 30 feet) 3d12+7 bludgeoning

An athach will often employ weapons and magical items that it has taken from its victims.

AZUR#

FIRE

An azur is a stout and robust humanoid, resembling a heavily muscled dwarf crafted from living molten metal. Its body glows with an inner fire, casting a warm radiance in its surroundings. The azur's skin appears to be forged from molten brass or iron, its surface marred with intricate patterns reminiscent of smithing marks.

Hailing from the Plane of Fire, the azur are a resilient and diligent people known for their unwavering work ethic. Within their bronze and brass fortresses, they steadfastly prepare for their enduring conflict against the efreet.

Azur inhabit a structured society where roles are meticulously defined. From birth, everyone is assigned a specific duty, often following in the footsteps of their parents. A well-established caste system further reinforces the order of azur society. The upper echelons are occupied by nobles who rule unchallenged, identified by their adorned brass kilts.

Merchants and proprietors of businesses don sturdy bronze attire, signifying their place in the hierarchy. Meanwhile, the copper kilts signify the working class, comprising servants, artisans, and labourers who form the foundation of the azur way of life.

AZUR

Type Elemental; Size Medium; Ethics Discipline

Level 2 (EL 2); DC 16

Initiative +15

Speed 20

Senses Darkvision 60’, Nightvision 120’

Languages Dengaris, High Tongue, Ignic, Low Tongue

ABILITY SCORES

STR 3; CON 4; DEX 1; INT 2; WIS 2; CHA 1

SKILLS

Athletics +7, Crafting +6 (Smithing +10), Culture +6 Perception +6, Planes +6, Survival +6

DEFENCE

DB +14 (Base +12; Other +1; Stat +1); DR 6 (Chest 4, Natural 2)

Fort +11, Ref +8, Will +8; CR 2

HP 48; Immunity bleeding, fire, paralysis, poison, sleep Weakness cold

FEATS/SPECIAL

Iron Hide, Iron Walker, Iron Will, Power Attack, Toughness I, Weapon Focus (Hammer)

Azur Aura (aura, fire, verdant)

An azur constantly emanates a 5-foot aura which inflicts 1d4 fire damage (basic Fortitude save).

The azur may as a Free Action turn the aura on or off.

ATTACKS

Warhammer +8 (AR 2, magical, shove) 1d8+4 bludgeoning plus 1d4 fire.

Light Hammer +6 (agile, thrown 20’) 1d6+4 bludgeoning plus 1d4 fire.

GEAR

Warhammer, Light Hammer, Scalemail

MAGIC

Verdant Innate Spells DC 16 (+6); PP 4 Fire Bolt (at will); PP 2 Burning Hands (at will),

BANSHEE#

EVIL INCORPOREAL

A banshee is an ethereal and vengeful spirit that arises from the sorrowful demise of an elf, particularly one who met a violent or unjust end. It embodies the intense emotions of grief, pain, and anger that accompanied its passing, giving rise to its spectral and unsettling appearance. Draped in tattered remnants of its former elven attire, the banshee's form often seems blurred or translucent, as if existing in a state between the material and the ethereal.

Banshees are driven by an insatiable desire for vengeance, seeking to right the wrongs that led to their tragic fates. They are known to haunt the places associated with their former lives, such as ancestral homes or burial sites, where they mournfully recount their tales of woe. While they are often focused on retribution against specific individuals or groups responsible for their untimely demise, banshees are not selective in their wrath and may target any who cross their path.

Though banshees are driven by their anger and grief, there is a tragic aspect to their existence. They are forever trapped in a state of torment, unable to move on from the pain that binds them to the mortal realm. In some rare instances, a compassionate soul may be able to appease a banshee by unravelling the mysteries of its past or offering closure to the unresolved conflicts that bind it to the world of the living.

Encountering a banshee is a harrowing experience that leaves a lasting impression on those who witness its otherworldly presence and hear its mournful cries. Legends of these vengeful spirits spread fear among communities, as they serve as a reminder of the depths of tragedy and the enduring power of unresolved emotions in the realm of the supernatural.

BANSHEE

Type Undead; Size Medium; Ethics Nihilism

Level 17 (EL 16); DC 31

Initiative +95

Speed Fly 60

Senses Darkvision 75’, Life Sense 75’

Languages Aelvish, Low Tongue, Thanatos

ABILITY SCORES

STR -4; CON 2; DEX 10; INT 1; WIS 5; CHA 5

SKILLS

Acrobatics +29, Intimidate +24, Mental Focus +22 Occultism +16, Perception +26, Perform +20 Power Manip +18, Sense Motive +24, Stealth +32

DEFENCE

DB +43 (Base +22; Other +8; Stat +10; Status +3)

Fort +24, Ref +31, Will +29

HP 215; Immunity bleeding, disease, fatigue, mundane, paralysis, poison, precision, sleep, soul drain, stunning, subdual; Resistance all damage (force, essence)

FEATS/SPECIAL

Alertness, Combat Reflexes Frightful Aura, Hover, Improved Initiative, Iron Will, Life Sense, Lightning Reflexes, Mobility, Shadowing, Weapon Finesse, Weapon Focus (Brawling)

SPECIAL

Banshee Wail (auditory, concentrate, ethereal, focus, soul) Action 2 AP; Effect The banshee unleashes a Wail of the Banshee spell which bypasses any magical silence of 10 PP or lower.

ATTACKS

Banshee Touch +31 (agile, finesse, magical) 3d10+10 essence plus 1d10 secondary cold

BARGHEST#

CHAOS EVIL

A barghest is a fiend with lupine traits, having the ability to shift between the forms of a wolf or a goblin. In its innate state, it bears the appearance of a fearsome goblin-wolf amalgamation, featuring formidable jaws and razor-sharp claws. During their early stages, barghests closely resemble wolves, apart from their size and claws. As they mature and gain strength, their skin transitions from bluish red to a complete shade of blue.

BARGHEST

Type Eternal; Size Medium; Ethics Malevolence

Level 4 (EL 5); DC 18

Initiative +40

Speed 25

Senses Darkvision 60’; Nightvision 120’ Scent 35’

Languages Low Tongue, Mesnic, Sharuk, Wargle

ABILITY SCORES

STR 5; CON 5; DEX 2; INT 2; WIS 2; CHA 2

SKILLS

Acrobatics +7, Athletics +10, Deception +7, Diplomacy +7, Intimidate +7, Mental Focus +7, Nature +7, Perception +7, Sense Motive +7, Stealth +7, Survival +6

DEFENCE

DB +18 (Base +14; Other +2; Stat +2); DR 4

Fort +16, Ref +10, Will +15; CR 2

HP 105; Resistance fire, mundane

FEATS/SPECIAL

Combat Reflexes, Eternal Essence, Improved Initiative, Survival Instinct, Survivalist

Change Shape 1 AP (concentrate, divine, polymorph, transmutation) Effect Assuming the guise of a goblinoid creature (such as a goblin, hobgoblin, or bugbear) or a wolf, the barghest alters its appearance, or it returns to its original form. While in the goblinoid guise, the barghest loses its bite and claw Strikes, adopts a small size when mimicking a goblin, and its Speed becomes 20 feet. When assuming the form of a wolf, the barghest's Speed increases to 40 feet, and its bite acquires the Monstrous Knockdown ability.

Soul Feed The barghest can feed on the soul of a dead creature once per month. Such a creature cannot be resurrected and once the barghest has fed on ten such creatures, it becomes a greater barghest (see below).

ATTACKS

Bite +50 (finesse, magical) 1d8+5 piercing

Claw +50 (agile, finesse, magical) 1d6+5 slashing.

MAGIC

Verdant Innate Spells DC 19 (+9); PP 8 Blink (at will); Confusion; Dimension Door; PP 4 Levitate (at will); PP 2 Charm Kind

GRAVHEK

Once a barghest has consumed enough souls, it evolves and becomes a Gravhek.

GRAVHEK

Type Eternal; Size Large; Ethics Malevolence

Level 8 (EL 9); DC 22

Initiative +50

Speed 35; Climb 30

Senses Darkvision 70’; Nightvision 140’ Scent 45’

Languages Abyssal, Low Tongue, Mesnic, Sharuk, Wargle

ABILITY SCORES

STR 7; CON 6; DEX 2; INT 3; WIS 4; CHA 3

SKILLS

Acrobatics +12, Athletics +17, Deception +13, Diplomacy +13, Intimidate +13, Mental Focus +14, Nature +13, Perception +13, Sense Motive +13, Stealth +11, Survival +13

DEFENCE

DB +25 (Base +18; Other +4; Stat +2; Status +1); DR 8

Fort +21, Ref +14, Will +21; CR 2

HP 203; Resistance fire, mundane; Weakness good, order

FEATS/SPECIAL

Combat Reflexes, Eternal Essence, Eternal Summons, Improved Initiative, Iron Will, Survival Instinct, Survivalist, Toughness I, (Change Shape, Soul Feed)

ATTACKS

Bite +19 (finesse, magical) 2d10+7 piercing

Claw +19 (agile, finesse, magical) 2d8+7 slashing.

MAGIC

Divinity Innate Spells DC 24 (+14); PP 8 Blink (at will), Confusion, Dimension Door; PP 4 Invisibility, Levitate (at will); PP 2 Charm Kind (2)

BASILISK#

The basilisk, an ancient and menacing creature, instils fear in the hearts of those who encounter it. It possesses the appearance of a monstrous reptile with a sinuous body, powerful limbs, and a ridge of bony spikes running along its spine. Its eyes wield a deadly gaze capable of transforming any living being into stone with a single glance. Typically adorned in earthy-hued scales, the basilisk's coloration aids in its ability to blend into its surroundings.

An adult basilisk's body reaches lengths of approximately 6 feet, excluding its tail, which can extend an additional 5 to 7 feet. Weighing around 300 pounds, the creature's imposing presence is matched by its fearsome capabilities.

Revered for its insatiable hunger, this cunning predator prowls desolate and rocky landscapes, often ambushing its prey with surprising speed. It employs its agile movements and petrifying gaze to catch victims unawares. The sight of a basilisk can induce panic, as both adventurers and creatures are well aware of the peril that accompanies a direct gaze. Numerous tales recount courageous individuals attempting to vanquish these lethal beings, often armed with reflective surfaces to avert their eyes and evade the basilisk's deadly stare.

BASILISK

Type Beast; Size Medium; Ethics Animal

Level 6 (EL 4); DC 20

Initiative +30

Speed 20

Senses Darkvision 60’, Nightvision 120’

ABILITY SCORES

STR 4; CON 5; DEX 0; INT -3; WIS 2; CHA 1

SKILLS

Acrobatics +9, Athletics +12, Climbing +8, Intimidate +9, Perception +10, Stealth +8 Survival +10

DEFENCE

DB +19 (Base +16; Other +3; Stat -1; Status +1); DR 6

Fort +20, Ref +11, Will +7

HP 135

FEATS/SPECIAL

Acute Sense (Sight), Blind Fight, Great Fortitude, Improved Initiative, Wise Skills

Petrifying Gaze (alteration, arcane, aura, save) Any creature within 30 feet of the basilisk that can see it must make a fortitude save with the following results:

Critical the target is unaffected

Success the targets body stiffens slightly and causes them to become slowed 1 for 1 round.

Partial the target become petrified for 1 minute. It can attempt a new save at the end of each of its turns, applying the new results immediately (even if they are worse).

Failure the target becomes petrified for 1 minute.

Fumble the target becomes petrified permanently.

ATTACKS

Bite +13 (finesse, magical) 2d8+4 piercing

BAT#

Bats, usually solitary creatures of the night, can become an ominous menace when they gather in swarms. These bat swarms, dark and chaotic, take on a life of their own, creating a collective monster that instils fear in the hearts of those who encounter them.

Some bats grow to massive proportions and can become a menace as an individual creature.

BAT SWARM

Type Animal (swarm); Size Large; Ethics Animal

Level 1 (EL 1); DC 15

Initiative +35

Speed 5; Fly 30

Senses Nightvision 130’, Echolocation 130’

ABILITY SCORES

STR 1; CON 1; DEX 4; INT -4; WIS 3; CHA -2

SKILLS

Acrobatics +7, Climbing +7, Perception +6, Stealth +7 Survival +6

DEFENCE

DB +15 (Base +11; Stat +4)

Fort +9, Ref +14, Will +3

HP 76; Immunity critical hits, precision, mental effects, reactions provoked by movement; Resistance targeted; Weakness area damage

FEATS/SPECIAL

Lightning Reflexes

Bat Bites 1 AP 1d4 piercing

Effect Each enemy in the bat swarm’s space takes 1d4 piercing damage (basic Reflex). Any criticals inflicted also inflict 1 point of bleed damage.

GIANT BAT

Type Animal; Size Large; Ethics Animal

Level 2 (EL 1); DC 16

Initiative +25

Speed 15; Fly 30

Senses Nightvision 120’, Echolocation 120’

ABILITY SCORES

STR 2; CON 1; DEX 3; INT -4; WIS 2; CHA -1

SKILLS

Acrobatics +7, Climbing +6, Perception +6, Stealth +7 Survival +5

DEFENCE

DB +16; (Base +12; Other +1: Stat +3); DR 2

Fort +10, Ref +12, Will +3

HP 87

FEATS/SPECIAL

Skill Focus (Awareness)

ATTACKS

Bite +5 (finesse) 1d10+2 piercing

Wing +5 (finesse) 1d8+2 bludgeoning

A giant bat is a formidable creature with a wingspan stretching up to 15 feet, allowing it to soar through the night skies with uncanny grace. Its sleek, dark fur and keen senses make it a fearsome predator of the night. With a leathery membrane stretched between elongated fingers, it can glide through the air silently, striking its prey with swift precision.

BEAR#

Bears are powerful and majestic creatures of the wilderness, renowned for their immense strength and formidable presence. With thick fur and a lumbering gait, they command respect as apex predators, capable of both gentle moments and ferocious displays of might.

CAVE BEAR

Type Animal; Size Large; Ethics Animal

Level 6 (EL 4); DC 20

Initiative +10

Speed 35

Senses Nightvision 110’, Scent 55’

ABILITY SCORES

STR 7; CON 5; DEX 1; INT -4; WIS 1; CHA -1

SKILLS

Acrobatics +4, Athletics +13, Climbing +7, Perception +7, Stealth +7, Survival +7

DEFENCE

DB +21 (Base +16; Other +3; Stat +1; Status +1); DR 2

Fort +18, Ref +14, Will +8

HP 165

FEATS/SPECIAL

Iron Will, Monstrous Grab, Skill Focus (Swim), Sudden Charge, Toughness

ATTACKS

Bite +14 (finesse) 1d10+7 piercing

Claw +14 (agile, finesse) 1d8+7 slashing

Dwelling in the wilderness, far from human settlements, the cave bear is a massive and aggressive predator that rules over its chosen territory. Preferring the shelter of natural caves, this creature's territorial nature is matched only by its ferocity. Once it confronts a foe, it relentlessly attacks until its prey is lifeless, often indulging in its quarry's flesh. In remote areas, cave bears are revered as potent guardian spirits, while beings like orcs and giants harness their might for war or protection—stone giants, in particular, form close bonds with these beasts, using them as loyal guardians for their domains.

GRIZZLY BEAR

Type Animal; Size Large; Ethics Animal

Level 3 (EL 2); DC 17

Initiative +10

Speed 35

Senses Nightvision 110’, Scent 55’

ABILITY SCORES

STR 4; CON 5; DEX 1; INT -4; WIS 1; CHA -1

SKILLS

Acrobatics +3, Athletics +9, Climbing +6, Perception +6 Stealth +6, Survival +6

DEFENCE

DB +15; (Base +13; Other +1; Stat +1); DR 1

Fort +15, Ref +11, Will +5

HP 110

FEATS/SPECIAL

Iron Will, Monstrous Grab, Skill Focus (Swim), Sudden Charge

ATTACKS

Bite +7 (finesse) 1d10+4 piercing

Claw +7 (agile, finesse) 1d8+4 slashing

Roaming the forested hills, the grizzly bear stands as a formidable omnivore. While it primarily sustains itself on a diet of nuts, berries, fish, and small mammals, its territorial nature is undeniable—any creature seen as a rival will be driven off or met with deadly aggression.

POLAR BEAR

Type Animal; Size Large; Ethics Animal

Level 5 (EL 3); DC 19

Initiative +35

Speed 35; Swim 15

Senses Nightvision 110’, Scent 55’

ABILITY SCORES

STR 5; CON 6; DEX 2; INT -4; WIS 1; CHA -1

SKILLS

Acrobatics +5, Athletics +13, Climbing +10, Perception +9, Stealth +10, Survival +9

DEFENCE

DB +20; (Base +15; Other +2; Stat +2 Status +1); DR 1

Fort +18, Ref +14, Will +7

HP 155

FEATS/SPECIAL

Improved Initiative, Iron Will, Monstrous Grab, Sudden Charge, Toughness

ATTACKS

Bite +10 (finesse) 1d10+5 piercing

Claw +10 (agile, finesse) 1d8+5 slashing

Polar bears command attention with their distinctive pale fur, contrasted by black eyes, lips, and toe pads that aid their survival in the icy wilderness. Renowned as aggressive predators, they exhibit relentless pursuit, tracking prey across frozen terrain and icy waters for miles.

BEETLE#

Amidst the benign world of insects, certain regions are home to the formidable presence of giant beetles. These oversized creatures, with their robust mandibles and resilient exoskeletons, can pose a considerable threat when provoked. Though typically peaceful, the immense power they wield serves as a reminder of the hidden danger lurking beneath their seemingly harmless exterior.

FLAME BEETLE

Type Animal; Size Small; Ethics Animal

Level 1 (EL 1); DC 15

Initiative +20

Speed 20; Fly 15

Senses Nightvision 110’, Darkvision 55’

ABILITY SCORES

STR 1; CON 2; DEX 3; INT -4; WIS 1; CHA -2

SKILLS

Acrobatics +6, Athletics +3, Climbing +5, Perception +4 Stealth +6

DEFENCE

DB +14 (Base +11; Stat +3); DR 3

Fort +10, Ref +11, Will +1

HP 57; Immunity mental; Resistance fire

FEATS/SPECIAL

Toughness

Luminous Glow (light) Effect The beetle emanates an amount of light which is enough to increase the light level by one step.

ATTACKS

Bite +3 (finesse) 1d6+1 piercing

Fire Mote +3 (range 30) 1d6 fire

Fire beetles, sought after by miners and adventurers alike, enchant the night with their radiant glow. Positioned above each eye, two glands emit a vivid red light, casting illumination for a span of 1d6 days once extracted.

GIANT STAG BEETLE

Type Animal; Size Large; Ethics Animal

Level 4 (EL 2); DC 18

Initiative +15

Speed 20; Fly 20

Senses Nightvision 120’, Darkvision 60’

ABILITY SCORES

STR 5; CON 5; DEX 1; INT -4; WIS 2; CHA -1

SKILLS

Acrobatics +6, Athletics +10, Climbing +6, Perception +7, Stealth +5, Survival +6

DEFENCE

DB +17; (Base +14; Other +2; Stat +1); DR 4

Fort +18, Ref +12, Will +5

HP 135; Immunity mental

FEATS/SPECIAL

Great Fortitude, Toughness, Trample

ATTACKS

Bite +10 (finesse) 1d10+5 piercing

Slam +10 (agile, finesse) 1d10+5 bludgeoning

Giant stag beetles are voracious pests that ravage cultivated crops with their insatiable appetites, capable of decimating entire farms in a matter of moments. An adult giant stag beetle measures around 10 feet in length.

MIRNETH

Type Beast; Size Huge; Ethics Animal

Level 11 (EL 10); DC 25

Initiative +35

Speed 25; Climb 20; Fly 25

Senses Nightvision 130’, Darkvision 65’

ABILITY SCORES

STR 8; CON 6; DEX 0; INT -2; WIS 3; CHA -1

SKILLS

Acrobatics +15, Athletics +23, Climbing +15, Mental Focus +18, Perception +18, Stealth +15, Survival +18

DEFENCE

DB +28; (Base +21; Other +5; Status +2); DR 8

Fort +26, Ref +18, Will +15

HP 281; Immunity mental, sonic

FEATS/SPECIAL

Feather Step, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness, Trample

Deafening Screech 2 AP (auditory, focus); Effect The mirneth emits a 30 ft emanation of sonic energy that deals 5d10 damage to all creatures in its area (basic Fortitude).

ATTACKS

Bite +24 (finesse) 2d12+8 piercing

Slam +24 (agile, finesse) 2d12+8 bludgeoning

The Mirneth, a huge beetle, is a dreaded scourge that lays waste to vast swaths of cultivated lands. This monstrous pest which can grow to nearly 20 feet in length, exhibits a unique ability to emit deafening screeches.

BEHIR#

A behir, a serpent-like creature, possesses the ability to either slither in a manner reminiscent of a snake or employ its dozen legs to move with impressive speed. These formidable beings reach a length of approximately 40 feet and tip the scales at around 4,000 pounds. When the need arises, they can tuck their limbs near their elongated, slender bodies and slink forward much like a snake.

Behirs exhibit a range of colorations, spanning from ultramarine to deep blue, often adorned with bands of gray-brown. Their underbellies feature a lighter shade of blue. Although the behir's imposing pair of large horns sweep back over its head, these appendages are utilized for grooming its scales rather than combat.

BEHIR

Type Beast; Size Huge; Ethics Animal

Level 8 (EL 6); DC 22

Initiative +25

Speed 30; Climb 20

Senses Darkvision 65’, Nightvision 130’

ABILITY SCORES

STR 7; CON 5; DEX 2; INT -2; WIS 3; CHA 0

SKILLS

Acrobatics +13, Athletics +18, Climbing +13, Intimidate +11, Perception +14, Stealth +13, Survival +14

DEFENCE

DB +25 (Base +18; Other +4; Stat +2; Status +1); DR 8

Fort +20, Ref +15, Will +10; CR 1

HP 215; Immunity electricity

FEATS/SPECIAL

Cleave, Monstrous Grab, Power Attack, Skill Focus (Awareness), Swallow, Trackless Step, Wise Skills

Constrict 1 AP 2d10+10 bludgeoning

Electricity Breath 2 AP (electricity, focus, invocation, verdant) Effect The behir breathes a 60-foot line of electricity that deals 9d6 damage (basic Reflex save).

Storm of Claws 3 AP (attack, move)

Effect The behir can make four claw strikes after moving up to its speed. The attacks can be made at any point during the movement and the behir does not provoke reactions. Each of the attacks is not subject to multiple attack penalty, but this penalty does apply after the attacks are completed.

ATTACKS

Bite +19 (finesse, magical) 2d12+7 piercing

Claw +19 (agile, finesse, magical) 2d10+7 slashing.

BELKAR#

AIR

A belkar is a malevolent elemental creature that embodies the chaotic and destructive nature of the Elemental Plane of Air. It appears as a swirling, smoky mass with dark, shadowy features resembling a humanoid form. These creatures are formed from the raw energies of air and shadow, giving them a constantly shifting and ethereal appearance.

BELKAR

Type Elemental; Size Large; Ethics Malevolence

Level 6 (EL 6); DC 20

Initiative +45

Speed 25; Fly 40

Senses Darkvision 70’, Nightvision 140’, Smokevision

Languages Aeolian

ABILITY SCORES

STR 2; CON 3; DEX 5; INT 0; WIS 4; CHA 1

SKILLS

Acrobatics +12, Athletics +9; Nature +11, Perception +11, Stealth +12, Survival +11

DEFENCE

DB +25 (Base +16; Other +3; Stat +5; Status +1)

Fort +14, Ref +18, Will +14; CR 2

HP 143; Immunity bleeding, paralysis, poison, precision, sleep

FEATS/SPECIAL

Hover, Iron Will, Lightning Reflexes, Smoke Form, Weapon Finesse

Suffocate 2 AP (air, poison) Requirements The belkar is occupying the space of another creature which is at least one size category smaller. Effect The belkar flows into the target’s lungs forcing them to take 3d6 poison damage (basic Fortitude).

ATTACKS

Claw +14 (agile, finesse, magical) 2d8+5 slashing plus 1d6 poison.

Wing +14 (finesse, magical, reach 15 ft) 2d8+5 bludgeoning

MAGIC

Verdant Innate Spells DC 19 (+9); PP 4 Darkness (4); PP 2 Gust (at will), Obscuring Mist; Cantrip Orb of Lightning (at will)

Belkars are known for their ability to blend into their surroundings, making them difficult to detect until they attack. They can move through solid objects and are naturally invisible, allowing them to surprise their victims. With their fierce claws and bite, belkars are formidable opponents in combat, and they often strike from ambush to catch their prey off guard.

These creatures are not bound by a sense of loyalty or morality and are known to attack and torment travellers and adventurers who venture too close to their lairs on the Elemental Plane of Air. They are particularly skilled at using their mastery of air and darkness to create confusion and chaos during battles, making them feared adversaries.

A blink dog is a canine creature with sleek, tawny fur, standing around 2 to 3 feet tall at the shoulder. Its fur is often tawny or light brown, occasionally adorned with darker streaks or spots that provide camouflage in its natural environment.

The most enchanting feature of the blink dog is its eyes, which emit a faint and captivating magical glow. These eyes are not just aesthetically captivating but also serve a practical purpose—the blink dog's innate ability to teleport. This magical power allows the blink dog to instantly vanish from one location and reappear in another, making it an elusive and enigmatic predator and companion.

Blink dogs exhibit behaviours reminiscent of their more mundane canine counterparts. They often form tightly knit packs, displaying a hierarchy led by an alpha or an experienced elder. Within these packs, they engage in cooperative hunting, vigilant sentry duties, and playful interactions that strengthen their bonds.

Blink dogs are known for their fierce loyalty and protective instincts. They are particularly drawn to adventurers, forming deep connections with those who treat them with respect and kindness. Many warriors have benefited from the blink dog's capacity to rapidly teleport both itself and its allies out of danger during heated battles.

Blink dogs possess an almost uncanny ability to sense danger and magical auras, making them exceptional guardians and guides. They are especially attuned to the presence of extraplanar beings and have a knack for detecting hidden or concealed threats.

Type Beast; Size Medium; Ethics Harmony

Level 2 (EL 1); DC 16

Initiative +40

Speed 35

Senses Darkvision 70’, Nightvision 140’

Languages Faechant, High Tongue, Mesnic, Solari

ABILITY SCORES

STR 0; CON 2; DEX 4; INT 2; WIS 4; CHA 2

SKILLS

Acrobatics +8, Athletics +4, Climbing +8, Nature +8 Perception +7, Sense Motive +7, Stealth +7, Survival +7

DEFENCE

DB +17 (Base +12; Other +1; Stat +4); DR 2

Fort +11, Ref +11, Will +7; CR 1

HP 69

FEATS/SPECIAL

Iron Will, Pack Attack, Weapon Finesse

ATTACKS

Bite +7 (finesse, magical) 1d8+4 piercing

MAGIC

Ethereal Innate Spells DC 14 (+4); PP 8 Blink (constant); Dimension Door; PP 2 See Invisible (at will)

Type Beast; Size Large; Ethics Harmony

Level 5 (EL 3); DC 19

Initiative +40

Speed 35

Senses Darkvision 70’, Nightvision 140’

Languages Faechant, High Tongue, Mesnic, Solari

ABILITY SCORES

STR 2; CON 2; DEX 4; INT 3; WIS 4; CHA 3

SKILLS

Acrobatics +12, Athletics +10, Climbing +12, Nature +11, Perception +11, Sense Motive +11, Stealth +11, Survival +11

DEFENCE

DB +22 (Base +15; Other +2; Stat +4; Status +1); DR 2

Fort +14, Ref +14, Will +10; CR 1

HP 85

FEATS/SPECIAL

Combat Reflexes, Iron Will, Pack Attack, Weapon Finesse

ATTACKS

Bite +11 (finesse, magical) 1d10+4 piercing

MAGIC

Ethereal Innate Spells DC 18 (+8); PP 8 Blink (constant); Dimension Door (at will); PP 2 See Invisible (at will)

BOAR#

Wild boars, distinct from their domesticated counterparts, present a heightened threat. Vexed warthogs are frequently encountered, while the rare and ancient kothorn are even more menacing. These insatiable creatures can cause widespread devastation to their habitats, making them a notable concern for the regions they inhabit. Boars reproduce prolifically, with just a pair able to rapidly expand into a sizable family. Their presence poses a considerable challenge for farmers, as they infiltrate food storage areas and uproot gardens to satisfy their hunger.

BOAR

Type Animal; Size Medium; Ethics Animal

Level 2 (EL 1); DC 16

Initiative +15

Speed 40

Senses Nightvision 120’, Scent 70’

ABILITY SCORES

STR 4; CON 4; DEX 1; INT -4; WIS 2; CHA -2

SKILLS

Acrobatics +5, Athletics +8, Perception +6, Stealth +4 Survival +5

DEFENCE

DB +14 (Base +12; Other +1; Stat +1); DR 2

Fort +13, Ref +10, Will +3

HP 83

FEATS/SPECIAL

Acute Sense (Smell), Powerful Charge, Toughness

ATTACKS

Gore +6 (finesse) 1d8+4 piercing

KOTHORN

Type Animal; Size Large; Ethics Animal

Level 5 (EL 3); DC 19

Initiative +15

Speed 40

Senses Nightvision 120’, Scent 70’

ABILITY SCORES

STR 6; CON 4; DEX 1; INT -4; WIS 2; CHA -2

SKILLS

Acrobatics +8, Athletics +13, Perception +9, Stealth +8 Survival +9

DEFENCE

DB +19 (Base +15; Other +2; Stat +1; Status +1); DR 2

Fort +18, Ref +13, Will +8

HP 105

FEATS/SPECIAL

Acute Sense (Smell), Great Fortitude, Iron Will, Powerful Charge, Toughness I

ATTACKS

Gore +11 (finesse) 1d8+6 piercing

The Kothorn, is a fearsome creature. Covered in coarse, shaggy fur, its back bristles with a row of sharp spines that serve as both armour and a deterrent to predators. Its tusks curve outward and upward, resembling formidable scythes, making it a formidable adversary in combat. Standing at a towering height and weighing several times that of its modern descendants, the Kothorn is a true force of nature, dominating its environment with its sheer size and raw power.

BUGBEAR#

This hideous creature bears a striking resemblance to the contorted silhouette of a shadow puppet gone awry. Its appearance is that of a chaotic entity, its fur a tangled mass of flared white and brown strands that protrude from its body at bizarre and unsettling angles. The creature's hunched posture gives it an almost predatory stance, and its overall shape is anything but natural.

The creature's most distinctive features are its disproportionately large and floppy ears, cascading down its shoulders like dark curtains. These ears only contribute to its uncanny and abnormal form. Its eyes are unnerving, as they are disproportionately large compared to its head. These immense, milky-white ovals flank its wheezy pig-like nose, creating an unsettling visual dissonance.

The creature's panting mouth reveals rows of bristly needle-like teeth, coated with repulsive strands of yellowish saliva that connect in an unsightly web. The teeth seem to vibrate in unison with the creature's laboured, wheezing breath, producing an eerie symphony of discomfort.

In this context, the creature is an embodiment of grotesque and unnatural elements, creating a sense of unease and repulsion as its twisted and malformed features clash with the familiar forms of the natural world.

Bugbears are cunning and malevolent goblinoid beings that take perverse pleasure in sowing terror and inflicting suffering upon their targets. Bugbears embody the very essence of the monsters that hide in closets and linger beneath beds, instilling a sense of foreboding. Preferring to prey upon isolated farmsteads, these creatures make their existence known through ominous nighttime thuds and the eerie creaking of floorboards. These unsettling sounds serve to cultivate an atmosphere of lurking dread, triggering suspicion and stoking the flames of fear.

BUGBEAR

Type Humanoid; Size Medium; Ethics Anarchy

Level 2 (EL 1); DC 16

Initiative +15

Speed 25

Senses Darkvision 55’, Scent 55’

Languages Sharuk, Wargle

ABILITY SCORES

STR 4; CON 4; DEX 2; INT 0; WIS 1; CHA 0

SKILLS

Acrobatics +3, Athletics +7, Intimidate +8, Perception +4, Stealth +6, Survival +4

DEFENCE

DB +15 (Base +12; Other +1; Stat +2); DR 2

Fort +11, Ref +6, Will +2; CR 1

HP 83

FEATS/SPECIAL

Acute Sense (Smell), Fearful Strength, Stealthy Strike, Sudden Charge, Thief, Toughness I

ATTACKS

Greatsword +7 (AR 1, keen) 2d6+6 slashing

Javelin +5 (thrown 30) 1d6+2 piercing

Unarmed Strike +7 (agile, finesse) 1d4+4 subdual

GEAR

Greatsword, Javelin x3

BUGBEAR SOLDIER

Type Humanoid; Size Medium; Ethics Anarchy

Level 4 (EL 2); DC 18

Initiative +15

Speed 25

Senses Darkvision 55’, Scent 55’

Languages Sharuk, Wargle

ABILITY SCORES

STR 5; CON 4; DEX 2; INT 0; WIS 1; CHA 0

SKILLS

Acrobatics +3, Athletics +10, Climbing +6, Culture +4, Intimidate +9, Perception +6, Stealth +7, Survival +5

DEFENCE

DB +18 (Base +14; Other +2; Stat +2); DR 3 (Natural 2, Chest 1)

Fort +13, Ref +8, Will +6; CR 1

HP 111

FEATS/SPECIAL

Acute Sense (Smell), Fearful Strength, Iron Will, Power Attack, Stealthy Strike, Sudden Charge, Thief, Toughness

ATTACKS

Greatsword +11 (AR 1, keen) 2d6+8 slashing

Javelin +8 (thrown 30) 1d6+4 piercing

Unarmed Strike +11 (agile, finesse) 1d4+6 subdual

GEAR

Greatsword, Javelin x3, Leather

BULETTE#

A Bulette, also known as a "Land Shark," is a massive, hulking creature resembling a hybrid between a reptile and a heavily armoured insect. It stands about 10 feet tall and measures approximately 20 feet in length from its pointed snout to its powerful tail.

The creature's body is covered in thick, scaly, and rocky plates of armour that serve as formidable natural protection. These plates vary in colour from shades of brown and gray to a rough, earthy texture, providing excellent camouflage in its underground habitat. The Bulette's large, muscular jaws are filled with rows of sharp, dagger-like teeth, perfect for rending flesh and crushing bone.

Its powerful legs are equipped with massive, clawed feet that allow it to tunnel through the earth with ease. The creature's eyes are small and beady, set deep within its armoured skull, and it has two large, triangular dorsal fins running along its back.

BULETTE

Type Beast; Size Huge; Ethics Animal

Level 8 (EL 6); DC 22

Initiative +20

Speed 40; Burrow 30

Senses Darkvision 60’, Nightvision 120’, Scent 70’

ABILITY SCORES

STR 7; CON 6; DEX 2; INT 0; WIS 2; CHA -2

SKILLS

Acrobatics +9, Athletics +19, Climbing +10, Perception +10, Stealth +10, Survival +10

DEFENCE

DB +25 (Base +18; Other +4; Stat +2; Status +1); DR 6

Fort +24, Ref +15, Will +11; CR 1

HP 188

FEATS/SPECIAL

Acute Sense (Smell), Great Fortitude, Iron Will, Natural Leaper, Physical Training, Pouncing Assault, Toughness I

ATTACKS

Bite +17 (finesse) 2d12+7 piercing

Claw +17 (agile, finesse) 2d10+7 slashing.

CAT#

Cats consist of natural feline creatures found in most settings. These creatures exhibit characteristics such as agility, stealth, and predatory instincts, making them a familiar yet formidable presence.

CHEETAH

Type Animal; Size Medium; Ethics Animal

Level 3 (EL 1); DC 17

Initiative +45

Speed 40

Senses Nightvision 110’

ABILITY SCORES

STR 3; CON 2; DEX 4; INT -4; WIS 1; CHA -1

SKILLS

Acrobatics +7, Athletics +8, Climbing +7, Perception +5 Stealth +9, Survival +5

DEFENCE

DB +18 (Base +13; Other +1; Stat +4)

Fort +12, Ref +14, Will +3

HP 81

FEATS/SPECIAL

Improved Initiative, Skill Focus (Track)

Sprint 3 AP (attack, movement) Effect The cheetah takes the charge action and can move up to 10 x its speed before making the strike. The cheetah may use this ability once per hour.

ATTACKS

Bite +7 (finesse) 1d8+3 piercing

Claw +7 (agile, finesse) 1d6+3 slashing

The impressive, well-groomed feline boasts a coat of shimmering gold adorned with striking black spots. Its elongated, muscular legs clearly signify its remarkable swiftness and agility.

LEOPARD

Type Animal; Size Medium; Ethics Animal

Level 4 (EL 2); DC 18

Initiative +45

Speed 30; Climb 20

Senses Nightvision 110’

ABILITY SCORES

STR 4; CON 2; DEX 4; INT -4; WIS 1; CHA -1

SKILLS

Acrobatics +10, Athletics +10, Climbing +10, Perception +7, Stealth +10, Survival +7

DEFENCE

DB +20 (Base +14; Other +2; Stat +4); DR 1

Fort +13, Ref +15, Will +4

HP 93

FEATS/SPECIAL

Improved Initiative, Monstrous Grab, Pouncing Assault, Skill Focus (Track)

ATTACKS

Bite +9 (finesse) 1d8+4 piercing

Claw +9 (agile, finesse) 1d6+4 slashing

As it moves gracefully, the leopard's spotted fur conceals the power of its sinewy, steel-like muscles, which ripple beneath the surface with each fluid step.

LION

Type Animal; Size Large; Ethics Animal

Level 5 (EL 4); DC 19

Initiative +40

Speed 30

Senses Nightvision 120’

ABILITY SCORES

STR 4; CON 3; DEX 2; INT -4; WIS 2; CHA -2

SKILLS

Acrobatics +9, Athletics +11, Climbing +9, Perception +9, Stealth +9, Survival +9

DEFENCE

DB +20; (Base +15; Other +2; Stat +2; Status +1); DR 2

Fort +15, Ref +14, Will +8

HP 153

FEATS/SPECIAL

Improved Initiative, Iron Will, Monstrous Grab, Pack Attack, Pouncing Assault, Skill Focus (Track), Stealthy Strike, Toughness I

ATTACKS

Bite +9 (finesse) 1d10+4 piercing

Claw +9 (agile, finesse) 1d8+4 slashing

The powerful sinews beneath the great cat's skin become evident as it reveals its sharp fangs and vigorously shakes its dense mane of fur.

SMILODON

Type Animal; Size Large; Ethics Animal

Level 8 (EL 5); DC 22

Initiative +40

Speed 30

Senses Nightvision 120’, Scent 35’

ABILITY SCORES

STR 6; CON 4; DEX 2; INT -4; WIS 2; CHA 0

SKILLS

Acrobatics +11, Athletics +15, Climbing +10, Perception +10, Stealth +10, Survival +10

DEFENCE

DB +25; (Base +18; Other +4; Stat +2; Status +1); DR 4

Fort +18, Ref +17, Will +11

HP 187

FEATS/SPECIAL

Combat Reflexes, Improved Initiative, Iron Will, Monstrous Grab, Pouncing Assault, Skill Focus (Track), Stealthy Strike, Toughness I

ATTACKS

Bite +14 (AR 2, finesse) 2d10+6 piercing

Claw +14 (agile, finesse) 2d8+6 slashing

Smilodons, formidable sabre-toothed cats, reign as apex predators, distinguished by their impressive muscular build and broader stature in comparison to other big cat species. Their preferred hunting technique involves delivering a swift, precise strike to the throat or other vulnerable areas of their prey. The Smilodon’s exceptionally large fangs are highly coveted as prized trophies.

TIGER

Type Animal; Size Large; Ethics Animal

Level 6 (EL 4); DC 20

Initiative +40

Speed 30

Senses Nightvision 120, Scent 35’

ABILITY SCORES

STR 5; CON 4; DEX 2; INT -4; WIS 2; CHA 0

SKILLS

Acrobatics +9, Athletics +12, Climbing +9, Perception +9, Stealth +9, Survival +9

DEFENCE

DB +22; (Base +16; Other +3; Stat +2; Status +1); DR 2

Fort +17, Ref +15, Will +9

HP 159

FEATS/SPECIAL

Combat Reflexes, Improved Initiative, Iron Will, Monstrous Grab, Pouncing Assault, Skill Focus (Track), Stealthy Strike, Toughness I

ATTACKS

Bite +12 (finesse) 1d10+5 piercing

Claw +12 (agile, finesse) 1d8+5 slashing

Tigers are reclusive and territorial hunters, employing their striped camouflage to seamlessly merge with the lush forests and jungles they inhabit. They favour launching surprise attacks as their primary approach to hunting.

LYNXARA

Type Beast; Size Medium; Ethics Animal

Level 1 (EL 1); DC 14

Initiative +30

Speed 30

Senses Darkvision 60’, Nightvision 120’, Scent 35 ft.

Languages Faechant, Mesnic

ABILITY SCORES

STR 1; CON 2; DEX 4; INT 1; WIS 2; CHA 3

SKILLS

Acrobatics +7, Athletics +4, Climbing +7, Perception +5 Stealth +7, Survival +5

DEFENCE

DB +15; (Base +11; Stat +4); DR 2

Fort +10, Ref +10, Will +4

HP 22; Immunity mental

FEATS/SPECIAL

Agile Strikes, Iron Will, Weapon Finesse

ATTACKS

Bite +25 (finesse) 1d10+5 force

Claw +25 (agile, finesse) 1d8+5 force

MAGIC

Ethereal Innate Spells DC 13 (+3); PP 2 Charm Kind.

The Lynxara, ethereal guardians of the natural world, are enigmatic beings that inhabit the hidden corners of the wilderness, emerging from the spiritual realm to roam the material plane in the form of majestic cats. These elusive creatures are revered as manifestations of the primal forces of nature, embodying the grace, cunning, and untamed beauty of the wild.

CENTAUR#

Centaurs are majestic beings that embody the harmonious fusion of human and horse forms. Standing at an average height of around 6 to 7 feet at the withers, their muscular horse bodies exhibit a wide range of coat colours, from rich chestnut and dappled gray to glossy black or pure white. Their human torsos are well-proportioned, with athletic builds and varied complexions, reflecting the diverse cultures and regions they hail from.

Centaurs possess sharp, intelligent eyes framed by expressive brows, often of colours like their hair. Their hair can range from flowing, luscious locks to short, practical cuts, with shades spanning the spectrum of earthly tones. Proud and strong, Centaurs take great pride in their unique physique, considering it a symbol of their balance and unity.

Centaurs are renowned for their deep sense of honour and loyalty. They value harmony with nature and possess a natural affinity for the wilderness. Despite their imposing physical presence, they are often peaceful beings who abhor unnecessary violence and conflict. They are known for their wisdom and philosophical outlook, often seeking solutions through diplomacy and understanding.

In their interactions with other races, Centaurs are known to be patient and diplomatic, willing to offer guidance and assistance when it aligns with their principles. They tend to be protective of their allies, making them formidable allies in times of need.

Centaurs have a rich and diverse cultural tapestry that reflects their connection to both the human and equine worlds. They often live in close-knit tribes or communities deep within forested or open grassland regions. Their settlements are characterized by a harmonious coexistence with nature, often incorporating natural elements into their architecture.

Centaurs revere the land and its creatures, considering themselves stewards of the wilderness. They hold great gatherings to celebrate the changing of seasons, engage in communal hunts, and engage in storytelling and song to pass down their history and wisdom.

Their society is often guided by wise elders who possess a deep understanding of the natural world and the ways of their people. It's not uncommon for Centaurs to be skilled in various forms of natural magic, allowing them to heal, commune with animals, and manipulate the elements to protect their lands.

In times of conflict, Centaurs are formidable warriors, wielding spears and bows with great skill. They are adept at guerrilla warfare and hit-and-run tactics, making them fierce protectors of their homelands.

CENTAUR

Type Beast; Size Large; Ethics Adaptability

Level 3 (EL 2); DC 17

Initiative +20

Speed 40

Senses Darkvision 60’, Nightvision 120’

Languages Low Tongue, Mesnic

ABILITY SCORES

STR 4; CON 2; DEX 2; INT 1; WIS 2; CHA 1

SKILLS

Athletics +10, Diplomacy +6, Intimidate +6, Nature +6, Perception +6, Survival +6

DEFENCE

DB +16 (18s) (Base +13; Other +1; Stat +2); DR 4 (Chest)

Fort +11, Ref +9, Will +4

HP 101

FEATS/SPECIAL

Lightning Reflexes, Mobility, Physical Training, Survivalist, Trample

ATTACKS

Hoof +8 (finesse) 1d8+4 bludgeoning

Broadsword +8 1d8+4 slashing

Spear +8 (hand & half, thrown 20) 1d6+4 piercing

Composite Longbow +6 (AR 2, deadly, load 1, propulsive, range 100, volley) 1d8+2 piercing

CHUUL#

A Chuul is a menacing and grotesque aquatic creature that dwells in dark and murky waters, often found lurking in swamps, underground lakes, or coastal caves. This monstrous aberration is a terrifying sight to behold.

Chuuls, armoured and resembling crustaceans, are predatory creatures that stealthily lurk beneath the surfaces of shallow ponds and mires. They burst forth from their concealed hideaways to swiftly capture their prey in their formidable chitinous pincers. Once caught, they employ their tentacle-laden mouths to paralyze their victims before embarking on the gruesome act of devouring them alive.

While Chuuls are highly proficient swimmers, they exhibit a marked preference for targeting land-dwelling creatures or those languishing in the shallows. Once they secure their unfortunate victims, Chuuls often drag them back into deeper waters with the intent of drowning them. Lizardfolk rank as the choicest delicacy for Chuuls, though the pallid Chuul variants that inhabit subterranean realms display a distinct fondness for any unfortunate souls who venture too close to their underground waterways. Notably, Chuuls avoid troglodytes, finding their taste to be particularly repulsive.

Intriguingly, Chuuls display a surprising level of intelligence, prompting much fruitless speculation regarding their origins and motivations. They communicate in a chittering and burbling dialect of Low-Tongue, yet they rarely engage in conversation with those beyond their own kind. The elusive existence of a Chuul society beyond their frenetic mating season remains an enigma. Chuuls, it seems, dedicate their intellectual faculties almost entirely to their insatiable appetite, inflicting psychological torment on sentient beings, adorning their lairs with trophies of their favourite conquests and meals, and continuing their relentless breeding. Although Chuuls themselves show little interest in employing tools, they possess an almost compulsive compulsion to collect mementos from their unfortunate victims.

Typically, a Chuul stands at a formidable height of 8 feet and carries a weight of approximately 650 pounds.

CHUUL

Type Aberration; Size Large; Ethics Nihilism

Level 8 (EL 6); DC 22

Initiative +45

Speed 30; Swim 25

Senses Darkvision 60’

Languages Aklo, Aqualis

ABILITY SCORES

STR 6; CON 4; DEX 3; INT 0; WIS 2; CHA 0

SKILLS

Acrobatics +10, Athletics +13, Climbing +10, Nature +9, Perception +9, Sense Motive +9, Stealth +10, Survival +9

DEFENCE

DB +26 (Base +18; Other +4; Stat +3; Status +1); DR 8

Fort +17, Ref +13, Will +13

HP 137; CR 1; Immunity poison

FEATS/SPECIAL

Alertness, Blind Fight, Combat Reflexes, Improved Initiative, Monstrous Grab, Weapon Focus (Brawling)

Paralytic Venom (poison) Effect Any target struck by the creatures’ tentacle is affected by this poison.

Basic Fort, Duration 6 rounds; Stage 1 Paralyzed

Mandibles 1 AP (piercing, save) Effect Any creature that is grabbed and paralyzed takes 3d6 piercing damage with a basic Fort save to avoid a critical only (full damage is still inflicted).

ATTACKS

Claw +19 (finesse, magical) 2d8+6 slashing

Tentacle +19 (finesse, magical) 2d8+6 bludgeoning + paralytic venom

CLOAKER#

The Cloaker is a cryptic and menacing creature that thrives in subterranean and dark environments. This eerie entity is often likened to a nightmarish amalgamation of a bat and a manta ray.

Cloakers possess a flattened, wing-like body, with a leathery, dark membrane stretched between their long, spindly limbs. This membrane is marked with deep, shadowy patterns that aid them in blending seamlessly into their surroundings. Typically, they boast a wingspan of around 10 feet, making them an imposing presence wherever they dwell.

At the front of their body, Cloakers bear a grotesque, skull-like head adorned with sharp, jagged teeth. Multiple crimson eyes, all lidless and malevolent, give them an unsettling all-around vision. A sinuous tail trails behind them, concluding with a bony, serrated spine, a deadly weapon.

Cloakers are masterful at camouflage, using their natural patterns to become nearly invisible against cave walls or the dark night sky. Their abilities extend to projecting a psychic field that distorts the perceptions of nearby creatures, rendering them invisible or disguised as something entirely different.

Known for their piercing, disorienting screeches, Cloakers use these sonic attacks to incapacitate or disorient foes, often preceding their assaults. As voracious predators, they feed on small animals, and occasionally, unfortunate adventurers who wander into their dark territories. They fiercely guard their underground lairs, driving intruders away with their unsettling abilities and relentless pursuit when provoked.

Solitary and enigmatic, Cloakers make their homes in deep caverns, underground lakes, or hidden crevices. They are highly territorial and tend to be aggressive when their domain is intruded upon. Cloakers are notorious for their cruel sense of humour, playing tricks on their prey by projecting illusions or manipulating their surroundings to confuse and terrify them before striking.

Encountering a Cloaker is a harrowing experience, as its uncanny abilities and eerie appearance make it a formidable and memorable adversary. Explorers and adventurers must exercise extreme caution when delving into the dark corners of the earth, for the Cloaker's ambush can be swift and deadly, leaving only chilling echoes in its wake.

CLOAKER

Type Aberration; Size Large; Ethics Anarchy

Level 5 (EL 4); DC 19

Initiative +50

Speed 10; Fly 30

Senses Darkvision 65’

Languages Aklo, Low Tongue, Mesnic, Nyxian (cannot speak)

ABILITY SCORES

STR 5; CON 4; DEX 3; INT 2; WIS 3; CHA 1

SKILLS

Acrobatics +11, Athletics +13, Climbing +11, Deception +9, Occultism +9, Perception +10, Sense Motive +10, Stealth +10 Survival +10

DEFENCE

DB +19 (Base +13; Other +2; Stat +3; Status +1); DR 2

Fort +11, Ref +10, Will +15

HP 125; Fast Healing 1

FEATS/SPECIAL

Ambush Awareness, Combat Reflexes, Improved Initiative, Shadowy, Sonic Moan

Envelop 1 AP (save) Effect An adjacent creature must make a basic Reflex save to avoid taking 3d6 bludgeoning damage. If the save is a failure or worse, the creature also gains the immobilised condition.

A Cloaker can only envelop one creature at a time who must have an equal or smaller size. Whilst it has a creature enveloped, it cannot fly and only uses it land speed.

An enveloped creature can be subjected to the above attack each turn or the Cloaker can bite it.

ATTACKS

Bite +10 (finesse, magical) 1d10+5 piercing

Tail +10 (agile, finesse, magical) 1d10+5 bludgeoning

COCKATRICE#

The cockatrice is a creature that stirs fear and fascination in equal measure. A grotesque fusion of two disparate beasts, it embodies both the grace of a majestic rooster and the venomous menace of a cunning serpent.

Standing about two to three feet tall, the cockatrice boasts the body of a stout rooster, resplendent in shimmering, iridescent feathers that glisten with otherworldly colours. Its plumage, though breathtaking, belies the danger that lurks within this fantastical creature. Its legs, talon-tipped and sinewy, are the epitome of avian grace, allowing it to move with unexpected swiftness and agility.

Yet, the most chilling aspect of the cockatrice is its head, which bears a grotesque visage. Its beak, sharp as a dagger's edge, conceals rows of needle-like teeth that can deliver a petrifying bite. Its eyes, often described as soul-piercing orbs, possess an eerie, mesmerizing quality, capable of ensnaring those unfortunate enough to meet its gaze. Crowned with a majestic comb, the cockatrice's head is a strange and unsettling contrast to its rooster-like body.

Cockatrices are enigmatic creatures, often dwelling in hidden lairs amid dense forests or shadowy glades. They are fiercely territorial and do not take kindly to intruders. Legends tell of brave adventurers seeking out these elusive beings, either to conquer their formidable might or to unlock the secrets of reversing the petrification curse.

COCKATRICE

Type Beast; Size Small; Ethics Animal

Level 3 (EL 2); DC 17

Initiative +35

Speed 20; Fly 40

Senses Darkvision 60’, Nightvision 120’

ABILITY SCORES

STR -2; CON 1; DEX 5; INT -3; WIS 1; CHA -1

SKILLS

Acrobatics +9, Climbing +9, Perception +6, Stealth +9 Survival +6

DEFENCE

DB +20 (Base +13; Dodge +1; Other +1; Stat +5); DR 2

Fort +11, Ref +13, Will +4

HP 68; Immunity paralysis

FEATS/SPECIAL

Instinctive Defence, Weapon Finesse, Wise Skills

Petrifying Bite (alteration, verdant) Effect When struck by a cockatrice's bite, the victim's flesh undergoes a process of hardening. To resist this transformation, the target must make a DC 19 Fortitude save; failure results in being afflicted with the Slowed 1 condition (or Slowed 2 on a fumble). Subsequent failed saves against this effect intensify the Slowed condition. Once a creature's actions are reduced to 0, it becomes petrified.

Every 24 hours after petrification, the victim can make another save to recover with the following results:

Success Reduce the Slowed condition by 1

Failure No effect

Fumble Increase the Slowed condition by 1

ATTACKS

Bite +8 (finesse, magical) 1d6+5 piercing + petrifying bite

CROCODILE#

Crocodiles are formidable reptilian predators found in a variety of fantasy settings, often inhabiting rivers, lakes, and swamps. These creatures are known for their immense size, powerful jaws, and thick scaly skin, which make them both respected and feared by other inhabitants of their ecosystems.

CROCODILE

Type Animal; Size Large; Ethics Animal

Level 4 (EL 2); DC 18

Initiative +10

Speed 20: Swim 25

Senses Nightvision 110’

ABILITY SCORES

STR 4; CON 3; DEX 1; INT -4; WIS 1; CHA -2

SKILLS

Acrobatics +5, Athletics +9, Climbing +5, Perception +5, Stealth +5, Survival +5

DEFENCE

DB +17 (Base +14; Other +2; Stat +1); DR 3

Fort +15, Ref +12, Will +4

HP 127

FEATS/SPECIAL

Breath Control, Monstrous Grab, Physical Training, Toughness I

ATTACKS

Bite +9 (finesse) 1d10+4 piercing

Tail +9 (agile, finesse) 1d10+4 bludgeoning

Crocodiles are solitary predators, interacting with others of their kind primarily during the breeding season.

Crocodiles are most found in freshwater environments such as rivers, lakes, and swamps, but some species are known to thrive in brackish waters or even venture into the sea. They favour warm climates where they can sunbathe on riverbanks to regulate their body temperature.

TITASUCHUS

Type Animal; Size Huge; Ethics Animal

Level 10 (EL 7); DC 24

Initiative +25

Speed 30: Swim 40

Senses Nightvision 120’

ABILITY SCORES

STR 7; CON 5; DEX 3; INT -4; WIS 2; CHA -1

SKILLS

Acrobatics +14, Athletics +19, Climbing +14, Perception +13, Stealth +13, Survival +12

DEFENCE

DB +30; (Base +20; Other +5; Stat +3; Status +2); DR 8

Fort +23, Ref +20, Will +13

HP 255

FEATS/SPECIAL

Breath Control, Iron Will, Monstrous Grab, Physical Training, Swallow, Toughness I

ATTACKS

Bite +19 (finesse) 2d12+7 piercing

Tail +19 (agile, finesse) 2d12+7 bludgeoning

Titasuchus is a legendary beast from ancient times, shrouded in myth and fear. Towering up to 30 feet in length, this monstrous crocodile is said to haunt the deepest, most treacherous swamps and rivers. Its body is covered in impenetrable, jagged scales that shimmer with an eerie, dark glow, warding off even the bravest of warriors. Titasuchus 's cavernous maw is filled with rows of razor-sharp teeth, capable of rending steel and stone alike, making it a fearsome adversary in any battle.

Legends speak of its unmatched strength and cunning, able to ambush its prey with terrifying speed and precision. It is said that no creature, be it man or monster, is safe from the wrath of Titasuchus once it has been provoked. Its roar echoes through the ages, a harbinger of doom for those who dare to venture into its domain. Many a hero has sought to slay this beast, but few have lived to tell the tale, making Titasuchus a symbol of untamed wilderness and primal fear in the world of fantasy.

CYCLOPIAN#

The Cyclopians are a formidable and enigmatic group of creatures that share a common ancestry with the mighty cyclops, each boasting unique traits and abilities that set them apart. This ancient lineage is characterized by their distinctive single eye, a trait that grants them exceptional insight and power. Within the Cyclopian ranks, three distinct variations stand out: the traditional Cyclops, the spellcasting Zylar, and the immensely powerful Triclops.

In the distant annals of history, spanning thousands of years into the past, a formidable empire reigned supreme, presided over by the ancient and enigmatic Cyclopians. These beings, with their singular eyes that held the power of foresight, possessed an unparalleled dominion that extended far and wide. Their might was most evident in the colossal flying citadels that traversed the skies, serving as both majestic symbols of their power and formidable centres of governance.

As their dominion expanded, the Cyclopians set their ambitions on the very planes of existence, challenging the ancient gods themselves in their pursuit of supreme authority. The audacity of their endeavours knew no bounds, and they waged wars across the realms, both mortal and divine, amassing incredible power.

Yet, even in their zenith, the seeds of their downfall had been sown. The causes of the great wars that ultimately decimated their empire remain shrouded in mystery and speculation. Some whispered that it was the wrath of the Titans of Asgard, ancient and vengeful beings of immense power, that turned the tides against the Cyclopians. It was said that these Titans, angered by the arrogance and insatiable ambition of the Cyclopians, unleashed cataclysmic forces that shattered the empire.

The ensuing war, a cataclysm of unimaginable scale, reduced the once-mighty Cyclopian empire to smouldering ruins. Cities that had touched the heavens lay in rubble, and the great flying citadels plummeted from the skies. The world, as they knew it, was forever altered, and the empire that had once challenged the gods was no more.

CYCLOPS

Type Humanoid; Size Large; Ethics Ambition

Level 5 (EL 5); DC 19

Initiative +5

Speed 30

Senses Darkvision 55’, Nightvision 110’

Languages Cyclorian, Gantish, Low Tongue

ABILITY SCORES

STR 5; CON 3; DEX 0; INT 1; WIS 1; CHA 0

SKILLS

Athletics +11, Climbing +6, Culture +8, Intimidate +7 Nature +8, Perception +8, Sense Motive +8, Stealth +6 Survival +7

DEFENCE

DB +18 (Base +15; Other +2; Status +1) DR 4 (Chest 2, Natural 2)

Fort +13, Ref +7, Will +7; CR 1

HP 140

FEATS/SPECIAL

Acute Sense (Sight), Alertness, Cleave, Hunt Prey, Hunter’s Method, Iron Will, Power Attack, Swipe, Toughness I, Trap Finder

Foresight Gaze (advantage, flourish, focus, insight, verdant) Action Free; Trigger The cyclops is about to roll a d20.

Effect The cyclops gains advantage on the check.

ATTACKS

Slam +12 (agile, finesse) 1d10+5 bludgeoning

Greataxe +12 (AR 1, sweep) 1d16+7 slashing

Heavy Crossbow +7 (AR 2, load 5, mechanical, powerful +20, range 120) 1d12

MAGIC

A Cyclops is a verdant caster.

CL 2; Spellcraft +5; PP 8

Spells 4 additional spells (max PP 4).

A Cyclops is a muscular humanoid creature standing up to 12 feet in height, with a single large eye in the centre of its forehead.

The cyclops is a large giant known for its solitary and reclusive nature. The cyclops stands with a towering and muscular form, dominating the space it occupies. Its skin is textured, reminiscent of rough, battle-worn hide, suggesting a history of conflict. The single, ominous eye at the centre of its forehead is prominent, glowing perhaps with a malevolent intelligence and surrounded by a weathered brow.

A cyclops gathers its armour from the creatures it slays, often granting it a piecemeal appearance.

Although a cyclops may carry an assortment of weapons, it favours a mighty great axe and a heavy crossbow. Other weapons and objects it carries could range from bone-handled daggers to rusted chains, from mystical amulets to strange, arcane devices.

Cyclops are known for their craftsmanship and often forge exceptional weapons and items, harnessing their immense strength and precision in their creations. Those who seek to interact with cyclopes would do well to approach cautiously, as their reactions can range from hostile to indifferent, depending on the intruder's intent.

A cyclops is likely to carry several alternative weapons and miscellaneous gear.

ZYLAR

Type Humanoid; Size Large; Ethics Ambition

Level 8 (EL 6); DC 22

Initiative +35

Speed 30

Senses Darkvision 65’, Nightvision 130’

Languages Cyclorian, Gaian, Gantish, High Tongue, Low Tongue, Mesnic, Wyrmish

ABILITY SCORES

STR 3; CON 2; DEX 0; INT 5; WIS 3; CHA 0

SKILLS

Arcana +14, Athletics +12, Climbing +9, Culture +14, Intimidate +9, Meditation +12, Mental Focus +12, Planes +14 Perception +12, Power Manip +14, Sense Motive +12 Survival +12

DEFENCE

DB +19 (21s) (Base +14; Other +4; Status +1) DR 2 (6) (Natural 2, Mage Armour 4)

Fort +9, Ref +7, Will +18; CR 1

HP 139

FEATS/SPECIAL

Acute Sense (Sight), Accurate Spell, Alertness, Eloquence, Extend Spell, Heighten Spell, Improved Initiative, Iron Will, Toughness I

Foresight Gaze (advantage, flourish, focus, insight, verdant) Action Free; Trigger The cyclops is about to roll a d20.

Effect The cyclops gains advantage on the check.

ATTACKS

Slam +11 (agile, finesse) 1d10+3 bludgeoning

MAGIC

A Zylar is an arcane caster.

CL 8; Spellcraft +13; PP 37

Spells 4 x Cantrips, 12 additional spells (max PP 8).

Among the Cyclopians, the Zylar stands as a spellcaster of great prowess. These cyclopes harness the innate magic coursing through their single eye, becoming masters of arcane and mystical arts. With a focus on casting spells and manipulating the arcane forces of the world, Zylars are known for their potent spellcasting abilities and are often sought after as allies or advisors. Their magical prowess allows them to weave intricate spells and wield arcane energies with finesse.

TRICLOPS

Type Humanoid; Size Huge; Ethics Ambition

Level 14 (EL 14); DC 28

Initiative +40

Speed 40

Senses Darkvision 70’, Nightvision 140’

Languages Cyclorian, Gaian, Gantish, High Tongue, Low Tongue, Mesnic, Wyrmish

ABILITY SCORES

STR 4; CON 2; DEX 0; INT 5; WIS 4; CHA 6

SKILLS

Arcana +23, Athletics +20, Climbing +10, Culture +15, Deception +16, Intimidate +18, Meditation +15 Mental Focus +20, Occultism +15, Perception +22, Planes +15, Power Manip +23, Sense Motive +18, Survival +13

DEFENCE

DB +33 (Base +24; Other +7; Status +2); DR 6

Fort +21, Ref +18, Will +19; CR 2

HP 273

FEATS/SPECIAL

Acute Sense (Sight), Accurate Spell, Alertness, Cleave, Extend Spell, Heighten Spell, Honed Reflexes, Imposing Will, Improved Initiative, Iron Will, Lightning Reflexes, Toughness

Foresight Gaze (advantage, flourish, focus, insight, verdant) Action Free; Trigger The cyclops is about to roll a d20.

Effect The cyclops gains advantage on the check.

Blast of Energy (attack, concentrate, ethereal, focus, force) Action 2 AP; Range 60 feet

Effect The Triclops channels the raw energy of the cosmos through its third eye to unleash a devastating Blast of Force Energy. This attack uses the creatures spellcraft bonus to attack and inflicts 14d8 damage.

ATTACKS

Slam +25 (agile, finesse) 3d12+4 bludgeoning

MAGIC

A Triclops is an ethereal caster.

CL 14; Spellcraft +20; PP 62

Spells 4 x Cantrips, 22 additional spells (max PP 14).

Ethereal Innate Spells DC 30 (+20); PP 14 Dominate; PP 4 See Invisible (constant).

The Triclops is the most enigmatic and powerful member of the Cyclopian lineage. As the name suggests, Triclops possess not one, but three eyes. These third eyes grant them unparalleled insight and control over the mystical forces of the world. With immense power at their disposal, Triclops are often revered as seers and oracles, capable of divining secrets of the past, present, and future.

DEMON#

CHAOS EVIL

Demons are malevolent beings with a deep connection to the Abyss and mortal souls. They possess a wide range of physical forms, often featuring sharp horns, fiery eyes, and monstrous traits, but their individual appearances can vary significantly. What unifies them is an aura of malevolence.

Demons originate from the Abyss which is an integral part of the collective of planes known as the Fade, a vast network embodying various cosmic evil principles and elemental forces. Within the chaotic, malevolent Abyss, demons originate uniquely born from the plane's insatiable hunger for the souls of the sinful. As corrupted mortal souls are irresistibly drawn to the Abyss upon death, they undergo a harrowing transformation, merging and coalescing into nightmarish demons.

Demons' relationship with mortal souls is central to their existence. They are intricately linked to the choices and deeds of mortals. When individuals commit heinous acts or embrace malevolent paths, their souls become tainted with darkness. These corrupted souls are inexorably drawn to the Abyss upon death.

Within the Abyss, sinful mortal souls undergo a profound transformation. They are subjected to the chaotic energies of the Abyss, which distort and reshape their essence. Over time, as these souls merge and accumulate, they coalesce into demonic entities. This process is often agonizing for the souls involved and serves as a form of punishment for their past transgressions.

Unlike some other fiendish beings, demons do not adhere to a single governing authority or hierarchy. They exist in a state of constant turmoil, rivalry, and infighting. More powerful demons exert dominance over weaker ones, resulting in a complex web of power dynamics within the Abyss.

Demons are inherently malevolent, thriving on chaos, suffering, and destruction. They actively seek to corrupt and tempt mortals, encouraging them to commit evil acts and thus provide the Abyss with more tainted souls.

Mortal spellcasters can summon demons through dark rituals, although this practice is fraught with danger and uncertainty. Confronting demons is perilous, as their chaotic and unpredictable nature makes them challenging to control.

Demons serve as a constant threat to the balance of the multiverse. They embody the consequences of evil deeds and the price of free will. The Abyss hungers eternally for more souls, and demons act as its emissaries in the Material Plane, reminding all of the eternal struggle between order and chaos.

THE FADE

The Fade is a realm of darkness and chaos, where malevolent forces thrive and primal emotions run rampant. Each plane within The Fade exudes its own twisted aura, ranging from desolate pits to fiery abysses. Inhabitants here are shaped by the raw energies of their environment, often embodying the darker aspects of existence.

THE ABYSS

CHAOS EVIL

The Abyss manifests as a harrowing expanse defined by its ferocious, extreme, and unyielding environments. The layers that comprise this dark domain each present an array of daunting challenges. From the relentless onslaught of savage desert sandstorms to the cataclysmic instability of volcanic eruptions and searing molten flows, the Abyss thrives on chaos.

Moving through this realm, adventurers encounter blinding sub-zero Arctic expanses, vast glaciers of unforgiving cold. The oceans within the Abyss conceal leviathans of monstrous proportions, their presence a testament to the plane's overwhelming intensity. Among its many layers, nauseatingly putrid landscapes fester, tainted by disease-causing fungi that add a sinister element to this dark tapestry.

Yet, the Abyss's true essence is embodied in the endless, void-filled abyss of infinite space. A stark reminder of the realm's existential nature, where cosmic forces intertwine with malevolent intentions. Amidst this tumultuous chaos, laws are few, morality twisted, and evil's influence profound.

DEMONSDEMONS
Demon TypeLevel
Akrexe6
Aroch7
Balor20
Dretch2
Hantya13
Khavar15
Marilith17
Quasit1
Succubus8
Thel10
Vrock12

AKREXE#

The Akrexe, a formidable battle demon of dread renown, stands as an embodiment of terror on the battlefield. Its imposing, crimson-skinned form dominates the landscape, commanding attention with an air of infernal supremacy. Towering over its opponents, the Akrexe boasts a menacing figure, casting a long and ominous shadow. Atop its fearsome brow, a pair of sharp obsidian horns jut forth, framing its grotesque countenance with an unsettling contrast against the fiery red hue of its eyes. These eyes flicker with malevolence, revealing a mind steeped in malice and a thirst for destruction.

The Akrexe's chiselled and muscular frame, sculpted for unrelenting combat, is encased in a protective mantle of sinewy, red scales. These crimson armour plates ripple with each movement, forming an intimidating carapace that enhances the demon's already formidable presence. Its limbs, powerful and sinuous, terminate in talon-like claws that gleam with an otherworldly sharpness. Each step of the Akrexe sends tremors through the earth, foretelling doom for any who dare to oppose it.

In battle, the Akrexe is a relentless force, its fiery essence mirroring the ferocity of the inferno. Its crimson hide, scorched from the flames of countless conflicts, exudes an intense heat that adds to the oppressive atmosphere surrounding it. This demonic entity is both a harbinger of destruction and a testament to the dark powers that shape its existence, leaving those who encounter it with an indelible mark of terror and awe.

AKREXE

Type Eternal; Size Medium; Ethics Malevolence

Level 6 (EL 6); DC 20

Initiative +15

Speed 30

Senses Darkvision 50’, Nightvision 100’

Languages Abyssal, High Tongue

ABILITY SCORES

STR 4; CON 4; DEX 3; INT 0; WIS 0; CHA 2

SKILLS

Acrobatics +11, Athletics +12, Climbing +11; Intimidate +10; Mental Focus +7; Perception +7; Power Manip +7 Sense Motive +7

DEFENCE

DB +23 (Base +16; Other +3; Stat +3; Status +1); DR 6

Fort +17, Ref +13, Will +15; CR 2

HP 139; Immunity fire; Weakness good, order

FEATS/SPECIAL

Abyssal Healing, Aura of Ruin, Eternal Essence, Eternal Summons, Iron Will, Power Attack, Survival Instinct, Toughness I, Weapon Focus (Polearm)

Breath Weapon 2 AP (divinity, fire, focus, invocation);

Effect The Akrexe breathes a blast of fire that deals 6d6 damage to all creatures in a 30-foot cone (basic Reflex DC 20).

ATTACKS

Claw +13 (agile, finesse, magical) 2d6+4 slashing plus 1d6 evil

Ranseur +15 (disarm, magical, reach) 2d12+7 piercing plus 1d4 evil

MAGIC

Verdant Innate Spells DC 20 (+10); PP 4 Fire Bolt (4); PP 2 Detect Aura (at will)

AROCH#

The gaunt form before you resemble a skeletal, horned humanoid, ensconced in a tightly fitted, slick leather hide.

The Aroch embodies the dark trifecta of assassin, murderer, and sadist—a triad of traits not uncommon among demons, yet it distinguishes itself through its expertise in stealth and surprise. Unlike its generally less-subtle kin, the Aroch's penchant for these tactics sets it apart. With no need for sustenance, though many savour the taste of mortal flesh on their thin, raspy tongues, a Aroch can patiently lie in ambush for years or even decades. This inhuman patience in plotting a meticulously conceived murder further distinguishes them within the Abyss.

Aroch’s are utterly consumed by the act of killing, taking perverse pride in their grisly art. They often leave behind macabre markers or cryptic signatures, whether it's a distinct modus operandi, a chilling token, or other profane evidence of their presence.

Typically wielding a long spear or similar weapon to strike at foes beyond their ordinary reach, aroch’s relish fighting up close with teeth and claws when given the chance. The foul, corrosive ooze that ceaselessly seeps from their flesh prevents them from wearing armour, unless it's specifically treated to resist acid.

Standing at 6 feet in height but weighing a mere 140 pounds, aroch’s originate from the souls of solitary killers—those who, in their mortal lives, derived perverse pleasure from intimate and personal murders. Transplanted to the Material Plane, aroch’s often continue their haunting role, lurking in the shadowy corners of the world as remorseless assassins.

AROCH

Type Eternal; Size Medium; Ethics Malevolence

Level 7 (EL 7); DC 21

Initiative +35

Speed 25

Senses Darkvision 65’, Nightvision 130’

Languages Abyssal, High Tongue, Solari, Wyrmish

ABILITY SCORES

STR 4; CON 4; DEX 4; INT 2; WIS 3; CHA 2

SKILLS

Acrobatics +13, Athletics +12, Climbing +12, Intimidate +10, Mental Focus +11, Perception +11, Planes +10, Religion +11 Sense Motive +11, Stealth +12, Thievery +12

DEFENCE

DB +25 (Base +17; Other +3; Stat +4; Status +1); DR 7

Fort +18, Ref +15, Will +19; CR 2

HP 143; Resist acid; Weakness cold iron, good, order

FEATS/SPECIAL

Abyssal Healing, Cleave, Combat Reflexes, Eternal Essence, Eternal Summons, Iron Will, Power Attack, Stealthy Strike, Survival Instinct

Fear of Healing If a creature heals damage using divinity magic that was inflicted by the Aroch through precision or critical, the Aroch takes 4d6 mental damage. The Aroch can only be affected by this trait once per round.

Reactive Slime R: Trigger A creature within melee reach hits the Aroch with a strike; Effect The attacker must make a basic Reflex save against 2d6 acid damage.

ATTACKS

Bite +14 (finesse, magical) 2d8+4 piercing plus 1d6 evil

Claw +14 (agile, finesse, magical) 2d6+4 slashing plus 1d6 evil

Long Spear +15 (magical, reach) 2d8+7 piercing plus 1d4 evil

MAGIC

Divinity Innate Spells DC 20 (+10); PP 8 Dimension Door; PP 4 See Invisible (constant), Darkness (at will)

BALOR#

A towering, black-skinned demon with fiery eyes, jagged horns, and a flaming whip, exuding an aura of sheer malevolence.

The Balor, an apex of demonic malevolence, looms with a menacing presence that strikes fear into the very hearts of those who behold it. Its colossal form stands at a staggering height, often reaching twenty feet or more, and its frame is a grotesque marvel of sinew and muscle. Its skin, an ashen gray, appears charred and blistered, as if it had emerged from the heart of a raging inferno. Veins of molten lava-like substance course beneath the surface, casting an eerie glow that pulses with the demon's malefic power.

Fiery eyes, like twin orbs of seething hatred, blaze with an infernal rage that pierces the souls of onlookers. They radiate an aura of unrelenting dread, leaving no doubt about the Balor's demonic lineage. Jutting from its fearsome brow are two twisted and jagged horns, jet-black like obsidian, adding to the terror of its visage.

In its sinewy hands, the Balor wields a flaming whip, a weapon of unparalleled destruction that crackles with incendiary power. Each lash sends forth tendrils of searing flame, capable of reducing foes to ash with a mere touch. The whip is not only a tool of devastation but also a symbol of the Balor's dominion over the fires of hell itself.

The Balor's wings, leathery and bat-like, span wide, granting it the power of flight with an eerie grace that belies its monstrous form. Its legs end in hooves that strike the ground with earth-shaking force, each step a thunderous declaration of its inexorable advance.

This demon lord is a harbinger of chaos and destruction, a force of nature unto itself. Its presence alone is a testament to the malevolent power that resides within the darkest corners of the abyss, and crossing paths with a Balor is an encounter that few mortals survive to recount.

BALOR

Type Eternal; Size Large; Ethics Malevolence

Level 20 (EL 25); DC 34

Initiative +65

Speed 35; Fly 70

Senses Darkvision 80’, Nightvision 160’

Languages All

ABILITY SCORES

STR 9; CON 9; DEX 7; INT 6; WIS 6; CHA 6

SKILLS

Acrobatics +33, Arcana +26, Athletics +35, Culture +26, Deception +32, Diplomacy +22, Intimidate +32 Linguistics +21, Mental Focus +30, Perception +28, Planes +28, Power Manip +28, Religion +28, Sense Motive +28, Stealth +28

DEFENCE

DB +51 (Base +30; Other +10; Stat +7; Status +4); DR 20

Fort +36, Ref +31, Will +33; CR 2

HP 465; Immunity fire; Weakness cold, cold iron, good, order

FEATS/SPECIAL

Abyssal Healing, Cleave, Combat Reflexes, Combat Reflexes Improved, Dispelling Strike, Eternal Essence, Eternal Summons, Magic Dispelling, Monstrous Grab (Whip), Power Attack, Spell Resilience, Survival Instinct, Telepathy, Toughness II, Vorpal Weapons, Weapon Focus (Flail, Sword)

Aura of Flames (aura, divinity, invocation, fire, save) The Balor emanates a 20 feet radius aura of fire. All creatures within this aura take 3d8+10 fire damage. This damage is doubled if a creature is currently grabbed by the Balor. Furthermore, any creature or item that physically strikes a Balor also takes this damage. Any creature affected by the fire damage must make a basic Fortitude saving to avoid critical and additional damage, but this saving throw does not lessen the damage in any way.

Reactive Evil R: Trigger A creature within the Balor’s Aura of Flames lessens the damage taken using Resistance or Immunity; Effect the Balor releases a wave of evil energy infusing its aura. Its Aura of Flames is evil and fire until the beginning of its next turn (thus inflicting evil damage to the resisting creature).

Death Throes (divinity, fire, save); Trigger the Balor dies Effect When a Balor dies it explodes in a 100-foot radius inflicting 20d8 evil/fire damage. Each target may make a basic Reflex save to avoid the damage.

ATTACKS

Vorpal Adamantine Broadsword +41 (fumble 1, magical, versatile P) 5d10+15 slashing plus 2d6 evil

Mithril Whip +41 (disarm, fumble 1, magical, reach 20, trip) 4d6+10 fire plus 1d4 evil

Claw +39 (agile, finesse, magical) 4d10+9 slashing plus 1d4 evil

MAGIC

Divinity Innate Spells DC 36 (+26); PP 14 True Seeing (constant); Divine Decree; Dominate; PP 8 Dimension Door; Cantrip Hurling (at will)

DRETCH#

A Dretch, a pitiable and repulsive demon, stands as a diminutive and grotesque figure with mottled, rotting flesh, small horns, and a miserable countenance, exuding an aura of wretchedness.

The Dretch, a loathsome and pitiful denizen of the abyss, manifests as a wretched embodiment of grotesquery, with every aspect of its vile form steeped in despair. Standing at a mere three feet in height, its emaciated and misshapen frame exudes a repugnant aura of decay. Its skin, a patchwork of sickly greens and greys, appears as if it has been rotting for centuries, covered in weeping sores, pustules, and mottled, leathery flesh that sags and hangs from its skeletal form.

Upon its twisted head rest a pair of small, deformed horns, like wretched crowns atop a visage that defies nature itself. Its eyes, dull and lifeless, are sunken within their sockets and possess a sickly yellow hue that lends an air of malevolence to its countenance. The Dretch's mouth, a permanent grimace of agony, reveals rows of jagged, uneven teeth that protrude at odd angles, hinting at the creature's insatiable appetite for carrion and filth.

Its gnarled limbs, terminating in bony, clawed fingers, emerge from a hunched and deformed torso. The creature's cloven hooves, equally misshapen, strike the ground with an eerie, rhythmical gait as it shambles forward. Its back, grotesquely hunched and covered in patches of matted, greasy fur, adds to its overall wretched appearance.

A rancid odour of decay clings to the Dretch, an olfactory testament to its loathsome nature. Its very presence is a visceral affront to the senses, radiating an aura of misery and desolation. The Dretch, a pitiable and repulsive fiend, stands as a testament to the abominable depths of the abyss, an embodiment of wretchedness and suffering that leaves an indelible mark on those unfortunate enough to gaze upon its grotesque form.

DRETCH

Type Eternal; Size Small; Ethics Malevolence

Level 2 (EL 2); DC 16

Initiative +0

Speed 20

Senses Darkvision 50’

Languages Abyssal (cannot speak)

ABILITY SCORES

STR 1; CON 3; DEX 0; INT -2; WIS 0; CHA 0

SKILLS

Acrobatics +4, Athletics +5, Climbing +3, Perception +3 Stealth +3, Survival +3

DEFENCE

DB +13 (Base +12; Other +1); DR 2

Fort +12, Ref +6, Will +9; CR 2

HP 71; Immunity electricity; Weakness cold, cold iron, good, order

FEATS/SPECIAL

Eternal Essence, Survival Instinct, Toughness I

ATTACKS

Bite +4 (finesse, magical) 1d6+1 piercing plus 1d4 evil

Claw +4 (agile, finesse, magical) 1d5+1 slashing plus 1d4 evil

MAGIC

Divinity Innate Spells DC 12 (+2); PP 6 Slow (at will); PP 2 Fear (at will)

HANTYA#

This towering monstrosity boasts six arms adorning its massive torso, its eyes gleaming with a sinister blend of intellect and malevolence.

The Hantya's exoskeleton covers its massive frame, providing an eerie contrast to the fiery crimson patterns that adorn it. These patterns seem to writhe and pulse with an otherworldly energy, as if they are channels for the very essence of the abyss.

Sprouting from its hulking torso are six clawed limbs, a grotesque fusion of arachnid and crustacean anatomy. Each limb ends in jagged, obsidian talons that glisten ominously in the dim light of the abyss. These limbs grant the Hantya unparalleled dexterity in combat, making it a formidable adversary.

Crowning the demon's elongated head are a pair of colossal, curling horns. They curve outward and upward, casting ominous shadows across its angular visage. These horns are both a symbol of its demonic lineage and formidable weapons in their own right.

Within the depths of its elongated face, the Hantya's fiery orange eyes blaze with malevolence. They seem to pierce the very soul of anyone who dares to meet its gaze, instilling a deep sense of dread and unease in all who encounter it.

The demon's maw is a nightmarish sight, filled with rows of serrated teeth that glisten with malice. It is a weapon in itself, capable of tearing through flesh and bone with ease.

Oozing from various pores and cracks in its exoskeleton is a noxious, caustic ichor. This vile substance not only corrodes anything it touches but also adds to the oppressive and unholy atmosphere that surrounds the Hantya.

In the presence of a Hantya, the very fabric of reality seems to warp and quiver, and the air grows thick with malevolent energy. It is a creature born of the darkest depths of the abyss, a testament to the horrors that dwell in the realms beyond mortal comprehension.

HANTYA

Type Eternal; Size Large; Ethics Malevolence

Level 13 (EL 17); DC 27

Initiative +25

Speed 35

Senses Darkvision 65’, Nightvision 130’

Languages Abyssal, Ignic, Nefari, Solari, Wyrmish

ABILITY SCORES

STR 7; CON 5; DEX 2; INT 3; WIS 3; CHA 6

SKILLS

Athletics +24, Climbing +11, Culture +10, Deception +23, Diplomacy +19, Intimidate +23, Mental Focus +16 Perception +16, Planes +15, Power Manip +15, Religion +12, Sense Motive +16, Stealth +11, Survival +15

DEFENCE

DB +33 (Base +23; Other +6; Stat +2; Status +2); DR 13

Fort +25, Ref +19, Will +23; CR 2

HP 260; Resistance fire; Weakness cold iron, good, order

FEATS/SPECIAL

Abyssal Healing, Cleave, Combat Reflexes, Combat Reflexes Improved, Eternal Essence, Eternal Summons, Magic Dispelling, Monstrous Grab (Claw), Power Attack, Silver Tongue, Spell Resilience, Survival Instinct, Telepathy, Torrent of Strikes, Weapon Focus (Brawling)

Painful Truth Whenever one of the Hantya’s illusions is revealed as a falsehood, it must make a basic level based Will save against 3d6 mental damage.

ATTACKS

Bite +26 (finesse, magical) 3d10+7 piercing plus 1d6 evil

Claw +27 (agile, finesse, magical) 3d8+7 slashing plus 1d6 evil

MAGIC

Divinity Innate Spells DC 26 (+16); PP 14 True Seeing; PP 8 Confusion; Dimension Door; PP 6 Mirror Image; PP 2 Mirage Object (at will); Self Mirage (at will); Cantrip Hurling (at will)

KHAVAR#

This monstrous fiend has the disfigured head of a boar and huge muscular arms ending in oversized, four-fingered hands.

The Khavar Demon, a malevolent and grotesque entity of the Abyss, emerges as a nightmarish presence with a colossal, corpulent form. Standing at least fifteen feet tall, its grotesque physique is a twisted amalgamation of flesh, muscle, and sinew. Its corpulent body, encased in leathery, mottled skin that oozes foul ichor, radiates an aura of dread and decay.

Atop its hulking frame, a massive, misshapen head sports a gaping maw filled with jagged, razor-sharp teeth that drip with vile saliva. Its eyes, are monstrous orbs, surrounded by bruised, sickly flesh, which exude a malevolent intelligence that pierces the souls of those unfortunate enough to meet its gaze. As if to mock the fabric of nature itself, two batlike ears protrude upwards from its misshapen form.

The Khavar Demon's grotesque limbs end in four fingered, clawed appendages, each capable of rending flesh and sundering armour with ease. Its wings, resembling tattered shrouds of darkness, unfold from its monstrous back, granting it the ability to traverse the chaotic skies of the Abyss with sinister grace.

The very presence of the Khavar Demon exudes an oppressive and unholy aura, as it revels in the suffering and despair it sows across the Abyss and beyond. It is a malefic force, a harbinger of dread and desolation, a testament to the abyssal horrors that lurk in the darkest corners of existence.

KHAVAR

Type Eternal; Size Huge; Ethics Malevolence

Level 15 (EL 20); DC 29

Initiative +35

Speed 30; Fly 40

Senses Darkvision 75’, Nightvision 150’

Languages Abyssal, Nefari, Solari, Stygian, Thanatos, Wargle, Wyrmish

ABILITY SCORES

STR 8; CON 8; DEX 2; INT 5; WIS 5; CHA 4

SKILLS

Acrobatics +17, Arcana +15, Athletics +28, Culture +20, Deception +19, Diplomacy +19, Intimidate +22 Mental Focus +20, Occultism +15, Perception +25, Planes +15, Power Manip +20, Religion +15, Sense Motive +19, Stealth +22, Survival +19, Thievery +16

DEFENCE

DB +37 (Base +25; Other +7; Stat +2; Status +3); DR 15

Fort +30, Ref +21, Will +29; CR 2

HP 365; Weakness cold iron, good, order

FEATS/SPECIAL

Abyssal Healing, Alertness, Eternal Essence, Eternal Summons, Furious Focus, Iron Will, Magic Dispelling, Planar Insight, Power Attack, Reactive Disarm, Spell Resilience, Survival Instinct, Telepathy

Aura of Paranoia (aura, divinity, mental) The Khavar emanates a 20 feet radius aura of paranoia. All creatures that find themselves within the aura during their turn, must make a Will saving throw.

Critical The creature is unaffected.

Success The creature believes that everyone is a potential threat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The effect ends at the beginning of your next turn.

Partial As success, but the effect ends at the end of your next turn.

Failure As success, but the effect lasts 1 minute.

Fumble As failure, except the target believes that everyone it sees is an enemy and acts accordingly (GM discretion).

Once a creature gets a success or higher result on this saving throw, they are immune to this creature’s aura for 1 day.

ATTACKS

Bite +30 (finesse, magical) 3d12+12 piercing plus 2d6 evil

Claw +30 (agile, finesse, magical) 3d10+8 slashing plus 2d6 evil

MAGIC

Divinity Innate Spells DC 30 (+20); PP 14 True Seeing (constant); PP 8 Dimension Door; Divine Wrath; PP 2 Fear (at will); Mirage Object (at will); Cantrip Hurling (at will)

MARILITH#

The Marilith Demon is a sinuous and seductive fiend with the upper body of a voluptuous humanoid woman, crowned by a horned head, and a serpentine lower body ending in multiple blade-like appendages.

The Marilith Demon is a fearsome and serpentine entity that slithers from the depths of the Abyss. With a towering, sinuous body that can stretch up to twenty feet in length, this monstrous fiend commands attention and terror. Its lithe form is covered in multi-coloured scales and its undulating body glistens with a venomous sheen.

The Marilith's upper torso possesses the appearance of a sinister and voluptuous humanoid woman, crowned by a snarling, horned head adorned with a wild mane of midnight hair. Its seductive visage, marred by a sadistic grin, conceals rows of serrated teeth that gleam with malevolence.

However, below the waist, the Marilith's form diverges drastically. Instead of legs, its body tapers into a serpentine tail with several writhing, muscular appendages, each ending in a wickedly sharp blade-like tip. These appendages grant it an eerie grace and incredible agility in combat, allowing it to strike with lethal precision.

The Marilith Demon is a formidable adversary, known for its mastery of the martial arts and its cunning tactics. It wields multiple weapons with preternatural skill, and its serpentine agility makes it a nigh-unstoppable force on the battlefield. Its very presence exudes an aura of seduction and danger, making it a harbinger of chaos and devastation in the Abyss and beyond.

MARILITH

Type Eternal; Size Large; Ethics Malevolence

Level 17 (EL 24); DC 31

Initiative +40

Speed 40: Fly 40

Senses Darkvision 70’, Nightvision 140’

Languages Abyssal, Aklo, Low Tongue, Solari, Thanatos, Wyrmish

ABILITY SCORES

STR 8; CON 6; DEX 4; INT 4; WIS 4; CHA 7

SKILLS

Acrobatics +23, Arcana +22, Athletics +26, Deception +25, Diplomacy +25, Intimidate +25, Mental Focus +22 Perception +22, Planes +22, Power Manip +22, Religion +22, Sense Motive +22, Stealth +22

DEFENCE

DB +42 (Base +27; Other +8; Stat +4; Status +3); DR 17

Fort +30, Ref +25, Will +28; CR 2

HP 337; Weakness cold iron, good, order

FEATS/SPECIAL

Abyssal Healing, Charismatic Caster, Combat Defence, Combat Reflexes, Combat Reflexes Improved, Critical Focus, Eternal Essence, Eternal Summons, Magic Dispelling, Monstrous Grab, Spell Resilience, Survival Instinct, Telepathy, Weapon Focus, Weapon Mastery, Weapon Specialisation,

Aura of Command (aura, divinity, enchantment) The Marilith emanates a 100 feet radius of confidence. All allied creatures within the aura gain a +1-circumstance bonus to attack, save, skill and spellcraft checks. All enemies take a -1 penalty.

Storm of Blades 2 AP (attack) The creature may make either one attack against all creatures within range or strike one target with all their blades.

Multiple Targets - The creature may make an attack with their melee weapons against all targets within range. These attack count towards the creatures’ multiple attack penalty but not until after all attacks have been resolved.

One Target - The creature makes a furry of strikes against one target. If the attack hits, it inflicts 5 additional damage for each extra weapon. Furthermore, if the attack inflicts a critical hit, it gains the deadly and keen traits as well as doubling the additional damage.

ATTACKS

Cold Iron Silver Broadsword (x6) +35 (magical, reach 10 feet) 3d10+11 slashing plus 1d4 evil

Tail +33 (agile, grab, magical) 3d10+8 bludgeoning plus 1d6 evil

MAGIC

Divinity Innate Spells DC 34 (+24); PP 14 True Seeing (constant); PP 12 Wall of Blade; PP 8 Dimension Door; PP 4 Spiritual Weapon

QUASIT#

A Quasit is a grotesque and impish creature, standing at a mere 1 to 2 feet in height. Its form is humanoid, albeit with a distinctly fiendish and misshapen appearance.

Quasits are malicious and cunning creatures, known for their chaotic and destructive tendencies.

Covered in leathery, reddish-brown or mottled green skin, a Quasit's body is thin, wiry, and wiry. Its limbs end in sharp, clawed fingers and toes that can easily inflict harm.

Quasits sport bat-like wings sprouting from their backs, enabling them to move swiftly and stealthily through the air. These wings give them exceptional agility and aerial mobility.

Atop their narrow necks rests a grotesque head adorned with two prominent, curving horns and a pair of sharp, beady yellow or red eyes that gleam with malevolence.

Their maws are filled with razor-sharp teeth, often forming sinister grins, revealing their penchant for causing mischief and harm.

A long, serpentine tail tipped with a venomous stinger dangles from their posterior, which they use to deliver potent toxins to their victims.

These maleficent beings are frequently encountered as familiars or servitors to spellcasters dabbling in dark arts, utilizing their unique abilities to serve as spies, messengers, or agents of chaos in the mortal realm.

Quasits embody the very essence of wickedness and cunning, making them memorable adversaries or unpredictable allies.

QUASIT

Type Eternal; Size Tiny; Ethics Malevolence

Level 1 (EL 1); DC 15

Initiative +30

Speed 15; Fly 30

Senses Darkvision 60’, Nightvision 120’

Languages Abyssal, Low Tongue, Nefari

ABILITY SCORES

STR -1; CON 0; DEX 4; INT 1; WIS 2; CHA 2

SKILLS

Acrobatics +7, Arcana +3, Climbing +7, Deception +5, Diplomacy +5, Intimidate +4, Perception +5, Planes +3 Religion +4, Sense Motive +5, Stealth +7

DEFENCE

DB +15 (Base +11; Stat +4); DR 1

Fort +8, Ref +9, Will +10; CR 2

HP 35; Weakness cold iron, good, order

FEATS/SPECIAL

Abyssal Healing, Eternal Essence, Survival Instinct, Weapon Finesse

Quasit Shifting 1 AP (alteration, concentrate, divinity, polymorph) The Quasit can take the shape of either a bat, giant rat, giant spider or wolf as if using the appropriate form spell. This ability can be used at will and last until the Quasit reverts to its true form.

Quasit Venom (poison) Effect Any creature struck by the creatures’ claws is affected by this poison.

Basic Fort, Duration 6 rounds; Stage 1 1d6 poison; Stage 3 1d6 poison and slowed 1 (1 round).

ATTACKS

Claw +5 (agile, finesse, magical) 1d4+4 slashing plus 1d4 evil plus venom

MAGIC

Divinity Innate Spells DC 13 (+3); PP 4 Invisibility (at will); PP 2 Detect Aura (at will), Fear (at will).

SUCCUBUS#

A Succubus is a seductive and alluring demon which possesses an otherworldly beauty that captivates mortals with a single glance.

Succubi possess an otherworldly beauty that captivates mortals with a single glance, they typically take on an exceedingly attractive and curvaceous female appearance. Their skin may range from porcelain pale to a seductive, dusky hue. Their eyes are the windows to their allure, often large, expressive, and mesmerizing, with irises of various colours that draw victims into their gaze.

Succubi often have long, flowing hair that falls in waves or cascades like silk, with shades that can be raven black, fiery red, or radiant blonde. Some may bear small, elegant horns that curl seductively from their foreheads, adding a hint of infernal allure.

In their true form, Succubi typically possess bat-like wings, which are often concealed when they interact with mortals.

They favour clothing that accentuates their sensuality, often wearing revealing, alluring outfits adorned with dark and enticing colour.

Succubi are renowned for their beguiling and cunning nature. Their primary ability is to seduce and manipulate mortals with their irresistible charm. They exude an aura of allure that weakens a victim's resistance.

Succubi sustain themselves by feeding on the emotions, particularly desire and lust, of their victims, leaving them weakened and vulnerable.

Succubi are complex beings, driven by their need to feed on mortal emotions and souls. While they are often associated with temptation and evil, some tales depict them as tragic figures cursed to their nature.

Encounters with Succubi are fraught with danger, as they can lead mortals to their downfall through seduction and manipulation. Those who fall under their spell may find themselves ensnared in a web of desire and deceit, often at great personal cost.

SUCCUBUS

Type Eternal; Size Medium; Ethics Malevolence

Level 8 (EL 10); DC 22

Initiative +25

Speed 25; Fly 35

Senses Darkvision 60’, Nightvision 120’

Languages Abyssal, Aesirian, High Tongue, Low Tongue, Solari, Wyrmish

ABILITY SCORES

STR 2; CON 4; DEX 3; INT 4; WIS 2; CHA 7

SKILLS

Acrobatics +13, Culture +14, Deception +18, Diplomacy +18, Intimidate +16, Mental Focus +11, Perception +11; Planes +10, Power Manip +13, Religion +10, Sense Motive +11, Stealth +12, Thievery +12

DEFENCE

DB +26 (Base +18, Other +4, Stat +3; Status +1); DR 8

Fort +19, Ref +15, Will +19; CR 2

HP 157; Weakness cold iron, good, order

FEATS/SPECIAL

Abyssal Healing, Affable, Agile Strikes, Charismatic Caster, Combat Reflexes, Eternal Essence, Eternal Summons, Iron Will, Silver Tongue, Skill Focus (Make an Impression), Survival Instinct, Telepathy

Aura of Seduction 1 AP (divinity, enchantment, mental, word) All creatures within this 10-foot aura take a -2-circumstance penalty against any Deception or Diplomacy checks made by the succubus.

Draining Kiss (aura, divinity, emotion) The succubus ensnares a creature it has grabbed in an amorous embrace, seeking to siphon its life force. The kiss inflicts Soul Drain 5 (maximum 20) on the target. Additionally, the creature suffers 3d6 points of essence damage (basic Fort), while the succubus regains Hit Points equal to the damage dealt. The affected creature must also make a DC 25 Will save; failure leaves them susceptible to a suggestion spell that encourages them to willingly partake in further acts of passion rather than attempting to break free.

Embrace 1 AP (attack) The succubus makes a grapple check using its diplomacy skill.

ATTACKS

Claw +15 (agile, finesse, magical) 2d6+2 slashing plus 1d6 evil

MAGIC

Divinity Innate Spells DC 25 (+15); PP 14 Dominate; PP 8 Dimension Door, Suggestion (at will); PP 6 Mind Reading (at will); PP 4 Shape of the Humanoid; PP 2 Charm Kind (at will), Detect Aura (at will).

THEL#

INCORPOREAL

A Thel, also known as a Shadow Demon, is a nightmarish and malevolent entity that haunts the darkest corners of the Abyss.

Thels are creatures of darkness, embodying the very essence of shadow and dread.

Thels appear as amorphous, shifting masses of inky blackness, often devoid of any distinct shape or features. Amidst the formless darkness, their piercing, glowing crimson eyes stand out, shining with an eerie malevolence that chills the soul.

When they choose to manifest facial features, their sinister grin reveals rows of jagged, obsidian-like teeth that gleam in the shadows. Thin, serpentine tendrils occasionally emerge from their form, which they can manipulate with deadly precision.

Thels are agents of darkness, wielding sinister powers to sow chaos and despair.

Thels can adopt various forms, often taking on a victim's darkest fears or most dreaded nightmares. They feed on fear and anguish, often tormenting their prey with nightmarish illusions and hallucinations.

Thels can manipulate shadows, using them as weapons to ensnare, blind, or suffocate their targets.

Thels are often associated with evil cults, forbidden rituals, and the darkest recesses of the supernatural. They thrive on fear and despair, drawing strength from the terror they inspire. Legends tell of them serving greater malevolent entities or lurking in the nightmares of mortals.

Encounters with Thels are harrowing ordeals, as they use their insidious powers to drive victims to madness, despair, or even death. Those who confront a Thel must muster great courage and resourcefulness to stand against the relentless forces of darkness that these shadowy entities represent.

THEL

Type Eternal; Size Medium; Ethics Malevolence

Level 10 (EL 14); DC 24

Initiative +30

Speed Fly 30

Senses Darkvision 60’, Nightvision 120’

Languages Abyssal, Low Tongue, Nyxian, Thanatos

ABILITY SCORES

STR -4; CON 3; DEX 4; INT 2; WIS 2; CHA 5

SKILLS

Acrobatics +16, Deception +17, Diplomacy +17, Intimidate +16, Mental Focus +13, Occultism +10, Perception +16, Planes +10 Power Manip +13, Sense Motive +13, Stealth +18

DEFENCE

DB +31 (Base +20; Other +5; Stat +4; Status +2); DR 10

Fort +20, Ref +20, Will +21; CR 2

HP 175; Immunity disease, mundane, poison, precision; Resistance all damage (force); Weakness cold iron, good, order

FEATS/SPECIAL

Agile Strikes, Charismatic Caster, Combat Reflexes, Eternal Essence, Eternal Summons, Hover, Incorporeal, Iron Will, Lightning Reflexes, Practised Killer, Shadowing, Skill Focus (Sneak), Skirmish, Survival Instinct, Weapon Finesse

No Form the Thel leaves no body behind when it uses the possession spell.

ATTACKS

Claw +19 (agile, finesse, magical) 2d6+4 slashing plus 1d6 evil

MAGIC

Divinity Innate Spells DC 25 (+15); PP 14 Possession; PP 10 Shadow Blast (at will); PP 8 Dimension Door, Phantasmal Killer; PP 4 Darkness (at will), Invisibility (at will), See Invisible (constant); PP 2 Fear (at will); Cantrip Hurling (at will)

VROCK#

A Vrock is a grotesque and formidable demon, known for its savage appearance and fierce nature.

Vrocks are menacing creatures, standing around 9 to 10 feet tall, with monstrous features that exude an aura of dread:

Their upper bodies resemble massive vultures, with hunched shoulders, feathered wings, and elongated, sinewy necks. Their feathers are mottled and dingy, in shades of black, gray, and sickly green. Vrocks possess sharp, serrated beaks, capable of tearing flesh with ease. Their eyes, usually fiery red or amber, radiate malevolence and cunning. Below the waist, their bodies transition into a twisted, humanoid form with muscular, clawed legs and sharp talons, which they use for both gripping and rending.

Their overall appearance is an unsettling amalgamation of avian and humanoid features, instilling an instinctual fear in those who gaze upon them.

Vrocks are savage and destructive demons, driven by their innate malevolence.

They are known for their spine-chilling, ear-piercing screeches, which can paralyze or drive mortals to madness. They are ferocious fighters, using their razor-sharp talons to eviscerate enemies in brutal melee combat.

Vrocks are often summoned by dark sorcerers or cultists to serve as instruments of chaos and destruction. They relish violence, pain, and chaos, often spreading suffering wherever they go.

Legends speak of vrocks as denizens of the Abyss, demonic realms of chaos, and torment. In many tales, they are underlings of greater demonic lords or rulers, serving in their dark legions.

Encounters with vrocks are nightmarish ordeals, as they embody the relentless, savage brutality of demons. To face a vrock is to confront a living embodiment of chaos and destruction, a force of evil that challenges the very essence of one's courage and strength in the face of overwhelming malevolence.

VROCK

Type Eternal; Size Large; Ethics Malevolence

Level 12 (EL 12); DC 26

Initiative +35

Speed 25; Fly 35

Senses Darkvision 60’, Nightvision 120’

Languages Abyssal, Low Tongue, Solari, Wyrmish

ABILITY SCORES

STR 6; CON 5; DEX 4; INT 2; WIS 3; CHA 3

SKILLS

Acrobatics +16, Athletics +19, Intimidate +15 Mental Focus +17, Perception +19, Planes +14 Power Manip +14, Religion +15, Sense Motive +15, Stealth +17, Survival +15

DEFENCE

DB +34 (Base +22; Other +6; Stat +4; Status +2); DR 12

Fort +24, Ref +22, Will +22; CR 2

HP 245; Resistance electricity; Weakness cold iron, good, order

FEATS/SPECIAL

Abyssal Healing, Alertness, Combat Reflexes, Eternal Essence, Eternal Summons, Lightning Reflexes, Power Attack, Survival Instinct

Cloud of Spores 1 AP (disease, focus, poison) The vrock releases a cloud of spores that inflict 2d8 poison damage (basic Fort) to all adjacent creatures. Any creature that does not get a success or greater on their saving throw takes 2d8 persistent piercing damage as the spores change into vines that grow into the targets skin. The spores fall away from the target after 10 rounds if the usual flat check against persistent damage is not succeeded by then.

Dance of Ruin 3 AP (divinity, electricity, focus, invocation, manipulate, move) The vrock performs a captivating performance, which causes a surge of crackling energy to erupt, inflicting 4d12 points of electrical damage to all creatures within a 30-foot radius (basic Reflex). When additional vrocks join in the dance, the damage escalates by 2d12 for each participant, the radius increases by 10 feet and the save DC to evade the effect increases by +1. A maximum of 5 vrocks may link in this way.

Stunning Screech 1 AP (auditory, divinity, focus, sonic) The vrock emits a shrill screech. Each non-demon creature within a 30-foot burst must attempt a Fort save. On a failure, the creature is stunned 2, and on a fumble, it’s stunned 3.

ATTACKS

Bite +24 (finesse, magical) 3d10+6 piercing plus 1d6 evil

Claw +24 (agile, finesse, magical) 3d8+6 slashing plus 1d6 evil

MAGIC

Divinity Innate Spells DC 25 (+15); PP 8 Dimension Door; PP 6 Mirror Image.

DRAGON#

Dragons stand as the oldest and most revered race of all. These awe-inspiring creatures, with their colossal wingspans, impenetrable scales, and innate mastery of magic, have left an indelible mark on the world's history and legends.

Dragons are far more than mere monsters. They are entities of immense significance, shaping the very fabric of the world itself. As the eldest race, dragons possess wisdom that spans eons, and they have witnessed the rise and fall of civilizations that pale in comparison to their age.

Detailed below is a comprehensive and dynamic system for dragons, encompassing various species, alignments, abilities, and interactions within the game world. From the regal and noble Guardian Dragons to the enigmatic and cunning Fire Dragons, each dragon species brings its own unique qualities and challenges.

Players can embark on quests to seek the ancient wisdom of dragons, form pacts and alliances with these venerable beings, or undertake the daunting task of confronting these titanic creatures in epic battles that can determine the fate of entire civilizations. Dragons, as the oldest and most enduring race, hold the intricate balance of power, knowledge, and ambition.

SCALES SPEAK VOLUMES

In the TRG system, the moral alignment and ethical nature of dragons are deeply entwined with the very essence of their being—the colour of their scales. A dragon's scales are not merely an aesthetic feature but a profound indicator of their character and intentions.

CHROMATIC DRAGONS

Chromatic dragons, with their scales leaning toward hues of red, blue, green, black, and white, are often seen as the epitome of draconic selfishness and malevolence. These dragons are known for their insatiable greed, unquenchable thirst for power, and ruthless pursuit of their own interests. Their actions are often driven by personal gain and a disregard for the well-being of others. As one might expect, chromatic dragons are formidable adversaries, their cunning and destructive abilities making them fearsome foes to face.

METALLIC DRAGONS

Conversely, metallic dragons, adorned in scales that shimmer with noble colours such as gold, silver, bronze, copper, and brass, epitomize virtues of nobility and benevolence. These dragons are often protectors of lands, champions of justice, and mentors to those who seek wisdom. Metallic dragons tend to be selfless, valuing cooperation, honour, and the well-being of others above all else. They are renowned for their willingness to aid mortals in times of need, serving as beacons of hope and guidance.

THE BALANCE

In the diverse tapestry of dragonkind, there exists a unique and enigmatic category of dragons whose scales bear hues that defy easy categorization. These dragons, with their mixed chromatic and metallic colorations, represent a complex and often enigmatic moral disposition. Neither wholly malevolent nor purely benevolent, these dragons inhabit a middle ground, embodying principles of balance, neutrality, and complexity. Their actions and motivations are not easily predictable, and they often serve as mediators, philosophers, or guardians of secrets, seeking equilibrium amid the ever-shifting ethical landscapes of the campaign setting.

SCALES AS A MORAL COMPASS

The scales of a dragon serve as an unmistakable moral compass, guiding decisions and judgments. Whether encountered as allies, adversaries, or even deities, dragons are more than just imposing creatures—they are symbols of ethical alignment. A chromatic dragon's presence may herald danger and treachery, while a metallic dragon's arrival often signifies a force for good and protection.

DRAGON TYPES

Eight principal dragon archetypes dominate: Cave, Cold, Fire, Forest, Guardian, Light, Sea, and Shadow. Each archetype exhibits distinct abilities and powers that correspond to its environmental affinity, providing a clear framework for classification and study.

CAVE DRAGON

Cave Dragons, enigmatic and formidable, dwell in the darkest depths of the underground world. These unique and elusive dragons have evolved to become the ultimate masters of subterranean domains, boasting a distinctive appearance and a suite of abilities perfectly adapted to their underground existence.

COLD DRAGON

In the frigid expanses of the world, Cold Dragons reign as formidable and resilient protectors of the icy domains. These distinct dragons exhibit a striking appearance, reflecting their alignment and the chilling realm they call home.

FIRE DRAGON

A Fire Dragon is a powerful and elemental creature, commanding the destructive force of fire. With blazing breath and an affinity for volcanic realms, these dragons are both formidable and perilous.

FOREST DRAGON

A Forest Dragon is a formidable guardian of the woodlands, possessing the power of nature itself. With its ability to control and manipulate the flora and fauna, it serves as a protector of forests and their inhabitants, embodying the harmony between dragonkind and the natural world.

GUARDIAN DRAGON

A Guardian Dragon is a benevolent and majestic protector, embodying the virtues of nobility and righteousness. With its radiant golden scales and a breath weapon that unleashes a cone of force energy, these dragons serve as defenders of noble causes and champions of justice.

LIGHT DRAGON

Light Dragons soar through the skies, breathing devastating lines of lightning. Their coloration ranges from blue to bronze, reflecting their alignment and outlook. These dragons prefer warmer climes and are often associated with the forces of light and enlightenment.

SEA DRAGON

Sea Dragons are the undisputed masters of the oceans, their flightless form gliding across the water's surface with grace. They possess great membranes between their limbs for swimming at incredible speeds underwater. These dragons are renowned for their dominion over aquatic realms and their protective role as guardians of the seas.

SHADE DRAGON

Shade Dragons are enigmatic beings that dwell in the shadows and dark recesses of the world. Their scales are as black as night, and they embody evil incarnate. These dragons are formidable and sinister, commanding the powers of darkness. They are often associated with the malevolent forces of the shadescape and are feared for their malevolence.

SHADE DRAGON REPRODUCTION

Shade Dragons possess a unique and unsettling reproductive method distinct from other dragon species. Rather than laying their own eggs, they employ a process known as "Draconic Infusion." This method involves impregnating other dragons of different species, resulting in hybrid offspring that inherit the malevolent traits and dark alignment characteristic of Shade Dragons.

The process of Draconic Infusion begins with a Shade Dragon selecting a suitable host dragon, typically one whose alignment is more susceptible to the malevolent influence of the Shade Dragon. The Shade Dragon then engages in a ritualistic and mystical bonding process with the chosen host, transferring its essence and malevolent energies into the host's very being.

Over time, the host dragon undergoes a transformation, its physical appearance and behaviour shifting to reflect the malevolent influence of the Shade Dragon. This transformation culminates in the birth of hybrid offspring, bearing a sinister combination of traits from both parent dragons.

These hybrid offspring inherit the darkness and malevolence of the Shade Dragon, often becoming formidable and sinister creatures. The exact nature of the hybrid's alignment and abilities can vary, influenced by the alignment of both parent dragons and the strength of the Draconic Infusion.

The concept of Draconic Infusion is shrouded in mystery and dread, and it is a process that evokes fear and trepidation among dragonkind.

DRAGON AGE & LEVEL ADVANCEMENT

Dragons are not simply larger versions of their younger kin. Their growth is a union of age, accumulated instinct, magical potency and the slow hardening of the soul around draconic identity. The following tables separate chronological maturity from mechanical advancement, allowing a GM to build dragons that feel ancient in the world while still remaining usable at the table.

Used together, the age and level tables provide two linked measures of draconic development. The Dragon Age Table establishes life stage and social maturity, while the Dragon Level Table shows how that growth is expressed through size, movement, ability modifiers, natural attacks and breath-weapon area.

DRAGON AGE TABLE

The Dragon Age Table provides the expected life stages of a true dragon. Each age category represents a recognised threshold in draconic society: hatchlings are newly emerged creatures bound to nest and clutch, wyrmlings and juveniles are dangerous but not yet fully sovereign, and adults or mature dragons are powers in their own right. Old, ancient, elder and primordial dragons are rare beings whose memories may reach back across dynasties, kingdoms and entire ages of the world.

Use this table as a narrative guide rather than a hard biological limit. The listed years show the typical span for each stage, while the Level entry indicates the usual advancement associated with that age. Quickscales, magically altered dragons, dragons held in stasis, or dragons shaped by planar forces may deviate from these expectations, with the table serving as the normal baseline from which such exceptions are measured.

LEVELAGE CATEGORYAGE IN YEARS
Base1 Scaleborn0–5
Base +22 Scalewoken6–15
Base +43 Wingborn16–50
Base +64 Talon51–150
Base +85 Hightalon151-250
Base +106 Crownscale251-350
Base +127 Sovereign351-500
Base +148 Deepscale501-700
Base +169 Elderscale701–1,000
Base +1810 Mythwrought1,001–1,500
Base +1911 Worldwyrm1,501–2,000
Base +2012 Primordial2,001+

DRAGON LEVEL TABLE

The Dragon Level Table is the mechanical companion to the age table. It shows how a dragon’s base profile changes as it grows in power. Each row is read as a complete advancement state: Base +6, for example, means the dragon has advanced six levels beyond its base form and uses the size, movement, ability modifiers, natural attacks and breath-weapon dimensions listed on that row.

The table is deliberately generic. Begin with the appropriate dragon type—Cave, Cold, Fire, Forest, Guardian, Light, Sea or Shade—then apply the relevant level row. Species traits, breath damage, special abilities, ethics, resistances, weaknesses, spellcasting and unique powers remain tied to the dragon type unless another rule states otherwise. The level table governs common draconic growth: the broadening of wings, thickening of scales, increase in raw strength and constitution, reduction in agility at the largest sizes, expansion of natural weapon options and the growing reach of a line or cone breath weapon.

CORECORECORECORERACIAL ABILITY MODIFIERSRACIAL ABILITY MODIFIERSRACIAL ABILITY MODIFIERSRACIAL ABILITY MODIFIERSATTACKSBREATH WEAPONBREATH WEAPON
LevelSizeLand SpeedFly SpeedStrConDexInt/Wis/ChaNatural AttacksLineCone
BaseBaseBaseBaseBaseBaseBaseBaseBite, Claws30 ft.15 ft.
Base +1BaseBaseBase +5Base +1BaseBaseBaseBite, Claws30 ft.15 ft.
Base +2Base +1Base +5Base +10Base +1Base +1BaseBase +1Bite, Claws40 ft.20 ft.
Base +3Base +1Base +5Base +15Base +1Base +1BaseBase +1Bite, Claws40 ft.20 ft.
Base +4Base +2Base +10Base +20Base +2Base +2Base -1Base +1Bite, Claws40 ft.20 ft.
Base +5Base +2Base +10Base +25Base +2Base +2Base -1Base +1Bite, Claws40 ft.20 ft.
Base +6Base +2Base +10Base +30Base +2Base +2Base -1Base +2Bite, Claws, Wings60 ft.30 ft.
Base +7Base +2Base +10Base +35Base +2Base +2Base -1Base +2Bite, Claws, Wings60 ft.30 ft.
Base +8Base +3Base +15Base +40Base +3Base +3Base -2Base +2Bite, Claws, Wings60 ft.30 ft.
Base +9Base +3Base +15Base +45Base +3Base +3Base -2Base +2Bite, Claws, Wings60 ft.30 ft.
Base +10Base +3Base +15Base +50Base +3Base +3Base -2Base +3Bite, Claws, Wings, Tail80 ft.40 ft.
Base +11Base +3Base +15Base +55Base +3Base +3Base -2Base +3Bite, Claws, Wings, Tail80 ft.40 ft.
Base +12Base +3Base +15Base +60Base +3Base +3Base -2Base +3Bite, Claws, Wings, Tail80 ft.40 ft.
Base +13Base +3Base +15Base +65Base +3Base +3Base -2Base +3Bite, Claws, Wings, Tail80 ft.40 ft.
Base +14Base +3Base +20Base +70Base +4Base +4Base -3Base +4Bite, Claws, Wings, Tail100 ft.50 ft.
Base +15Base +3Base +20Base +75Base +4Base +4Base -3Base +4Bite, Claws, Wings, Tail100 ft.50 ft.
Base +16Base +4Base +20Base +80Base +4Base +4Base -3Base +4Bite, Claws, Wings, Tail, Crush100 ft.50 ft.
Base +17Base +4Base +20Base +85Base +4Base +4Base -3Base +4Bite, Claws, Wings, Tail, Crush100 ft.50 ft.
Base +18Base +4Base +20Base +90Base +4Base +4Base -3Base +5Bite, Claws, Wings, Tail, Crush120 ft.60 ft.
Base +19Base +4Base +20Base +95Base +4Base +4Base -3Base +5Bite, Claws, Wings, Tail, Crush120 ft.60 ft.
Base +20Base +4Base +20Base +100Base +5Base +5Base -4Base +5Bite, Claws, Wings, Tail, Crush, Sweep120 ft.60 ft.

For quick reference, the Core columns cover level, size and movement; Racial Ability Modifiers adjust the dragon’s racial statistics; Attacks lists which natural attacks are available; and Breath Weapon gives the default area of the dragon’s line or cone. Use the row that matches the dragon’s current level, not a cumulative total from every previous row.

CAVE DRAGON#

Cave Dragons are instantly recognizable by their cavernous appearance, with the hue of their scales indicating their alignment. A Cave Dragon's scales range from rich brown to gleaming copper, with the precise coloration depending on their ethical disposition. Those leaning toward benevolence often exhibit warmer, coppery tones, while dragons with a more selfish bent tend to display earthy browns.

Cave Dragons are known for their immense size and although they possess wings, they are flightless. Their wings are instead used to tunnel through the earth at great speeds.

Their eyes possess a unique adaptation—a soft, bioluminescent glow that aids them in navigating the pitch-black tunnels and chambers of their underground lairs.

Rows of bony, horn-like crests run down their back and tail, serving both as a form of protection and an additional means of camouflaging themselves among rocky outcroppings.

Cave Dragons are a combination of strength, intelligence, and adaptability, and their ethics significantly influence their actions.

CAVE DRAGON ABILITIES TABLE

As Cave Dragons advance in level, their powers increasingly reflect their mastery over the deep places of the world. At first, they move through tangled stone, broken ground, and subterranean terrain with unnatural ease, before developing a hardened resistance to hostile magic. As their strength grows, they become savage combatants capable of unleashing devastating bursts of draconic fury, while their sheer presence begins to inspire supernatural dread in lesser creatures. At higher levels, their breath weapon becomes more insidious, slowing those caught within it, and their blood turns caustic enough to punish enemies who wound them. Eventually, this corrosive power infuses their own natural attacks, allowing fang, claw, wing, and tail to burn with acid. The most ancient Cave Dragons finally master Draconic Shifting, altering their form to better hunt, survive, or manipulate the world beyond their cavernous domains.

The table below shows the level at which each of these Cave Dragon abilities is gained.

LevelSpecial Ability
6Wild Stride
8Draconic Assault
10Frightful Aura
12Wing Buffet
14Slowing Breath
16Caustic Blood
18Caustic Strikes
20Draconic Shifting

EXAMPLE CAVE DRAGONS

Below are three example Cave Dragons at different age categories.

CAVE DRAGON, SCALEBORN

Type Wyrm; Size Medium

Level 4 (EL 5); DC 18

Initiative +20

Speed 30 feet; Burrow 20; Climb 30

Senses Darkvision 55’, Nightvision 110’, Scent 30’

Languages Glimbol, Low Tongue, Wyrmish

ABILITY SCORES

STR 3; CON 1; DEX 3; INT 1; WIS 1; CHA 2

SKILLS

Acrobatics +6, Arcana +6, Athletics +9, Culture +5 Deception +6, Diplomacy +6, Intimidate +5, Meditation +4, Mental Focus +7, Nature +4, Perception +7, Power Manip +7, Sense Motive +6, Stealth +5, Survival +5

DEFENCE

DB +19 (Base +14; Other +2; Stat +3); DR 6

Fort +12, Ref +12, Will +10

HP 97; Immunity acid, paralysis, sleep

FEATS/SPECIAL

Alertness, Great Fortitude

Cave Dragon Breath 2 AP (acid, arcane, focus, invocation, save)

The dragon breathes a 30-foot line of acid that inflicts 4d8 acid damage. The breath weapon has the focus trait, and any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +9 (finesse) 1d8+3 piercing plus 1d6 acid

Claw +9 (agile, finesse, versatile - p) 1d6+3 slashing

MAGIC

A cave dragon is a High Magic caster.

CL 1; Spellcraft +6; PP 18

Spells 4 x Cantrip, 4 additional spells (max PP 2).

CAVE DRAGON, TALON

Type Wyrm; Size Huge; Level 10 (EL 13); DC 24

Initiative +45; Speed 40 feet; Burrow 30; Climb 40

Senses Darkvision 65’, Nightvision 130’, Scent 40’

Languages Dengaris, Gaian, Glimbol, Low Tongue, Wyrmish

ABILITY SCORES

STR 8; CON 3; DEX 2; INT 3; WIS 3; CHA 4

SKILLS

Acrobatics +14, Arcana +15, Athletics +20, Culture +14, Deception +15, Diplomacy +15, Intimidate +15 Meditation +14, Mental Focus +14, Nature +10 Perception +14, Power Manip +14, Sense Motive +14 Stealth +8, Survival +14

DEFENCE

DB +29 (Base +20; Other +5; Stat +2; Status +2); DR 12

Fort +20, Ref +17, Will +18

HP 245; Immunity acid, paralysis, sleep

FEATS/SPECIAL

Alertness, Charismatic Caster, Draconic Assault, Great Fortitude, Improved Initiative, Skill Focus (Hide), Weapon Focus (Brawling), Wild Stride, Wing Buffet

Cave Dragon Breath 2 AP (acid, arcane, focus, invocation, save)

The dragon breathes a 60-foot line of acid that inflicts 10d8 acid damage. Using the breath weapon costs the dragon 10 PP and any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +24 (finesse, magical) 2d12+8 piercing plus 1d6 acid

Claw +24 (agile, finesse, magical versatile - p) 2d10+8 slashing

Wing (large) +24 (finesse, magical) 2d10+8 bludgeoning

MAGIC

A cave dragon is a High Magic caster.

CL 7; Spellcraft +14; PP 44

Spells 4 x Cantrip, 11 additional spells (max PP 8).

CAVE DRAGON, SOVEREIGN

Type Wyrm; Size Gargantuan; Level 16 (EL 22); DC 30

Initiative +45; Speed 45 feet; Burrow 35; Climb 45

Senses Darkvision 70’, Nightvision 140’, Scent 45’

Languages Dengaris, Gaian, Glimbol, High Tongue, Low Tongue, Wyrmish

ABILITY SCORES

STR 10; CON 5; DEX 1; INT 4; WIS 4; CHA 5

SKILLS

Acrobatics +18, Arcana +22, Athletics +28, Culture +22, Deception +23, Diplomacy +23, Intimidate +23 Meditation +22, Mental Focus +22, Nature +15 Perception +21, Power Manip +21, Sense Motive +21 Stealth +10, Survival +21

DEFENCE

DB +38 (Base +26; Other +8; Stat +1; Status +3); DR 18

Fort +27, Ref +22, Will +25; CR 1

HP 407; Immunity acid, paralysis, sleep

FEATS/SPECIAL

Alertness, Caustic Blood, Charismatic Caster, Combat Reflexes, Draconic Assault, Frightful Aura, Great Fortitude, Improved Initiative, Skill Focus (Hide), Slowing Breath, Weapon Focus (Bite), Wild Stride, Wing Buffet

Cave Dragon Breath 2 AP (acid, arcane, focus, invocation, save)

The dragon breathes an 80-foot line of acid that inflicts 16d8 acid damage. Using the breath weapon costs the dragon 16 PP and any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +35 (finesse, magical) 3d16+10 piercing plus 1d6 acid

Claw +34 (agile, finesse, magical, versatile - p) 3d12+10 slashing

Tail +34 (agile, finesse, reach) 3d16+10 slashing

Wing (huge) +34 (finesse) 3d12+15 bludgeoning

MAGIC

A cave dragon is a High Magic caster.

CL 13; Spellcraft +21; PP 69

Spells 4 x Cantrip, 20 additional spells (max PP 14).

COLD DRAGON#

Cold Dragons are unmistakably distinguished by their glacial visage. Their scales span a spectrum of frosty hues, ranging from shining silver to the deepest glacial white. The specific shade of their scales corresponds to their ethical inclinations, with benevolent Cold Dragons often displaying a radiant, silvery hue, while those of a more selfish nature showcase frosty whites.

Majestic in size, these dragons boast grand frames matched only by the colossal glaciers they inhabit. Their eyes possess a unique adaptation—an otherworldly, crystalline luminescence that aids them in navigating the perpetual twilight of their glacial lairs. Rows of sharp, frost-covered crests adorn their backs and tails, serving both as formidable defensive features and an additional means of blending into the frozen, snow-laden landscapes.

Cold Dragons embody a harmonious fusion of strength, intelligence, and adaptability, shaped by their ethical alignments. Proficient in manipulating ice and cold, they wield breath weapons of freezing cold capable of encasing foes in frost and slowing their movements to a crawl.

The presence of a Cold Dragon invokes both awe and trepidation among adventurers and denizens of the icy domains. These dragons, with their mastery over the chill of winter, stand as guardians of the glacial abyss, embodying the beauty and danger of the frozen world they call home.

COLD DRAGON ABILITIES TABLE

As Cold Dragons rise in level, they become ever more perfectly adapted to the frozen wastes and high, wind-scoured places of the world. Their senses first sharpen beyond mortal limits, allowing them to see clearly through driving snow, ice mist, and blizzard conditions. As they mature, their ancient blood hardens against hostile magic, while their battle instincts awaken into terrifying bursts of draconic savagery. By the time their presence alone can inspire supernatural fear, a Cold Dragon is no longer merely a predator of the ice, but a living embodiment of winter’s dominion.

At higher levels, this mastery becomes even more pronounced. Their bodies radiate killing cold, chilling the air around them and punishing those who draw too close. Some learn to shed their titanic form and walk among lesser creatures in altered shape, concealing their true nature until the moment of revelation. As their power deepens, even their blood becomes a weapon, freezing those who dare wound them. The most ancient Cold Dragons develop scales like polished ice and mirrored frost, capable of turning hostile force back upon their enemies.

The table below shows the level at which each of these Cold Dragon abilities is gained.

LevelSpecial Ability
6Snow Vision
8Draconic Assault
10Wing Buffet
12Frightful Aura
14Freezing Aura
16Draconic Shifting
18Freezing Blood
20Reflective Scales

EXAMPLE COLD DRAGONS

Below are three example Cold Dragons at different age categories.

COLD DRAGON, SCALEBORN

Type Wyrm; Size Small

Level 4 (EL 5); DC 18

Initiative +30

Speed 30 feet; Fly 50; Swim 40

Senses Darkvision 65’, Nightvision 130’, Scent 40’

Languages Gantish, Low Tongue, Wyrmish

ABILITY SCORES

STR 2; CON 2; DEX 3; INT 1; WIS 3; CHA 2

SKILLS

Acrobatics +8, Arcana +6, Athletics +7, Climbing +8 Culture +6, Deception +7, Diplomacy +6, Intimidate +6, Meditation +7, Mental Focus +7, Nature +7, Perception +7, Power Manip +5, Sense Motive +7, Survival +7

DEFENCE

DB +19 (Base +14; Other +2 Stat +3); DR 4

Fort +11, Ref +12, Will +14

HP 91; Immunity cold, paralysis, sleep; Weakness fire

FEATS/SPECIAL

Alertness, Ice Climb, Iron Will

Cold Dragon Breath 2 AP (arcane, cold, focus, invocation, save)

The dragon breathes a 15-foot cone that inflicts 4d8 cold damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +9 (finesse) 1d6+2 piercing plus 1d6 cold

Claw +9 (agile, finesse, versatile - p) 1d5+2 slashing

MAGIC

A cold dragon is a High Magic caster.

CL 1; Spellcraft +6; PP 18

Spells 4 x Cantrip, 2 additional spell (max PP 2).

COLD DRAGON, TALON

Type Wyrm; Size Large; Level 10 (EL 12); DC 24

Initiative +35; Speed 40 feet; Fly 80; Swim 50

Senses Darkvision 75’, Nightvision 150’, Scent 50’

Languages Aqualis, Gantish, High Tongue, Low Tongue, Wyrmish

ABILITY SCORES

STR 6; CON 4; DEX 0; INT 3; WIS 5; CHA 4

SKILLS

Acrobatics +12, Arcana +15, Athletics +18, Climbing +12 Culture +15, Deception +15, Diplomacy +15, Intimidate +15 Meditation +16, Mental Focus +16, Nature +16 Perception +16, Power Manip +14, Sense Motive +16 Survival +16

DEFENCE

DB +27 (Base +20; Other +5; Status +1); DR 10

Fort +19, Ref +15, Will +22

HP 225; Immunity cold, paralysis, sleep; Weakness fire

FEATS/SPECIAL

Alertness, Combat Reflexes, Draconic Assault, Ice Climb, Iron Will, Skill Focus (Track), Snow Vison, Weapon Focus (Brawling), Wing Buffet

Cold Dragon Breath 2 AP (arcane, cold, focus, invocation, save)

The dragon breathes a 20-foot cone that inflicts 10d8 cold damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +22 (finesse, magical) 2d10+6 piercing plus 1d6 cold

Claw +22 (agile, finesse, magical, versatile - p) 2d8+6 slashing

Wing +22 (finesse, magical) 2d8+6 bludgeoning

MAGIC

A cold dragon is a High Magic caster.

CL 5; Spellcraft +14; PP 44

Spells 4 x Cantrip, 11 additional spells (max PP 6).

COLD DRAGON, SOVEREIGN

Type Wyrm; Size Huge; Level 16 (EL 21); DC 30

Initiative +55; Speed 45 feet; Fly 110; Swim 55

Senses Darkvision 80’, Nightvision 160’, Scent 55’

Languages Aqualis, Gantish, High Tongue, Low Tongue, Mesnic, Wyrmish

ABILITY SCORES

STR 8; CON 5; DEX -2; INT 4; WIS 6; CHA 5

SKILLS

Acrobatics +16, Arcana +22, Athletics +26, Climbing +16, Culture +22, Deception +23, Diplomacy +23, Intimidate +23, Meditation +24, Mental Focus +24, Nature +24 Perception +24, Power Manip +21, Sense Motive +23 Survival +23

DEFENCE

DB +35 (Base +26; Other +8; Stat -2; Status +3); DR 16

Fort +26, Ref +19, Will +29

HP 367; Immunity cold, paralysis, sleep; Weakness fire

FEATS/SPECIAL

Alertness, Combat Reflexes, Draconic Assault, Draconic Shifting, Freezing Aura, Frightful Aura, Ice Climb, Improved Initiative, Iron Will, Power Attack, Skill Focus (Track), Snow Vison, Weapon Focus (Brawling), Wing Buffet

Cold Dragon Breath 2 AP (arcane, cold, focus, invocation, save)

The dragon breathes a 30-foot cone that inflicts 16d8 cold damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +33 (finesse) 3d12+8 piercing plus 1d6 cold

Claw +33 (agile, finesse, magical, versatile - p) 3d10+8 slashing

Tail +33 (agile, finesse, magical, reach) 3d12+8 slashing

Wing +33 (finesse, magical) 3d10+8 bludgeoning

MAGIC

A cold dragon is a High Magic caster.

CL 9; Spellcraft +16; PP 69

Spells 4 x Cantrip, 20 additional spells (max PP 14).

FIRE DRAGON#

Fire Dragons are unmistakably distinguished by their infernal visage. Their scales span a spectrum of fiery hues, ranging from radiant crimson to shimmering brass. The exact shade of their scales mirrors their ethical inclinations, with benevolent Fire Dragons often displaying vibrant, sun-kissed tones, while those of a more selfish disposition blaze with intense, fiery reds and oranges. These dragons are grand in size, their imposing frames matched only by the molten landscapes they call home. Possessing wings, Fire Dragons are agile flyers, capable of soaring through the blistering skies with grace and power.

Their eyes possess a unique adaptation—a fiery, burning luminescence that pierces through the sweltering haze of their volcanic lairs. Rows of jagged, flame-licked crests adorn their backs and tails, serving both as formidable defensive features and an additional means of blending into the fiery, ash-laden landscapes. Fire Dragons embody a harmonious fusion of strength, intelligence, and adaptability, shaped by their ethical alignments. Proficient in wielding the blazing powers of fire and heat, they unleash breath weapons of searing flames, capable of reducing foes to ashes. They zealously guard the molten treasures and secrets within their fiery domains, with their territorial nature making them relentless protectors. Their hoards are filled with not only precious treasures, but also ancient, mystical artifacts related to the incendiary forces of heat and flame.

FIRE DRAGON ABILITIES TABLE

Fire Dragons do not simply grow larger with age; they become living engines of wrath, heat, and ruin. As their power awakens, their battle instincts sharpen into bursts of Draconic Frenzy, allowing them to tear through enemies with terrifying speed and violence. Their wings soon become weapons in their own right, beating the air with enough force to scatter foes, churn smoke, and turn the battlefield into a storm of heat and ash.

As they mature, Fire Dragons become creatures of dread as much as flame. Their Frightful Aura marks the point at which their presence alone can break courage, while Draconic Shifting allows them to assume lesser forms and move among other races without surrendering their innate draconic menace. At higher levels, their elemental nature burns through every part of them: their blood ignites with supernatural heat, their bodies radiate a punishing Fiery Aura, and their breath weapon intensifies into a Scorching Breath capable of reducing armour, stone, and flesh alike to blackened ruin.

The oldest Fire Dragons are not merely resistant to magic; they are hardened by centuries of sorcery, conquest, and elemental fury. With Spell Resilience, their scales and spirit become warded against hostile spells, ensuring that even powerful casters must struggle to overcome the ancient fire burning at the dragon’s core. The table below shows the level at which each Fire Dragon ability is gained.

LevelSpecial Ability
8Draconic Assault
10Wing Buffet
12Frightful Aura
14Draconic Shifting
16Fiery Blood
18Fiery Aura
20Scorching Breath
22Spell Resilience

EXAMPLE FIRE DRAGONS

Below are three example Fire Dragons at different age categories.

FIRE DRAGON, SCALEBORN

Type Wyrm; Size Small

Level 6 (EL 7); DC 20

Initiative +20

Speed 30 feet; Fly 80

Senses Darkvision 55’, Nightvision 110’, Scent 30’

Languages Low Tongue, Wyrmish

ABILITY SCORES

STR 3; CON 2; DEX 3; INT 0; WIS 1; CHA 2

SKILLS

Acrobatics +10, Arcana +9, Athletics +10, Climbing +10 Culture +9, Deception +9, Diplomacy +9, Intimidate +9, Meditation +8, Mental Focus +8, Nature +8, Perception +8, Power Manipulation +9, Sense Motive +8, Survival +8

DEFENCE

DB +23 (Base +16; Other +3; Stat +3; Status +1); DR 6

Fort +15, Ref +14, Will +14

HP 119; Immunity fire, paralysis, sleep; Weakness cold

FEATS/SPECIAL

Alertness, Great Fortitude, Iron Will, Smokevision

Fire Dragon Breath 2 AP (arcane, fire, focus, invocation, save)

The dragon breathes a 15-foot cone that inflicts 6d8 fire damage. Using the breath weapon costs the dragon 6 PP and any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +12 (finesse) 2d6+3 piercing plus 1d6 fire

Claw +12 (agile, finesse, versatile - p) 2d5+3 slashing

MAGIC

A fire dragon is a High Magic caster.

CL 3; Spellcraft +8; PP 26

Spells 4 x Cantrip, 5 additional spells (max PP 4).

FIRE DRAGON, TALON

Type Wyrm; Size Large; Level 12 (EL 13); DC 26

Initiative +15; Speed 40 feet; Fly 110

Senses Darkvision 65’, Nightvision 130’, Scent 40’

Languages Gantish, Ignic, Low Tongue, Wyrmish

ABILITY SCORES

STR 7; CON 4; DEX 0; INT 4; WIS 3; CHA 4

SKILLS

Acrobatics +14, Arcana +18, Athletics +21, Climbing +14 Culture +18, Deception +18, Diplomacy +18, Intimidate +18, Meditation +17, Mental Focus +16, Nature +16 Perception +16, Power Manipulation +17, Sense Motive +16, Survival +16

DEFENCE

DB +30 (Base +22; Other +6; Status +2); DR 12

Fort +23, Ref +17, Will +22

HP 257; Immunity fire, paralysis, sleep; Weakness cold

FEATS/SPECIAL

Alertness, Combat Reflexes, Draconic Assault, Frightful Aura, Great Fortitude, Iron Will, Skill Focus (Track), Smokevision, Weapon Focus (Brawling), Wing Buffet

Fire Dragon Breath 2 AP (arcane, fire, focus, invocation, save)

The dragon breathes a 30-foot cone that inflicts 12d8 fire damage. Using the breath weapon costs the dragon 12 PP and any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +26 (finesse, magical) 3d10+7 piercing plus 1d6 fire

Claw +26 (agile, finesse, magical, versatile - p) 3d8+7 slashing

Wing +26 (finesse, magical, reach) 3d8+17 bludgeoning

MAGIC

A fire dragon is a High Magic caster.

CL 9; Spellcraft +16; PP 52

Spells 4 x Cantrip, 14 additional spells (max PP 10).

FIRE DRAGON, SOVEREIGN

Type Wyrm; Size Huge; Level 18 (EL 22); DC 32

Initiative +10; Speed 45 feet; Fly 140

Senses Darkvision 70’, Nightvision 140’, Scent 45’

Languages Gantish, High Tongue, Ignic, Low Tongue, Wyrmish

ABILITY SCORES

STR 9; CON 5; DEX -2; INT 5; WIS 4; CHA 5

SKILLS

Acrobatics +19, Arcana +26, Athletics +30, Climbing +19, Culture +26, Deception +26, Diplomacy +26, Intimidate +26, Meditation +25, Mental Focus +24, Nature +24 Perception +24, Power Manipulation +25; Sense Motive +24, Survival +24

DEFENCE

DB +41 (Base +28; Other +9; Stat +1; Status +3); DR 18

Fort +30, Ref +24, Will +29; CR 1

HP 356; Immunity fire, paralysis, sleep; Weakness cold

FEATS/SPECIAL

Alertness, Combat Reflexes, Draconic Assault, Draconic Shifting, Fiery Aura, Fiery Blood, Frightful Aura, Great Fortitude, Iron Will, Power Attack, Skill Focus (Track), Smokevision, Weapon Focus (Brawling), Wing Buffet

Fire Dragon Breath 2 AP (arcane, fire, focus, invocation, save)

The dragon breathes a 40-foot cone that inflicts 18d8 fire damage. Using the breath weapon costs the dragon 18 PP and any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +37 (finesse, magical) 4d12+9 piercing plus 1d6 fire

Claw +37 (agile, finesse, magical, versatile - p) 4d10+9 slashing

Tail +37 (agile, finesse, magical, reach) 4d12+9 bludgeoning

Wing +37 (finesse, magical, reach) 4d12+9 bludgeoning

MAGIC

A fire dragon is a High Magic caster.

CL 15; Spellcraft +23; PP 77

Spells 4 x Cantrip, 23 additional spells (max PP 16).

FOREST DRAGON#

In the heart of lush and untamed Forest Dragons rise as enigmatic and formidable protectors of the sylvan realms. These unique dragons exhibit a captivating appearance, reflecting both their alignment and their deep connection with the verdant domain.

Forest Dragons are instantly recognizable by their majestic sylvan visage. Their scales range from the deepest, intoxicating green for those with an evil disposition to a resplendent electrum metallic hue for creatures of a more benevolent outlook. The precise coloration of their scales reflects their ethical inclinations, making them symbols of either dread or hope in the eyes of those who behold them. These dragons are grand in size, their majestic frames matched only by the towering canopies of ancient forests they call home. Possessing wings, Forest Dragons are agile flyers, capable of navigating the dense treetops with grace and precision.

Their eyes possess an entrancing, otherworldly luminescence that shimmers like dappled sunlight through a canopy of leaves, aiding them in traversing the shadowy depths of their forested lairs. Rows of elegant, branch-like crests adorn their backs and tails, serving both as exquisite defensive features and an additional means of blending seamlessly into the leafy landscapes.

While not as stealthy as certain creatures of the woods, Forest Dragons move through their forested domains with incredible grace, using their poisonous breath weapon and magical trickery to good effect, making them formidable ambush predators.

FOREST DRAGON ABILITIES TABLE

As Forest Dragons rise in level, they become ever more closely bound to ancient woodland, tangled wilds, and the living pulse of the natural world. They first learn to move effortlessly through roots, thorns, and dense undergrowth, before gaining the ability to speak with beasts, plants, and the hidden voices of the forest. As they mature, their wings become weapons of storming air and debris, driving enemies back from their chosen ground.

At higher levels, their draconic power becomes more openly terrifying. They strike with savage speed, radiate supernatural fear, and learn to assume the forms of great plants and primal elementals. The oldest Forest Dragons become dangerous even to wound, their blood turning venomous and sap-like, punishing those who dare pierce their scales.

The table below shows the level at which each of these Forest Dragon abilities is gained.

LevelSpecial Ability
7Wild Stride
9Wild Empathy
11Wing Buffet
13Draconic Assault
15Frightful Aura
17Plant Shape
19Elemental Shape
21Venomous Blood

*class feats

EXAMPLE FOREST DRAGONS

Below are three example Forest Dragons at different age categories.

FOREST DRAGON, HATCHLING

Type Wyrm; Size Small

Level 5 (EL 6); DC 19

Initiative +25

Speed 40 feet; Fly 40, Climb 30

Senses Darkvision 60’, Nightvision 120’, Scent 35’

Languages Wyrmish

ABILITY SCORES

STR 1; CON 3; DEX 3; INT -1; WIS 2; CHA 1

SKILLS

Acrobatics +10, Athletics +8, Deception +8 Handle Animal +9, Nature +9, Perception +8 Power Manipulation +5, Sense Motive +8, Stealth +9 Survival +8

DEFENCE

DB +21 (Base +15; Other +2; Stat +3; Status +1); DR 4

Fort +13, Ref +13, Will +12

HP 110; Immunity paralysis, poison, sleep

FEATS/SPECIAL

Natural Medicine, Survivalist, Wild Shape

Forest Dragon Breath 2 AP (arcane, focus, invocation, poison, save)

The dragon breathes a 15-foot cone of gas that inflicts 5d6 poison damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +10 (finesse) 1d6+1 piercing plus 1d6 poison

Claw +10 (agile, finesse, magical, versatile - p) 1d5+1 slashing

MAGIC

A forest dragon is a verdant caster.

CL 2; Spellcraft +8; PP 23

Spells 4 x Cantrip, 3 additional spells (max PP 2).

FOREST DRAGON, TALON

Type Wyrm; Size Large

Level 11 (EL 12); DC 25

Initiative +20

Speed 50 feet; Fly 70, Climb 40

Senses Darkvision 70’, Nightvision 140’, Scent 45’

Languages Faechant, Low Tongue, Wyrmish

ABILITY SCORES

STR 5; CON 5; DEX 0; INT 1; WIS 4; CHA 3

SKILLS

Acrobatics +13, Athletics +18, Deception +16 Handle Animal +16, Meditation +16, Mental Focus +16 Nature +16, Perception +16, Power Manipulation +13 Sense Motive +16, Stealth +12, Survival +16

DEFENCE

DB +28 (Base +21; Other +5; Status +2); DR 10

Fort +21, Ref +18, Will +20

HP 252; Immunity paralysis, poison, sleep

FEATS/SPECIAL

Natural Casting, Natural Medicine, Survivalist, Wild Empathy, Wild Shape, Wild Stride, Wing Buffet

Forest Dragon Breath 2 AP (arcane, focus, invocation, poison, save)

The dragon breathes a 30-foot cone of gas that inflicts 11d6 poison damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +21 (finesse, magical) 2d10+5 piercing plus 1d6 poison

Claw +21 (agile, finesse, magical, versatile - p) 2d8+5 slashing

Wings +21 (finesse, magical, reach) 2d8+5 bludgeoning

MAGIC

A forest dragon is a verdant caster.

CL 8; Spellcraft +16; PP 49

Spells 4 x Cantrip, 12 additional spells (max PP 8).

FOREST DRAGON, SOVEREIGN

Type Wyrm; Size Huge

Level 17 (EL 22); DC 31

Initiative +15

Speed 55 feet; Fly 100, Climb 45

Senses Darkvision 75’, Nightvision 150’, Scent 50’

Languages Aelvish, Faechant, Low Tongue, Wyrmish

ABILITY SCORES

STR 7; CON 6; DEX -2; INT 2; WIS 5; CHA 4

SKILLS

Acrobatics +18, Athletics +27, Deception +23 Handle Animal +24, Meditation +24, Mental Focus +24 Nature +24, Perception +24, Power Manipulation +21 Sense Motive +24, Stealth +17, Survival +24

DEFENCE

DB +36 (Base +27; Other +8; Stat -2; Status +3); DR 16

Fort +28, Ref +20, Will +27; CR 1

HP 401; Immunity paralysis, poison, sleep

FEATS/SPECIAL

Draconic Assault, Frightful Aura, Natural Casting, Natural Medicine, Plant Shape, Skill Focus (Track), Survivalist, Weapon Focus (Brawling), Wild Empathy, Wild Shape, Wild Stride

Forest Dragon Breath 2 AP (arcane, focus, invocation, poison, save)

The dragon breathes a 40-foot cone of gas that inflicts 17d6 poison damage. Using the breath weapon costs the dragon 17 PP and any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +33 (finesse, magical) 3d12+7 piercing plus 1d6 poison

Claw +33 (agile, finesse, magical, versatile - p) 3d10+7 slashing

Tail +33 (agile, finesse, magical, reach) 3d12+7 bludgeoning

Wings +33 (finesse, magical, reach) 3d10+7 bludgeoning

MAGIC

A forest dragon is a verdant caster.

CL 14; Spellcraft +23; PP 74

Spells 4 x Cantrip, 21 additional spells (max PP 14).

GUARDIAN DRAGON#

GOOD

In the sacred and hallowed domains of the universe, Guardian Dragons emerge as benevolent and revered custodians of the world's most treasured realms. These exceptional dragons exhibit a regal and awe-inspiring appearance, mirroring their alignment and their solemn duty to protect.

Guardian Dragons are instantly recognizable by their majestic, gilded visage. Their scales shimmer with the radiant sheen of pure gold, an embodiment of their benevolence and the sacred duty they hold. Their luminous scales create an aura of ethereal beauty, captivating all who lay eyes upon them.

These dragons are grand in size, their noble frames reflecting the grandeur of their protective domains. Possessing formidable wings, Guardian Dragons soar through the skies with grace and authority, a sight that fills the hearts of those who witness their majestic flights with reverence.

Their eyes possess a profound and compassionate depth, radiating wisdom and warmth as they gaze upon the realms they safeguard. Elaborate, intricate crests adorned with arcane sigils run along their backs and tails, serving both as symbols of their guardianship and sources of arcane protection.

GUARDIAN DRAGON ABILITIES TABLE

As Guardian Dragons rise in level, they become ever more formidable protectors, blending draconic might with an instinctive command of the battlefield. Their martial power first awakens through devastating assaults and a fearsome presence, before their wings become weapons of forceful air, driving enemies away from those or places they are sworn to defend.

At higher levels, their mobility and sheer physical dominance become impossible to ignore. They strike while moving through the air, crush lesser foes beneath their bulk, and unleash a roar charged with draconic power. The oldest Guardian Dragons develop mirrored, spell-turning scales and an aura of providence, their ancient luck bending fate in defence of their charge.

The table below shows the level at which each of these Guardian Dragon abilities is gained.

LevelSpecial Ability
10Draconic Assault
12Frightful Aura
14Wing Buffet
16Flyby Attack
18Crush
20Draconic Roar
22Reflective Scales
24Guardian Luck

EXAMPLE GUARDIAN DRAGONS

Below are three example Guardian Dragons at different age categories.

GUARDIAN DRAGON, HATCHLING

Type Wyrm; Size Medium

Level 8 (EL 9); DC 22

Initiative +25

Speed 40 feet; Fly 80

Senses Darkvision 65’, Nightvision 130’, Scent 40’

Languages Aelvish, Harmonian, High Tongue, Low Tongue, Wyrmish

ABILITY SCORES

STR 4; CON 2; DEX 2; INT 3; WIS 3; CHA 4

SKILLS

Acrobatics +12, Arcana +14, Athletics +14, Climbing +12, Culture +12, Diplomacy +15, Meditation +12 Mental Focus +13, Perception +12, Planes +12 Power Manipulation +14, Religion +12, Sense Motive +12

DEFENCE

DB +25 (Base +18; Other +4; Stat +2; Status +1); DR 10

Fort +15, Ref +15, Will +16: CR 1

HP 157; Immunity force paralysis, sleep

FEATS/SPECIAL

Alertness, Draconic Shifting, Spell Resilience

Force Dragon Breath 2 AP (arcane, focus, force, invocation, save)

The dragon breathes a 15-foot cone of force that inflicts 8d12 force damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +16 (finesse, magical) 2d8+4 piercing plus 1d6 force

Claw +16 (agile, finesse, magical, versatile - p) 2d6+4 slashing

MAGIC

A guardian dragon is a High Magic caster.

CL 5; Spellcraft +12; PP 36

Spells 4 x Cantrip 0, 8 additional spells (max PP 6).

GUARDIAN DRAGON, TALON

Type Wyrm; Size Huge

Level 14 (EL 19); DC 28

Initiative +30

Speed 50 feet; Fly 110

Senses Darkvision 75’, Nightvision 150’, Scent 50’

Languages Aelvish, Gantish, Harmonian, High Tongue, Low Tongue, Mesnic, Solari, Wyrmish

ABILITY SCORES

STR 8; CON 4; DEX -1; INT 5; WIS 5; CHA 6

SKILLS

Acrobatics +15, Arcana +21, Athletics +24, Climbing +15, Culture +21, Diplomacy +22, Linguistics +20, Medicine +20, Meditation +20, Mental Focus +20, Perception +20, Planes +20, Power Manipulation +20, Religion +20, Sense Motive +20, Survival +20

DEFENCE

DB +32 (Base +24; Other +7; Stat -1; Status +2); DR 16

Fort +25, Ref +18, Will +26: CR 2

HP 319; Immunity force paralysis, sleep

FEATS/SPECIAL

Alertness, Combat Reflexes, Great Fortitude, Iron Will, Draconic Assault, Draconic Shifting, Frightful Aura, Spell Resilience, Wing Buffet

Force Dragon Breath 2 AP (arcane, focus, force, invocation, save)

The dragon breathes a 30-foot cone of force that inflicts 14d12 force damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +29 (finesse, magical) 3d12+8 piercing plus 1d6 force

Claw +30 (agile, finesse, magical, versatile - p) 3d10+8 slashing

Wing +30 (finesse, magical, reach) 3d10+8 bludgeoning

MAGIC

A guardian dragon is a High Magic caster.

CL 11; Spellcraft +20; PP 62

Spells 4 x Cantrip, 17 additional spells (max PP 12).

GUARDIAN DRAGON, SOVEREIGN

Type Wyrm; Size Gargantuan

Level 20 (EL 30); DC 34

Initiative +15

Speed 55 feet; Fly 140

Senses Darkvision 80’, Nightvision 160’, Scent 55’

Languages Aelvish, Aklo, Gantish, Harmonian, High Tongue, Low Tongue, Mesnic, Solari, Wyrmish

ABILITY SCORES

STR 10; CON 5; DEX -3; INT 6; WIS 6; CHA 7

SKILLS

Acrobatics +26, Arcana +32, Athletics +37, Climbing +20, Culture +26, Diplomacy +33, Linguistics +22, Medicine +20, Meditation +32, Mental Focus +32, Nature +12 Perception +32, Planes +26, Power Manipulation +32 Religion +26, Sense Motive +32, Survival +26

DEFENCE

DB +41 (Base +30; Other +10; Stat -3; Status +4); DR 22

Fort +32, Ref +22, Will +33: CR 2

HP 440; Immunity force paralysis, sleep

FEATS/SPECIAL

Alertness, Combat Reflexes, Crush, Draconic Assault, Draconic Roar, Draconic Shifting, Flyby Attack, Frightful Aura, Great Fortitude, Honed Reflexes, Iron Will, Quicken Spell, Skill Focus (Dispel), Spell Resilience, Weapon Focus (Brawling), Wing Buffet

Force Dragon Breath 2 AP (arcane, focus, force, invocation, save)

The dragon breathes a 40-foot cone of force that inflicts 20d12 force damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +40 (finesse, magical) 4d16+10 piercing plus 1d6 force

Claw +40 (agile, finesse, magical, versatile - p) 4d12+10 slashing

Tail +40 (agile, finesse, magical, reach) 4d16+10 bludgeoning

Wing +40 (finesse, magical, reach) 4d12+10 bludgeoning

MAGIC

A guardian dragon is a High Magic caster.

CL 17; Spellcraft +27; PP 87

Spells 4 x Cantrip, 26 additional spells (max PP 18).

LIGHT DRAGON#

Light Dragons rise as majestic and awe-inspiring rulers of the skies. These exceptional dragons display an electrifying appearance, embodying both their ethical alignment and their dominion over natural forces.

Light Dragons are instantly recognizable by their majestic, electrifying visage. Their scales range from a vibrant, azure blue for those with malevolent tendencies to a dazzling bronze for creatures of a more virtuous disposition. The exact coloration of their scales mirrors their ethical inclinations, making them symbols of either ominous portents or radiant champions in the eyes of those who behold them.

These dragons are grand in size, their graceful frames capturing the splendour of the open skies they call home. Possessing formidable wings, Light Dragons soar through the heavens with effortless agility, a spectacle that fills the hearts of those who witness their majestic flights with wonder.

Their eyes gleam with the intensity of a summer storm, capturing the fierce energy of the heavens. Elegantly arcing crests that resemble lightning bolts adorn their backs and tails, serving both as symbols of their celestial rule and conduits for the power of thunder and lightning.

LIGHT DRAGON ABILITIES TABLE

As Light Dragons rise in level, they become ever more graceful and overwhelming expressions of radiant draconic power. Their mastery first shows in the air, striking swiftly on the wing before closing with brutal natural assaults. As they mature, their wings become weapons of force and pressure, scattering enemies before the dragon’s luminous presence begins to inspire supernatural fear.

At higher levels, Light Dragons learn to veil their true form through draconic shifting, moving among lesser creatures until their power is revealed. Their bodies crackle with shocking radiance, punishing those who draw too close, while their scales grow bright and mirror-like enough to turn hostile magic aside. The oldest Light Dragons possess an innate resilience against spells, becoming creatures of brilliance, storm, and unbreakable arcane defiance.

The table below shows the level at which each of these Light Dragon abilities is gained.

LevelSpecial Ability
7Flyby Attack
9Draconic Assault
11Wing Buffet
13Frightful Aura
15Draconic Shifting
17Shocking Aura
19Reflective Scales
21Spell Resilience

EXAMPLE LIGHT DRAGONS

Below are three example Light Dragons at different age categories.

LIGHT DRAGON, SCALEBORN

Type Wyrm; Size Small

Level 5 (EL 6); DC 19

Initiative +60

Speed 30 feet; Fly 100

Senses Darkvision 60’, Nightvision 120’, Scent 35’

Languages Gantish, Low Tongue, Wyrmish

ABILITY SCORES

STR 1; CON 1; DEX 6; INT 1; WIS 2; CHA 3

SKILLS

Acrobatics +13, Arcana +8, Athletics +8, Culture +8 Diplomacy +10, Intimidate +10, Meditation +8 Mental Focus +8, Nature +8, Perception +8 Power Manipulation +7; Sense Motive +8, Survival +8

DEFENCE

DB +24 (Base +15; Other +2; Stat +6; Status +1); DR 2

Fort +11, Ref +18, Will +14

HP 100; Immunity electricity paralysis, sleep

FEATS/SPECIAL

Alertness, Improved Initiative, Iron Will, Lightning Reflexes,

Light Dragon Breath 2 AP (arcane, electricity, focus, invocation, save)

The dragon breathes a 30-foot line of electricity that inflicts 5d10 damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +13 (finesse) 1d6+1 piercing plus 1d6 electricity

Claw +13 (agile, finesse, versatile - p) 1d5+1 slashing

MAGIC

A light dragon is a High Magic caster.

CL 2; Spellcraft +8; PP 23

Spells 4 x Cantrip, 3 additional spells (max PP 2).

LIGHT DRAGON, TALON

Type Wyrm; Size Large

Level 11 (EL 14); DC 25

Initiative +55

Speed 40 feet; Fly 130

Senses Darkvision 70’, Nightvision 140’, Scent 45’

Languages Aeolian, Aesirian, Gantish, Low Tongue, Wyrmish

ABILITY SCORES

STR 6; CON 3; DEX 5; INT 3; WIS 4; CHA 5

SKILLS

Acrobatics +16, Arcana +16, Athletics +18, Climbing +16, Culture +16, Diplomacy +18, Intimidate +18, Meditation +17, Mental Focus +17, Nature +16, Perception +16 Power Manipulation +15, Sense Motive +16, Survival +16

DEFENCE

DB +31 (Base +21; Other +5; Stat +3; Status +2); DR 8

Fort +19, Ref +21, Will +22

HP 230; Immunity electricity paralysis, sleep

FEATS/SPECIAL

Alertness, Combat Reflexes, Draconic Assault, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Wing Buffet

Light Dragon Breath 2 AP (arcane, electricity, focus, invocation, save)

The dragon breathes a 60-foot line of electricity that inflicts 11d10 damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +21 (finesse, magical) 2d10+5 piercing plus 1d6 electricity

Claw +21 (agile, finesse, magical, versatile - p) 2d8+5 slashing

Wing +21 (finesse, magical, reach) 2d8+5 bludgeoning

MAGIC

A light dragon is a High Magic caster.

CL 8; Spellcraft +16; PP 49

Spells 4 x Cantrip, 12 additional spells (max PP 8).

LIGHT DRAGON, SOVEREIGN

Type Wyrm; Size Huge

Level 17 (EL 22); DC 31

Initiative +50

Speed 45 feet; Fly 160

Senses Darkvision 75’, Nightvision 150’, Scent 50’

Languages Aeolian, Aesirian, Gantish, High Tongue, Low Tongue, Wyrmish

ABILITY SCORES

STR 8; CON 4; DEX 4; INT 4; WIS 5; CHA 6

SKILLS

Acrobatics +21 Arcana +24, Athletics +27, Climbing +21, Culture +24, Diplomacy +26, Intimidate +26, Meditation +25, Mental Focus +25, Nature +24, Perception +24 Power Manipulation +23, Sense Motive +24, Survival +24

DEFENCE

DB +39 (Base +27; Other +8; Status +3); DR 14

Fort +26, Ref +25, Will +29; CR 1

HP 367; Immunity electricity paralysis, sleep

FEATS/SPECIAL

Alertness, Combat Reflexes, Draconic Assault, Flyby Attack, Frightful Aura, Honed Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Shocking Aura, Wing Buffet

Light Dragon Breath 2 AP (arcane, electricity, focus, invocation, save)

The dragon breathes an 80-foot line of electricity that inflicts 17d10 damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +32 (finesse, magical) 3d12+7 piercing plus 1d6 electricity

Claw +32 (agile, finesse, magical, versatile - p) 2d10+7 slashing

Tail +32 (agile, finesse, magical, reach) 3d12+7 bludgeoning

Wing +32 (finesse, magical, reach) 3d10+7 bludgeoning

MAGIC

A light dragon is a High Magic caster.

CL 14; Spellcraft +23 PP 74

Spells 4 x Cantrip, 21 additional spells (max PP 14).

SEA DRAGON#

Sea Dragons rise as sovereigns of the abyssal depths, commanding the very essence of the oceans. These extraordinary dragons boast a captivating appearance, reflective of both their ethical alignment and their mastery over aquatic realms.

Sea Dragons are unmistakable in their majestic and imposing visage. Their scales can assume virtually any colour, ranging from the darkest, malevolent chromatic shades to the shimmering, virtuous metallic hues. Their exact coloration mirrors their ethical inclinations, serving as symbols of either foreboding tempests or serene aquatic rulers in the eyes of those who encounter them.

These dragons possess impressive size, their imposing frames evoking the grandeur of the deep seas they call home. Instead of traditional wings, they have intricate membranes that span between their limbs, enabling them to glide effortlessly across the water's surface and navigate the ocean depths with grace and agility.

Their eyes gleam with the mysteries of the ocean's depths, and their sleek, aquatic crests adorn their backs and tails, serving as both symbols of their aquatic dominion and adaptations to their underwater habitat.

SEA DRAGON ABILITIES TABLE

As Sea Dragons rise in level, they become ever more perfectly adapted to the crushing depths, storm-lashed coasts, and lightless waters of the world. Their senses first sharpen through sound and vibration, allowing them to hunt by sonar, before their movement becomes a weapon as they surge through the water with predatory grace. As they mature, their draconic power turns toward savage close assault and the supernatural fear carried by ancient things that dwell beneath the waves.

At higher levels, Sea Dragons become true terrors of the deep. They can swallow lesser creatures whole, crush enemies beneath their immense bulk, and unleash a roar charged with elemental force. The oldest Sea Dragons develop gleaming, mirror-like scales capable of turning hostile magic aside, becoming living embodiments of tidal pressure, hunger, and oceanic wrath.

The table below shows the level at which each of these Sea Dragon abilities is gained.

LevelSpecial Ability
6Sonar Sense
8Swimby Attack
10Draconic Assault
12Frightful Aura
14Swallow
16Crush
18Draconic Roar
20Reflective Scales

EXAMPLE SEA DRAGONS

Below are three example Sea Dragons at different age categories.

SEA DRAGON, SCALEBORN

Type Wyrm; Size Medium

Level 4 (EL 5); DC 18

Initiative +20

Speed 20 feet; Swim 60, Water Glide 30

Senses Darkvision 55’, Nightvision 110’, Scent 30’

Languages Aqualis, Low Tongue, Wyrmish

ABILITY SCORES

STR 3; CON 3; DEX 3; INT 1; WIS 1; CHA 1

SKILLS

Acrobatics +9, Athletics +9, Meditation +7, Mental Focus +7, Nature +7, Perception +7, Power Manipulation +7, Stealth +9, Survival +7

DEFENCE

DB +19 (Base +14; Other +2; Stat +3); DR 6

Fort +14, Ref +12, Will +10

HP 105; Immunity paralysis, sleep, sonic; Resistance cold, fire; Weaknesses poison

FEATS/SPECIAL

Great Fortitude, Survivalist, Water Glide

Sea Dragon Breath 2 AP (arcane, focus, invocation, save, sonic)

The dragon breathes a 30-foot line of vibration that inflicts 4d10 sonic damage. Any targets may make a basic Fortitude save to avoid damage.

ATTACKS

Bite +9 (finesse) 1d8+3 piercing

Claw (small) +9 (agile, finesse, versatile - p) 1d6+3 slashing

MAGIC

A sea dragon is a verdant caster.

CL 1; Spellcraft +7; PP 19

Spells 4 x Cantrip, 2 additional spells (max PP 2).

SEA DRAGON, TALON

Type Wyrm; Size Huge

Level 10 (EL 13); DC 24

Initiative +15

Speed 30 feet; Swim 90, Water Glide 45

Senses Darkvision 65’, Nightvision 130’, Scent 40’

Languages Aelvish, Aqualis, Low Tongue, Mesnic, Wyrmish

ABILITY SCORES

STR 7; CON 5; DEX 0; INT 3; WIS 3; CHA 3

SKILLS

Acrobatics +13, Arcana +16, Athletics +20, Meditation +16, Mental Focus +16, Nature +16, Occultism +15, Perception +15, Planes +15, Power Manipulation +15, Sense Motive +15 Stealth +12, Survival +15

DEFENCE

DB +27 (Base +20; Other +5; Status +2); DR 12

Fort +22, Ref +17, Will +18; CR 1

HP 265; Immunity paralysis, sleep, sonic; Resistance cold, fire; Weaknesses poison

FEATS/SPECIAL

Draconic Assault, Honed Reflexes, Lightning Reflexes, Sonar Sense, Survivalist, Swimby Attack, Water Glide

Sea Dragon Breath 2 AP (arcane, focus, invocation, save)

The dragon breathes a 60-foot line of vibration that inflicts 10d10 sonic damage. Any targets may make a basic Fortitude save to avoid damage.

ATTACKS

Bite +22 (finesse, magical) 2d12+7 piercing

Claw (large) +22 (agile, finesse, magical, versatile - p) 2d10+7 slashing

MAGIC

A sea dragon is a verdant caster.

CL 7; Spellcraft +15; PP 45

Spells 4 x Cantrip, 11 additional spells (max PP 8).

SEA DRAGON, SOVEREIGN

Type Wyrm; Size Gargantuan

Level 16 (EL 22); DC 30

Initiative +10

Speed 35 feet; Swim 120, Water Glide 60

Senses Darkvision 70’, Nightvision 140’, Scent 45’

Languages Aelvish, Aqualis, High Tongue, Low Tongue, Mesnic, Wyrmish

ABILITY SCORES

STR 9; CON 6; DEX -2; INT 4; WIS 4; CHA 4

SKILLS

Acrobatics +18, Arcana +24, Athletics +29, Meditation +24, Mental Focus +24, Nature +24, Occultism +24, Perception +24, Planes +24, Power Manipulation +24, Sense Motive +23 Stealth +17, Survival +23

DEFENCE

DB +35 (Base +26; Other +8; Stat -2; Status +3); DR 18

Fort +29, Ref +21, Will +27; CR 2

HP 423; Immunity paralysis, sleep, sonic; Resistance cold, fire; Weaknesses poison

FEATS/SPECIAL

Crush, Draconic Assault, Frightful Aura, Honed Reflexes, Iron Will, Lightning Reflexes, Sonar Sense, Survivalist, Swallow, Swim by Attack, Water Glide, Weapon Focus (Brawling)

Sea Dragon Breath 2 AP (arcane, focus, invocation, save)

The dragon breathes an 80-foot line of vibration that inflicts 16d10 sonic damage. Any targets may make a basic Fortitude save to avoid damage.

ATTACKS

Bite +34 (finesse, magical) 3d16+9 piercing

Claw (huge) +34 (agile, finesse, magical, versatile - p) 3d12+9 slashing

Tail +34 (agile, finesse, magical) 3d16+9 bludgeoning

MAGIC

A sea dragon is a verdant caster.

CL 13; Spellcraft +22; PP 70

Spells 4 x Cantrip, 22 additional spells (max PP 14).

SHADE DRAGON#

Shade Dragons ascend as sovereigns of the abyssal darkness, embodying malevolence and dread. These formidable dragons bear a chilling appearance, reflecting their ethical alignment and their dominion over the shadows.

Shade Dragons are unmistakable in their ominous and sinister visage. Their scales are as dark as the shadescape, draped in an unrelenting black that serves as a testament to their malevolent nature. Their darkened scales project an aura of maleficence, casting a foreboding presence upon those who encounter them.

These dragons, while imposing in their malevolence, tend to be smaller in stature compared to other dragon types. Their frames exude a sinister and compact presence, fitting their sinister dominion over the umbral darkness. Despite their smaller size, their ominous aura casts a formidable shadow upon those who encounter them.

Their eyes are like pools of bottomless darkness, radiating a sinister energy that mirrors the depths of the shadows. Elaborate, spiky crests adorn their backs and tails, serving both as symbols of their dark rule and as extensions of their intimidating presence.

SHADE DRAGON ABILITIES TABLE

As Shade Dragons rise in level, they become ever more closely bound to darkness, deathly flame, and the spaces between living light and the soul’s final silence. Their power first reveals itself through draconic shifting, allowing them to conceal their true nature, before their presence begins to inspire supernatural fear. As they mature, their wings become weapons of buffeting darkness and force, driving enemies back before the chill radiance of their cold fire aura.

At higher levels, Shade Dragons become dreadful predators of spirit and shadow. Their roar carries draconic power laced with deathly resonance, while their hunger deepens into the ability to drink the souls of the fallen. The oldest Shade Dragons can twist their breath into blinding shadow and crush lesser foes beneath their immense bodies, becoming living embodiments of night, terror, and devouring darkness.

The table below shows the level at which each of these Shade Dragon abilities is gained.

LevelSpecial Ability
9Draconic Shifting
11Frightful Aura
13Wing Buffet
15Cold Fire Aura
17Draconic Roar
19Souldrinker
21Shadow Breath
23Crush

EXAMPLE SHADE DRAGONS

Below are three example Shade Dragons at different age categories.

SHADE DRAGON, SCALEBORN

Type Wyrm; Size Tiny

Level 7 (EL 8); DC 21

Initiative +50

Speed 30 feet; Fly 60, Climb 30

Senses Darkvision 130’, Nightvision 260’, Scent 40’

Languages Low Tongue, Thanatos, Wyrmish

ABILITY SCORES

STR 0; CON 1; DEX 7; INT 2; WIS 3; CHA 3

SKILLS

Acrobatics +15, Arcana +10, Athletics +8, Climbing +15, Deception +11, Intimidate +11, Meditation +11 Mental Focus +11, Nature +11, Perception +11 Power Manipulation +10, Sense Motive +11, Stealth +15, Survival +11

DEFENCE

DB +28 (Base +17; Other +3; Stat +7; Status +1); DR 4

Fort +13, Ref +19, Will +15

HP 116; Immunity cold, fire, paralysis, sleep

FEATS/SPECIAL

Alertness, Skill Focus (Sneak), Spell Resilience, Stealthy Strike

Shade Dragon Breath 2 AP (arcane, cold, fire, focus, invocation, save)

The dragon breathes a 15-foot cone of energy that inflicts 7d12 coldfire damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +17 (finesse) 2d5 piercing plus 1d6 coldfire

Claw +17 (agile, finesse, versatile - p) 2d4 slashing

MAGIC

A shade dragon is a High Magic caster.

CL 4; Spellcraft +10; PP 31

Spells 4 x Cantrip, 6 additional spells (max PP 4).

SHADE DRAGON, TALON

Type Wyrm; Size Medium

Level 13 (EL 16); DC 27

Initiative +55

Speed 40 feet; Fly 90, Climb 40

Senses Darkvision 150’, Nightvision 300’, Scent 50’

Languages Low Tongue, Sharuk, Stygian, Thanatos, Wyrmish

ABILITY SCORES

STR 4; CON 3; DEX 4; INT 4; WIS 5; CHA 5

SKILLS

Acrobatics +20, Arcana +20, Athletics +19, Climbing +19, Deception +20, Intimidate +20, Meditation +20 Mental Focus +20, Nature +20, Perception +20 Power Manipulation +19, Sense Motive +20, Stealth +19, Survival +20

DEFENCE

DB +35 (Base +23; Other +6; Stat +4; Status +2); DR 10

Fort +21, Ref +22, Will +23

HP 240; Immunity cold, fire, paralysis, sleep

FEATS/SPECIAL

Alertness, Combat Reflexes, Draconic Shifting, Frightful Aura, Silent Spell, Skill Focus (Sneak), Spell Resilience, Stealthy Strike, Wing Buffet

Shade Dragon Breath 2 AP (arcane, cold, fire, focus, invocation, save)

The dragon breathes a 30-foot cone of energy that inflicts 13d12 coldfire damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +23 (finesse, magical) 3d8+4 piercing plus 1d6 coldfire

Claw +23 (agile, finesse, magical, versatile - p) 3d6+4 slashing

Wing +23 (finesse, magical, reach) 3d8+4 bludgeoning

MAGIC

A shade dragon is a High Magic caster.

CL 10; Spellcraft +18; PP 57

Spells 4 x Cantrip, 15 additional spells (max PP 10).

SHADE DRAGON, MATURE

Type Wyrm; Size Large

Level 19 (EL 25); DC 33

Initiative +40

Speed 45 feet; Fly 120, Climb 45

Senses Darkvision 160’, Nightvision 320’, Scent 55’

Languages Dengaris, Low Tongue, Sharuk, Stygian, Thanatos, Wyrmish

ABILITY SCORES

STR 6; CON 4; DEX 2; INT 5; WIS 6; CHA 6

SKILLS

Acrobatics +24, Arcana +27, Athletics +28, Climbing +24, Deception +28, Intimidate +28, Meditation +28 Mental Focus +27, Nature +27, Occultism +26, Perception +27, Power Manipulation +26, Sense Motive +27, Stealth +23, Survival 27

DEFENCE

DB +43 (Base +29; Other +9; Stat +2; Status +3); DR 16

Fort +28, Ref +26, Will +30; CR 1

HP 369; Immunity cold, fire, paralysis, sleep

FEATS/SPECIAL

Alertness, Coldfire Aura, Combat Awareness, Combat Reflexes, Draconic Shifting, Frightful Aura, Honed Reflexes, Silent Spell, Skill Focus (Sneak), Silver Tongue, Stealthy Strike, Still Spell, Spell Resilience

Shade Dragon Breath 2 AP (arcane, cold, fire, focus, invocation, save)

The dragon breathes a 40-foot cone of energy that inflicts 19d12 coldfire damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +34 (finesse, magical) 4d10+6 piercing plus 1d6 coldfire

Claw +34 (agile, finesse, magical, versatile - p) 4d8+6 slashing

Tail +34 (agile, finesse, magical) 4d10+6 bludgeoning

Wing +34 (finesse, magical, reach) 4d8+6 bludgeoning

MAGIC

A shade dragon is a High Magic caster.

CL 16; Spellcraft +25; PP 82

Spells 4 x Cantrip, 24 additional spells (max PP 16).

DRAEGLIR#

EVIL

In the enigmatic and treacherous depths of the Fade, dwell the Draeglir, a feared and loathed race known as the Elf-Demons. These creatures are the corrupted remnants of a once noble elven lineage, their bodies and souls twisted by the dark, chaotic energies of the lower planes. The Draeglir serve as relentless harbingers of chaos, their very existence a testament to the corrupting influence of the Fade.

The Draeglir, despite their terrifying transformations, retain an eerie echo of their elven heritage. Their forms are lithe and graceful, yet marred by sinister alterations. Eyes that once shone with wisdom now glow with an unholy light, reflecting the abyssal void that consumes their hearts. Their skin, once fair and radiant, has taken on a pallor tinged with hues of darkness, often marked with veins of corruption that pulse with malevolent energy.

These elf-demons are not mere wanderers of the Fade; they are organized into a brutal hierarchy dictated by power and cruelty. At the lowest echelon are the Aelin, the foot soldiers who swarm in great numbers, their purpose singular and unwavering: to spread chaos and destruction. More elusive and cunning are the Tyel, who stalk the shadows and serve as scouts and assassins, their translucent skin allowing them to meld with the darkness itself.

Ascending the ranks, the Vyair are formidable warriors and commanders, wielding dark magic and brute strength to bend the will of lesser beings. These greater elf-demons enforce the will of their malevolent overlords, their presence instilling fear and dread. At the pinnacle of this dark hierarchy stand the Halya, the elder elf-demons. Ancient and powerful, they command the very forces of the Fade, their mastery of dark magic rivalled only by their insatiable thirst for power and chaos.

The Draeglir are bound by their allegiance to the dark lords of the Fade, their existence a ceaseless torment of servitude and ambition. They are drawn to the mortal realms not merely by a desire to conquer, but by an insidious need to corrupt and despoil. Wherever they tread, the Draeglir leave a wake of despair and ruin, their presence a blight upon the land.

Despite their fearsome nature, the Draeglir are not without a twisted sense of honour and hierarchy. They respect power above all, and the strong among them can command legions of their kin. However, betrayal and treachery are rife, as each Draeglir vies for greater power and favour from their dark masters.

The Draeglir's existence is deeply entwined with a dark vow of servitude, a binding pact enforced upon their very souls by the tyrannical rulers of the abyssal planes: the Abyss, Gehenna, Tartarus, and Hades. This vow is a testament to their eternal damnation, a curse that chains them to the malevolent will of their dark overlords and strips them of any semblance of free will or redemption.

PACT OF SHADOWS

The Draeglir's servitude begins with the Pact of Shadows, a dark ritual that severs their ties to their former elven purity and binds their essence to the chaotic energies of the Fade. This pact is not merely a spoken oath but a profound transformation that warps their physical forms and taints their spirits. The rulers of the abyssal planes, each with their own unique brand of cruelty and malice, have devised this ritual to ensure the Draeglir's unwavering loyalty and subjugation.

ABYSSAL DOMINATION

In the Abyss, the Draeglir are bound to the will of the Abyssal Lords, beings of immense power and chaotic malevolence. These lords impose their dominion through sheer force and terror, demanding absolute obedience. The Draeglir are compelled to act as their enforcers and shock troops, spreading chaos and destruction in the Abyssal Lords' names. Failure or defiance is met with excruciating torment, their very essence subjected to the torturous whims of their masters.

GEHENNA’S CHAINS OF DESPAIR

In Gehenna, the Draeglir are bound by chains of despair, both literal and metaphorical. The rulers of Gehenna, beings of unfathomable cruelty, delight in the suffering and anguish of their servants. The Draeglir are shackled in chains forged from their own regrets and fears, a constant reminder of their fallen state. These chains not only bind them physically but also mentally, breaking their spirits and ensuring their complete submission.

HADES' SHADOWBINDING

In Hades, the Draeglir are subjected to shadow binding, a dark enchantment that intertwines their souls with the shadows of the underworld. The rulers of Hades, embodiments of death and decay, use this enchantment to exert control over the Draeglir, making them extensions of the shadows themselves. This binding strips the Draeglir of their individuality, merging their will with the collective darkness of Hades. They become agents of death and despair, tasked with guiding lost souls and enforcing the grim decrees of their rulers.

TARTARUS' INFERNAL CONTRACTS

In Tartarus, the Draeglir are bound by chains of despair, both literal and metaphorical. The rulers of Tartarus, beings of unfathomable cruelty, delight in the suffering and anguish of their servants. The Draeglir are shackled in chains forged from their own regrets and fears, a constant reminder of their fallen state. These chains not only bind them physically but also mentally, breaking their spirits and ensuring their complete submission. The Draeglir of Tartarus are often used as torturers and jailers, their own torment a source of power for their masters.

THE UNBREAKABLE OATH

The vow of servitude that binds the Draeglir is unbreakable, etched into their very being by the rulers of the abyssal planes. It is a perpetual torment, a constant reminder of their fall from grace and their eternal damnation. This oath ensures that the Draeglir remain loyal to their dark masters, driven by an insatiable hunger for power and a need to inflict suffering upon others. Their existence is a relentless cycle of servitude and torment, their souls forever ensnared by the malevolent forces of the Fade.

DRAEGLIRDRAEGLIR
Draeglir TypeLevel
Aelin6
Halya20
Tyel9
Vyair14

AELIN#

In the shadowy depths of the Fade, where the boundaries between reality and nightmare blur, the Draeglir Aelin dwell as the unyielding vanguard of darkness. These lesser elf-demons, though considered the lowest tier among their kin, are formidable and relentless in their purpose. Once graceful elves, their forms have been twisted by the corrupting energies of the abyssal planes, transforming them into hauntingly beautiful yet terrifying entities.

The Draeglir Aelin retain an eerie echo of their elven heritage. Their bodies are lithe and agile, moving with a predatory grace that belies their malevolent intent. Their skin, now a pallid shade of gray or ghostly white, is often marked with dark, pulsating veins of corruption that glow faintly in the dark. Their eyes, once windows to souls filled with wisdom and light, now burn with an unholy luminescence, betraying their infernal nature. The Aelin's fingers end in sharp, claw-like nails, perfect for rending flesh, and their teeth have elongated into vicious fangs.

The Draeglir Aelin are the shock troops of the Draeglir forces, sent forth to sow chaos and fear. They are often found in packs, working together with a cunning intelligence that makes them more than mere mindless beasts. Their tactics involve ambushes and overwhelming force, using their agility to strike swiftly and retreat into the shadows. The Aelin are also known for their unsettling ability to teleport short distances in dim light, a trait that makes them elusive and deadly hunters.

Despite their lower status, the Draeglir Aelin play a crucial role in the dark schemes of their abyssal masters. They are the vanguard, the first wave of an invasion, softening up enemy defences and spreading terror. Their loyalty to their higher-ranking Draeglir is enforced through fear and domination, ensuring their obedience. The Aelin's resilience and regenerative abilities make them difficult foes to eradicate, as they can recover from injuries that would incapacitate lesser beings.

Bound by the Pact of Shadows, the Draeglir Aelin's servitude is one of eternal torment. They are driven by an insatiable hunger for chaos, a need to fulfil the dark will of their masters. The chains of their vow are both a source of power and a constant reminder of their cursed existence. Each act of violence and destruction they commit deepens their corruption, binding them ever tighter to the abyssal planes.

AELIN

Type Eternal; Size Medium; Ethics Deception

Level 6 (EL 6); DC 20

Initiative +35

Speed 30

Senses Darkvision 60’, Nightvision 120’

Languages Abyssal, Aelvish, Nefari

ABILITY SCORES

STR 4; CON 4; DEX 5; INT 1; WIS 2; CHA 2

SKILLS

Acrobatics +13, Athletics +12, Climbing +13, Deception +10, Mental Focus +10, Perception +12, Planes +8, Sense Motive +9; Stealth +12

DEFENCE

DB +25 (Base +16; Other +3; Stat +5; Status +1); DR 6

Fort +17, Ref +17, Will +15; CR 2

HP 129; Immunity fire, poison; Weakness good, silver; Regeneration

FEATS/SPECIAL

Eternal Essence, Graceful Step, Keen Sense, Lightning Reflexes, Secondary Critical, Skill Focus (Sneak), Survival Instinct

Screech 2 AP (attack, ethereal, focus, invocation, sonic);

Effect The Aelin releases a concentrated keening noise, which targets one creature within 30 feet. The attack inflicts 4d10 sonic damage.

ATTACKS

Bite +14 (finesse, magical) 2d8+4 piercing plus 1d6 poison plus secondary critical

Claw +14 (agile, finesse, magical) 2d6+4 slashing plus 1d6 poison plus secondary critical

MAGIC

Ethereal Innate Spells DC 18 (+8); PP 8 Shadow Step

HALYA#

In the deepest recesses of the Fade, where the veil between worlds is thinnest and the air hums with ancient, malevolent power, the Draeglir Halya reign supreme. These elder elf-demons are the pinnacle of corruption, embodying the dark culmination of eons of twisted evolution. Their presence warps reality itself, and they wield a mastery over dark magic that is unparalleled among their kin.

The Draeglir Halya are a sight both awe-inspiring and terrifying. Standing taller than their lesser kin, they exude an aura of absolute power and ancient malice. Their bodies are adorned with intricate patterns of dark veins that pulse with eldritch energy, and their skin ranges from ashen gray to an almost translucent white, highlighting their unnatural origins. Their eyes, burning with unholy fire, pierce through the gloom, capable of seeing into the very souls of those they gaze upon.

The Halya's features are sharply defined, almost regal, yet twisted with a sinister elegance. Their elongated ears and sharp, angular features harken back to their elven ancestry, but their corrupted forms have taken on an otherworldly quality. Dark, shadowy tendrils often emanate from their bodies, writhing and shifting like living extensions of their will. These tendrils can reach out to manipulate the environment, attack foes, or even transport the Halya across short distances in an instant.

The Draeglir Halya are the undisputed rulers of the Draeglir hierarchy, commanding their lesser kin with an iron fist. Their tactics are a blend of overwhelming magical prowess and strategic brilliance. They often employ powerful spells to disorient and destroy their enemies, using their mastery of dark magic to bend reality to their whims. In battle, they are both devastating spellcasters and formidable physical combatants, their eldritch claws capable of rending through the toughest of defences.

The Halya prefer to manipulate events from the shadows, orchestrating grand schemes that span centuries. They are master tacticians, often laying elaborate traps and employing misdirection to achieve their goals. When they do take to the field, their presence is a harbinger of doom, their very appearance capable of breaking the spirits of even the most stalwart defenders.

HALYA

Type Eternal; Size Large; Ethics Deception

Level 20 (EL 23); DC 34

Initiative +60

Speed 40; Fly 60

Senses Darkvision 80’, Nightvision 160’

Languages Abyssal, Aelvish, High Tongue, Low Tongue, Nefari, Pyroclan, Stygian

ABILITY SCORES

STR 8; CON 8; DEX 6; INT 5; WIS 6; CHA 8

SKILLS

Acrobatics +29, Athletics +31, Culture +28; Deception +31; Intimidate +31; Meditation +29; Mental Focus +29 Occultism +28; Perception +31; Planes +28; Power Manip +28; Sense Motive +29; Stealth +28

DEFENCE

DB +50 (Base +30; Other +10; Stat +6; Status +4); DR 20

Fort +35, Ref +32, Will +35; CR 4

HP 435; Immunity fire, mental, poison; Resistance acid, cold, electricity; Weakness good, silver; Regeneration

FEATS/SPECIAL

Alertness, Aura of Despair, Combat Reflexes, Eternal Essence, Fast Attack, Graceful Step, Heighten Spell, Iron Will, Keen Sense, Lightning Reflexes, Quicken Spell, Secondary Critical, Survival Instinct, Toughness

ATTACKS

Claw +38 (agile, finesse, magical) 4d8+8 slashing plus 2d6 essence plus secondary critical

Xithra +36 (focus, magical, range 120) 8d6 mental or force

MAGIC

A Halya also has the following innate magic.

Ethereal Innate Spells DC 38 (+28); PP 14 Dominate (at will); PP 8 Shadow Step (at will), Telepathy (at will); PP 4 Create Undead, Invisibility; PP 2 Animate Dead (at will).

At the apex of the Draeglir society, the Halya are both feared and revered. They serve as the direct emissaries of the dark lords of the abyssal planes, their power a reflection of the malevolent deities they serve. Their word is law, and their commands are carried out without question. The Halya's dominance is maintained through a combination of raw power, strategic acumen, and an unyielding display of authority.

While the Draeglir Halya are bound by the same vow of servitude that chains all Draeglir to their abyssal masters, their status grants them a measure of autonomy and respect. They wield significant influence, not just over their lesser kin, but also within the power structures of the abyssal planes themselves. Their loyalty to their dark lords is absolute, yet within the bounds of their servitude, they seek to expand their own power and dominion, ever striving to ascend even higher in the infernal hierarchy.

TYEL#

These shadow elf-demons are the spies and assassins of their kind, masters of stealth and deception. The Tyel are the eyes and ears of the abyssal planes, their existence dedicated to gathering secrets and eliminating threats before they can blossom.

The Draeglir Tyel are spectral in appearance, their skin almost translucent, giving them an ethereal quality. This translucence is interwoven with veins of darkness that pulse faintly, as if the shadows themselves course through their bodies. Their eyes are dark voids, reflecting no light but seeing through all deception. They possess the elongated ears and angular features of their elven heritage, but their forms are leaner and more elongated, built for agility and stealth.

The Tyel’s fingers are long and slender, ending in sharp claws that can rend flesh with ease. When they move, their bodies seem to blur and fade into the surrounding shadows, making them incredibly difficult to detect. This ability is enhanced by their natural affinity for darkness, allowing them to become invisible in even the faintest of shadows.

Draeglir Tyel are the quintessential stalkers, preferring to strike from the darkness and retreat before their presence is fully realized. They excel in reconnaissance and subterfuge, often infiltrating enemy lines to gather intelligence or to sabotage critical infrastructure. When forced into combat, they rely on their agility and precision, striking swiftly and lethally before disappearing into the shadows.

The Tyel are also skilled manipulators, able to use their dark magic to sow confusion and fear among their enemies. They can cast illusions to mislead their foes or to create false images of themselves, adding to the difficulty of confronting them directly. Their mastery of stealth and illusion makes them unparalleled scouts and assassins, capable of dismantling opposition with precision and subtlety.

Within the Draeglir hierarchy, the Tyel occupy a crucial role as the gatherers of intelligence and executors of covert missions. They report directly to the higher-ranking Draeglir, often serving as their eyes and ears in the mortal realms. Their ability to blend into any environment and their proficiency in gathering information make them invaluable assets in the ongoing schemes of their abyssal masters.

TYEL

Type Eternal; Size Medium; Ethics Deception

Level 9 (EL 13); DC 23

Initiative +50

Speed 40

Senses Darkvision 70’, Nightvision 140’

Languages Abyssal, Aelvish, Nefari, Pyroclan

ABILITY SCORES

STR 2; CON 4; DEX 6; INT 2; WIS 4; CHA 4

SKILLS

Acrobatics +18, Athletics +11, Climbing +15, Deception +13, Mental Focus +13, Perception +15, Planes +10 Power Manipulation +10, Sense Motive +12, Stealth +17, Survival +12, Thievery +14

DEFENCE

DB +30 (Base +19; Other +4; Stat +6; Status +1); DR 9

Fort +20, Ref +21, Will +20; CR 2

HP 171; Immunity mental, poison; Resistance cold, fire; Weakness good, silver; Regeneration

FEATS/SPECIAL

Alertness, Eternal Essence, Graceful Step, Heighten Spell, Keen Sense, Lightning Reflexes, Secondary Critical, Sneak Attack (4d6), Subtle, Survival Instinct, Weapon Finesse

ATTACKS

Claw +19 (agile, finesse, magical) 2d6+6 slashing plus 1d6 essence plus secondary critical

Shadowblade +20 (agile, finesse, thrown 20, returning) 2d6+5 force

MAGIC

A Tyel is an ethereal caster.

CL 7; Spellcraft +13; PP 40

Spells 2 x Weave 0, 10 additional spells (max weave 4).

A Tyel also has the following innate magic.

Ethereal Innate Spells DC 23 (+13); PP 8 Shadow Step (at will); PP 4 Invisibility; PP 2 Animate Dead (at will).

Bound by the same Pact of Shadows that enslaves all Draeglir, the Tyel’s loyalty is enforced through both fear and necessity. Their dark masters demand absolute obedience, and the Tyel’s role in espionage and assassination is a testament to their dedication. Despite their subservience, the Tyel take a certain pride in their skills and the crucial part they play in the machinations of the abyssal lords.

VYAIR#

In the desolate and tumultuous expanse of the Fade, where the very fabric of reality quivers under the weight of ancient malevolence, the Draeglir Vyair stride with an aura of grim authority. These greater elf-demons are the enforcers of the abyssal realms, wielding immense power and an unyielding will to crush all who oppose their dark masters. The Vyair are a fearsome blend of brute strength and arcane prowess, their presence a dire omen to any who encounter them.

The Draeglir Vyair are imposing figures, towering over their lesser kin. Their skin is a dark, almost obsidian shade, crisscrossed with patterns of glowing runes that pulse with infernal energy. These runes are both a mark of their power and a source of their strength, channelling the chaotic forces of the Fade into their formidable frames. Their eyes burn with a fierce, baleful light, capable of instilling dread with a single glance.

The Vyair’s features are a twisted mockery of their elven ancestry, with pronounced, sharp angles and an air of predatory menace. Their musculature is pronounced, giving them a fearsome physical presence that is complemented by their dark armour, which seems to be forged from the shadows themselves. This armour is both practical and symbolic, representing their role as the iron-fisted enforcers of the abyssal lords.

Draeglir Vyair are the generals and executioners of the Draeglir forces, leading their kin into battle with ruthless efficiency. They are adept at both martial combat and dark sorcery, making them versatile and deadly opponents. In combat, they prefer to be at the forefront, using their immense strength to break through enemy lines while casting spells to weaken and terrify their foes.

The Vyair are known for their strategic acumen, often laying elaborate plans to entrap and obliterate their enemies. They are relentless in their pursuit of victory, using any means necessary to achieve their objectives. Their dark magic allows them to summon forth flames, shadows, and other destructive forces, ensuring that they can dominate any battlefield.

Within the Draeglir hierarchy, the Vyair hold a position of significant power and influence. They are the trusted lieutenants of the Draeglir Halya, executing their commands with unwavering loyalty. Their ability to inspire fear and obedience in their lesser kin makes them invaluable in maintaining order and discipline within the ranks of the Draeglir.

The Vyair are also often tasked with enforcing the will of the abyssal lords in the mortal realms, leading invasions and overseeing operations that further the dark agendas of their masters. Their authority is absolute, and their presence ensures that the will of the Fade is enacted without question.

VYAIR

Type Eternal; Size Large; Ethics Deception

Level 14 (EL 20); DC 28

Initiative +40

Speed 35

Senses Darkvision 70’, Nightvision 140’

Languages Abyssal, Aelvish, Low Tongue, Nefari, Pyroclan

ABILITY SCORES

STR 8; CON 6; DEX 4; INT 3; WIS 4; CHA 6

SKILLS

Acrobatics +17, Athletics +21, Climbing +17, Culture +16, Deception +20, Diplomacy +19, Intimidate +19 Mental Focus +20, Perception +22, Planes +16 Power Manip +16, Sense Motive +18, Stealth +18

DEFENCE

DB +37 (Base +24; Other +7; Stat +4; Status +2); DR 14

Fort +27, Ref +22, Will +25; CR 3

HP 289; Immunity fire, mental, poison; Resistance cold; Weakness good, silver; Regeneration

FEATS/SPECIAL

Alertness, Eternal Essence, Fast Attack, Graceful Step, Heighten Spell, Keen Senses, Power Attack, Secondary Critical, Survival Instinct, Vital Strike

ATTACKS

Slam +29 (agile, finesse, magical) 3d10+10 bludgeoning plus 1d6 essence plus secondary critical

Greatsword +30 (AR 2, keen, magical) 6d6+13 slashing

MAGIC

A Vyair is an ethereal caster.

CL 12; Spellcraft +20; PP 62

Spells 2 x Cantrips, 14 additional spells (max PP 12).

A Vyair also has the following innate magic.

Ethereal Innate Spells DC 30 (+20); PP 8 Shadow Step (at will); PP 4 Create Undead, See Invisible (constant); PP 2 Animate Dead (at will).

While bound by the same dark pact that enslaves all Draeglir, the Vyair’s position affords them a greater measure of autonomy and respect. They are granted significant power and resources, allowing them to enforce the will of their masters with devastating effectiveness. However, their servitude is still marked by the ever-present threat of punishment and torment should they fail in their duties.

DRAKES#

Drakes, often referred to as Lesser Dragons, constitute a captivating and varied category of scaled beings. Unlike their renowned and colossal dragon kin, Drakes are of more modest stature and possess distinctive traits and talents that distinguish them. While they share an elemental affinity akin to dragons, each Drake type tends to favour a specific elemental energy. While they may not wield the same level of magical prowess as dragons, Drakes remain formidable entities in their own right, commanding respect and caution.

Like dragons, drakes exhibit a vast array of scale colours, providing valuable clues about their disposition. Those adorned in chromatic hues tend to tread darker paths, while their metallic-scaled counterparts are often characterized by a more benevolent nature.

DRAKE TYPES

There are five common types of drake found in the world although there are a great many more that are not covered below. The five types detailed in this supplement are: Earth, Flame, Frost, Storm and Wyverns.

EARTH DRAKE

Earth Drakes are creatures of stone and rock, exhibiting remarkable durability and earth-shaking abilities. They are often found in mountainous or rocky terrains.

FLAME DRAKE

These Drakes possess an affinity for fire, often breathing searing flames or wielding fiery attacks, making them well-suited to volcanic regions or fiery landscapes.

FROST DRAKE

Cold and ice are the domain of Frost Drakes. Their breath can freeze, and they are commonly found in frigid tundra’s or icy caverns.

STORM DRAKE

With an affinity for electricity and storms, Storm Drakes command lightning and thunder, making them a formidable presence in regions prone to electrical disturbances.

WYVERN

A Wyvern is a formidable, winged creature known for its distinctive two-legged stance and winged forelimbs. These powerful beings are often considered drakes by some scholars, while others fiercely argue that they are a distinct species entirely. Wyverns are renowned for their agility in flight and their relentless pursuit of prey, making them both awe-inspiring and formidable creatures.

EARTH DRAKE

Type Wyrm; Size Large

Level 8 (EL 7); DC 22

Initiative +30

Speed 20 feet; Fly 40, Burrow 20

Senses Darkvision 65’, Nightvision, Scent 40’

Languages Wyrmish

ABILITY SCORES

STR 6; CON 5; DEX 3; INT 0; WIS 3; CHA 1

SKILLS

Acrobatics +10, Athletics +13, Climbing +10, Mental Focus +10, Nature +10, Perception +9, Sense Motive +9, Stealth +9, Survival +9

DEFENCE

DB +26 (Base +18; Other +4; Stat +3; Status +1); DR 10

Fort +18, Ref +13, Will +10; CR 1

HP 195; Immunity paralysis, sleep, Resistances acid

FEATS/SPECIAL

Alertness, Caustic Blood, Toughness

Earth Drake Breath 2 AP (acid, arcane, focus, invocation, save, verdant) The drake spits a ball of acid to a range of 60 feet that explodes in a 15-foot radius. Creatures caught in the area take 8d8 acid damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +18 (finesse, magical) 2d10+6 piercing plus 1d6 acid

Tail +18 (agile, finesse, magical) 2d10+6 bludgeoning

MAGIC

An earth drake has a small amount of innate magic. Its magic is verdant in nature.

Verdant Innate Spells DC 23 (+13); PP 6 Meld into Stone PP 2 Pass without Trace (at will); PP 0 Hurling

FLAME DRAKE

Type Wyrm; Size Large

Level 9 (EL 8); DC 23

Initiative +30

Speed 30 feet; Fly 50

Senses Darkvision 65’, Nightvision, Scent 40’

Languages Wyrmish

ABILITY SCORES

STR 5; CON 4; DEX 3; INT 0; WIS 3; CHA 0

SKILLS

Acrobatics +11, Arcana +8, Athletics +13, Climbing +11 Nature +10, Perception +10, Stealth +10, Survival +10

DEFENCE

DB +27 (Base +19; Other +4; Stat +3; Status +1); DR 6

Fort +18, Ref +14, Will +11; CR 5

HP 158; Immunity fire, paralysis, sleep; Weakness cold

FEATS/SPECIAL

Draconic Assault, Fiery Blood, Smokevision, Spell Resilience, Toughness

Flame Drake Breath 2 AP (arcane, fire, focus, invocation, save, verdant) The drake spits a ball of fire to a range of 60 feet that explodes in a 20-foot radius. Creatures caught in the area take 9d8 fire damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +18 (finesse, magical) 2d10+5 piercing plus 1d6 fire

Claws +18 (agile, finesse, magical) 2d10+5 slashing

MAGIC

A fire drake has a small amount of innate magic. Its magic is verdant in nature.

Verdant Innate Spells DC 23 (+13); PP 8 Wall of Fire PP 2 Burning Hands (at will); PP 0 Orb of Fire (at will)

FROST DRAKE

Type Wyrm; Size Large

Level 8 (EL 6); DC 22

Initiative +25

Speed 20 feet; Fly 50, Climb 20

Senses Darkvision 65’, Nightvision, Scent 40’

Languages Wyrmish

ABILITY SCORES

STR 6; CON 4; DEX 2; INT -1; WIS 3; CHA 1

SKILLS

Acrobatics +8, Arcana +5, Athletics +12, Mental Focus +9, Nature +9, Perception +9, Stealth +8, Survival +9

DEFENCE

DB +25 (Base +18; Other +4; Stat +2; Status +1); DR 6

Fort +17, Ref +12, Will +10

HP 187; Immunity cold, paralysis, sleep; Weakness fire

FEATS/SPECIAL

Freezing Blood, Ice Climb, Ice Stride, Power Attack, Toughness

Frost Drake Breath 2 AP (arcane, cold, focus, invocation, save, verdant) The drake spits a ball of ice to a range of 60 feet that explodes in a 20-foot radius. Creatures caught in the area take 8d8 cold damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +18 (finesse, magical) 2d10+6 piercing plus 1d6 cold

Tail +18 (agile, finesse, magical) 2d10+6 bludgeoning

MAGIC

A frost drake has a small amount of innate magic. Its magic is verdant in nature.

Verdant Innate Spells DC 22 (+12); PP4 Chill Storm PP 2 Ice Slick (at will); PP 0 Orb of Cold

STORM DRAKE

Type Wyrm; Size Large

Level 9 (EL 8); DC 23

Initiative +40

Speed 30 feet; Fly 80

Senses Darkvision 65’, Nightvision 130’, Scent 40’

Languages Wyrmish

ABILITY SCORES

STR 4; CON 3; DEX 5; INT 1; WIS 3; CHA 1

SKILLS

Acrobatics +13, Arcana +9, Athletics +12, Climbing +13 Mental Focus +11, Nature +11, Perception +11, Stealth +13, Survival +11

DEFENCE

DB +29 (Base +19; Other +4; Stat +5; Status +1); DR 4

Fort +17, Ref +16, Will +11

HP 192; Immunity electricity, paralysis, sleep

FEATS/SPECIAL

Draconic Assault, Flyby Attack, Shocking Blood, Surge of Speed, Toughness, Weapon Finesse

Storm Drake Breath 2 AP (arcane, electricity, invocation, save, verdant) The drake spits a ball of lightning to a range of 60 feet that explodes in a 10-foot radius. Creatures caught in the area take 9d8 electricity damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +18 (finesse, magical) 2d10+5 piercing plus 1d6 electricity

Claws +18 (agile, finesse, magical) 2d10+5 slashing

MAGIC

A storm drake has a small amount of innate magic. Its magic is verdant in nature.

Verdant Innate Spells DC 22 (+12); PP 8 Dimension Door (at will); PP 6 Haste; PP 4 Blur; PP 0 Orb of Lightning (at will)

WYVERN

Type Wyrm; Size Large; Ethics Malevolence

Level 7 (EL 5); DC 21

Initiative +35

Speed 20 feet; Fly 60

Senses Darkvision 55’, Nightvision 110’, Scent 30’

Languages Wyrmish

ABILITY SCORES

STR 4; CON 4; DEX 2; INT -2; WIS 1; CHA -1

SKILLS

Acrobatics +7, Athletics +9, Climbing +7, Perception +6 Sense Motive +6, Stealth +7, Survival +6

DEFENCE

DB +23 (Base +17; Other +3; Stat +2; Status +1); DR 6

Fort +16, Ref +11, Will +9

HP 173; Immunity paralysis, poison, sleep

FEATS/SPECIAL

Improved Initiative, Iron Will, Skill Focus (Hide), Toughness

Wyvern Venom (poison) Basic Fort DC 23, Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round).

ATTACKS

Bite +65 (finesse, magical) 2d10+4 piercing

Claws +65 (agile, finesse, magical) 2d10+4 slashing

Sting +65 (agile, finesse, magical) 2d8+4 piercing plus wyvern venom

DOG#

Dogs are among the most loyal and versatile companions found across the realms. Whether serving as guardians, hunters, or simple friends, their presence is a comfort to many. Known for their keen senses and unyielding bravery, dogs are often found by the sides of adventurers, ready to face danger with unwavering loyalty.

GUARD DOG

Type Animal; Size Small; Ethics Animal

Level 1 (EL 1); DC 15

Initiative +15

Speed 30

Senses Nightvision 110’, Scent 30’

ABILITY SCORES

STR 1; CON 2; DEX 2; INT -4; WIS 1; CHA -1

SKILLS

Acrobatics +4, Athletics +4, Perception +4, Stealth +4 Survival +4

DEFENCE

DB +13 (Base +11; Stat +2); DR 1

Fort +10, Ref +10, Will +1

HP 47

FEATS/SPECIAL

Acute Sense (Smell), Pack Attack, Weapon Focus (Brawling)

ATTACKS

Bite +3 (finesse) 1d6+1 piercing

Dogs are among the most loyal and versatile companions found across the realms. Whether serving as guardians, hunters, or simple friends, their presence is a comfort to many. Known for their keen senses and unyielding bravery, dogs are often found by the sides of adventurers, ready to face danger with unwavering loyalty.

RIDING DOG

Type Animal; Size Medium; Ethics Animal

Level 1 (EL 0); DC 15

Initiative +15

Speed 30

Senses Nightvision 110’, Scent 30’

ABILITY SCORES

STR 2; CON 2; DEX 2; INT -4; WIS 2; CHA -1

SKILLS

Acrobatics +4, Athletics +5, Perception +5, Stealth +5 Survival +5

DEFENCE

DB +13 (Base +11; Stat +2); DR 1

Fort +10, Ref +10, Will +2

HP 57

FEATS/SPECIAL

Acute Sense (Smell), Hauler, Pack Attack

ATTACKS

Bite +2 (finesse) 1d8+2 piercing

Bred and trained for their endurance and strength, riding dogs are the mounts of choice for smaller races and those who prefer a loyal, ground-bound steed. Their robust build and keen senses make them ideal for traversing difficult terrain.

TITAN HOUND

Type Animal; Size Large; Ethics Animal

Level 5 (EL 3); DC 19

Initiative +15

Speed 40

Senses Nightvision 120’, Scent 35’

ABILITY SCORES

STR 4; CON 3; DEX 1; INT -4; WIS 2; CHA 0

SKILLS

Acrobatics +8, Athletics +12, Perception +9, Stealth +8 Survival +9

DEFENCE

DB +19; (Base +15; Other +2; Stat +1; Status +1); DR 2

Fort +16, Ref +13, Will +8

HP 140

FEATS/SPECIAL

Acute Sense (Smell), Iron Will, Pack Attack, Physical Training, Sudden Charge, Toughness, Weapon Focus (Brawling)

ATTACKS

Bite +10 (finesse) 1d10+4 piercing

Titan Hounds are a breed of dogs that have been selectively bred for generations to grow to immense sizes. Often used as war mounts or guardians of important places, these colossal canines possess immense strength and a protective nature that makes them invaluable in battle.

DRUHARR#

The Druharr, a hunched, nocturnal creature approximately the size of a monkey, distinguishes itself from its simian counterparts through its extraordinary humanoid bat hybrid nature. These enigmatic beings appear to be the result of arcane mingling, where bat and monkey have merged into a single creature with a notably malevolent disposition.

Druharr possess wing flaps beneath their arms, granting them the ability to take flight. Their exceptional night vision and acute sense of smell set them apart from their primate cousins. Behind their tiny red eyes gleams a spark of intelligence uncommon amongst both monkeys and bats.

These creatures possess an insatiable appetite for blood, a skill they have cultivated alongside their talent for infiltrating and devastating herds of livestock. Druharr are exceptionally cunning, with the uncanny ability to manipulate latches, work door handles, open gates, locks, and windows. In regions where their numbers swell, they become a pervasive menace, infiltrating various locations in their relentless pursuit of blood, even invading rooms in the dead of night.

Much like common bats, Druharr have a colony-based ecology, though they surpass their chiropteran relatives in competitiveness and intelligence. Over time, Druharr strive to eliminate any other predators they directly compete with to secure their food source. They are known to drain packs of wolves dry, prey upon any naive creatures that offer no resistance, and sow terror within the local environment.

Curiously, clerics and wizards with darker inclinations often adopt a few Druharr, providing them with bowls of blood and training them to perform tricks and tasks. Druharr prove to be excellent companions and, with patience, can even learn a few words from a language, further showcasing their surprising intelligence.

Each colony will have a king that is known as a Druhari. The Druhari is bigger and stronger than the others of their kind.

DRUHARR

Type Beast; Size Small; Ethics Malevolence

Level 3 (EL 2); DC 17

Initiative +35

Speed 25; Fly 25, Climb 25

Senses Darkvision 60’, Nightvision 120’

Languages Mesnic

ABILITY SCORES

STR 1; CON 1; DEX 5; INT -1; WIS 2; CHA 0

SKILLS

Acrobatics +10, Athletics +6, Climbing +9, Perception +6 Stealth +8

DEFENCE

DB +19 (Base +13; Stat +5); DR 1

Fort +12, Ref +16, Will +4

HP 38

FEATS/SPECIAL

Drink Blood, Gymnastic Training, Lightning Reflexes, Physical Training, Weapon Finesse

ATTACKS

Claws +9 (agile, finesse) 1d5+5 slashing

DRUHARI

Type Beast; Size Medium; Ethics Malevolence

Level 6 (EL 6); DC 20

Initiative +30

Speed 25; Fly 25, Climb 25

Senses Darkvision 60’, Nightvision

Languages Mesnic

ABILITY SCORES

STR 2; CON 3; DEX 4; INT 1; WIS 2; CHA 0

SKILLS

Acrobatics +12, Athletics +10, Climbing +11, Perception +8 Stealth +10

DEFENCE

DB +24 (Base +16; Other +3; Stat +4; Status +1); DR 2

Fort +17, Ref +18, Will +7

HP 123

FEATS/SPECIAL

Combat Awareness, Drink Blood, Gymnastic Training, Iron Will, Lightning Reflexes, Physical Training, Skill Focus (Balance), Weapon Finesse

ATTACKS

Bite +13 (finesse) 2d8+4 piercing

Claws +13 (agile, finesse) 2d6+4 slashing

DRYAD#

Dryads are ethereal beings deeply intertwined with the natural world, often found dwelling within the heart of ancient forests. These graceful creatures are the embodiment of nature's spirit, with a serene and otherworldly presence that evokes both wonder and reverence.

Dryads possess an otherworldly beauty, with slender, lithe forms that seem to seamlessly blend with the surrounding foliage. Their skin has a verdant hue, reminiscent of fresh leaves, and their hair cascades in delicate tendrils of moss and vines. Their eyes shimmer with the wisdom of the ages, reflecting the tranquil depths of the forest they call home.

Dryads are deeply connected to the forests they inhabit, serving as protectors and guardians of their woodland domains. They share a symbiotic relationship with the flora and fauna of the forest, nurturing its growth and safeguarding its secrets. Dryads are known for their gentle demeanour and harmonious coexistence with nature, often acting as mediators in disputes between sentient beings and the wild.

Dryads are inherently neutral beings, embodying the balance and harmony of the natural world. While they lean towards good intentions, their actions are ultimately guided by the preservation of the forest and its inhabitants.

Dryads are fiercely protective of their forest sanctuaries and will fiercely defend them from any who seek to despoil or exploit its resources. They wield the power of nature itself, calling upon the spirits of the forest to aid them in times of need. They are also keepers of ancient wisdom and lore, holding the secrets of the forest within their collective consciousness. They are often sought out by travellers and adventurers in search of guidance or enlightenment.

DRYAD

Type Fey; Size Medium; Ethics Equilibrium

Level 4 (EL 4); DC 18

Initiative +35

Speed 25

Senses Nightvision 130’

Languages Aelvish, Faechant, Low Tongue, Mesnic

ABILITY SCORES

STR 0; CON 1; DEX 4; INT 2; WIS 3; CHA 4

SKILLS

Acrobatics +10, Athletics +6, Climbing +10, Diplomacy +10, Handle Animal +9, Mental Focus +9, Nature +9, Perception +9, Stealth +10, Survival +9

DEFENCE

DB +18 (Base +12; Other +2; Stat +4); DR 2

Fort +7, Ref +14, Will +13

HP 73; Weakness cold iron, fire

FEATS/SPECIAL

Great Fortitude, Natural Medicine, Weapon Finesse

ATTACKS

Slam +8 (agile, finesse, magical) 1d8+4 bludgeoning

MAGIC

A dryad is a verdant caster but uses its charisma for all magical purposes.

CL 4; Spellcraft +8; PP 20

SpellsPP 0 Healing Earth, Tanglefoot; PP 2 Animal Messenger, Cloak of Greying, Shillelagh; PP 4 Entangle

A dryad also has a selection of innate magic.

Verdant Innate Spells DC 18 (+8); PP 10 Tree Walk PP 8 Speak with Plants (constant) Suggestion; PP 6 Tree Shape (at will); PP 2 Charm Kind, Sleep, Speak with Animals (constant)

EAGLE#

Eagles are majestic birds of prey renowned for their keen eyesight, powerful talons, and impressive aerial prowess. These magnificent creatures are revered across many cultures for their grace, strength, and symbolism of freedom.

Eagles are characterized by their large size, sharp beaks, and talons, and broad wingspans. They come in a variety of species, ranging from the mighty great eagles, with wingspans measuring up to ten feet or more, to smaller species like the bald eagle, known for its distinctive white head and tail feathers.

EAGLE

Type Animal; Size Small; Ethics Animal

Level 1 (EL 0); DC 15

Initiative +30

Speed 10; Fly 60

Senses Nightvision 120’

ABILITY SCORES

STR 0; CON 2; DEX 4; INT -4; WIS 2; CHA -1

SKILLS

Acrobatics +7, Climbing +7, Perception +5, Stealth +6 Survival +5

DEFENCE

DB +15 (Base +11; Stat +4)

Fort +10, Ref +12, Will +2

HP 47

FEATS/SPECIAL

Acute Sight, Diving Strike

ATTACKS

Bite +4 (finesse) 1d6 piercing

Claws +4 (agile, finesse) 1d5 slashing

GIANT EAGLE

Type Animal; Size Large; Ethics Animal

Level 8 (EL 8); DC 22

Initiative +30

Speed 20; Fly 80

Senses Nightvision 130’

ABILITY SCORES

STR 4; CON 2; DEX 3; INT -4; WIS 3; CHA -1

SKILLS

Acrobatics +13, Athletics +14, Climbing +13, Perception +13, Stealth +12, Survival +12

DEFENCE

DB +26; (Base +18; Other +4; Stat +3; Status +1); DR 2

Fort +17, Ref +18, Will +12

HP 171

FEATS/SPECIAL

Acute Sight, Bravery, Diving Strike, Iron Will, Keen Sense, Toughness

ATTACKS

Bite +14 (finesse) 2d10+4 piercing

Claws +14 (agile, finesse) 2d8+4 slashing

Among eagles, the great eagles stand out as true titans of the skies. With their massive wingspan and powerful build, these noble creatures command respect wherever they soar. Their feathers shimmer with shades of brown and gold, and their piercing eyes gleam with intelligence and determination.

ELDRAVI#

BALANCE ORDER

The Eldravi are a coalition of races, beings of profound power and purpose, who reside within the plane of Acheron. Forged by the plane’s relentless energy and unyielding order, the Eldravi are the embodiment of Acheron's eternal fires and monumental creations. Each race contributes to the realm's grandeur and its ceaseless industry, all under the banner of order and strength.

The Eldravi are united by a shared respect for order, craftsmanship, and power. Their society is hierarchical, with roles determined by one's race and abilities. However, they are not a rigid people; innovation and merit are highly valued, allowing individuals to rise through the ranks based on their accomplishments.

The Eldravi worship the elemental forces and deities of Acheron, venerating the raw energy and natural order of their plane. They believe in the sanctity of the forge and the anvil, seeing them as symbols of creation and strength. Their rituals often involve offerings of metal and gemstones, cast into the heart of a volcano as a tribute to the elemental spirits.

While the Eldravi are primarily focused on their own realm, they are not ignorant of the multiverse. Their weapons and artifacts are highly prized across the planes, and they occasionally forge alliances with other realms to secure the rare materials needed for their work. However, they are wary of chaos, viewing it as anathema to the order that defines their existence.

The Eldravi embody the essence of Acheron, a testament to the plane's indomitable will and unyielding nature. Their existence is a constant dance with the elemental forces that shape their world, forging a legacy that is as eternal as the flames that burn at the heart of their realm.

THE TEMPORAL

These realms embody the delicate equilibrium that hovers between the extremes of The Radiance and The Fade. Within these planes, harmony is not only sought but achieved through the coalescence of opposing energies.

ACHERON

ORDER

Acheron unfolds as a plane of monumental forges and fiery volcanoes. Its landscape is defined by the towering presence of colossal structures wrought from metal and stone, their imposing silhouettes rising defiantly against the fiery backdrop. The plane resonates with the rhythmic pounding of hammers upon anvils and the roar of molten lava coursing through its subterranean veins.

Within Acheron, inhabitants forge their existence in harmony with the tempestuous environment. Many call the earth beneath their feet home, carving out intricate dwellings and intricate passageways through the bedrock. The realm's raw elemental energy is harnessed to fuel the blazing forges that create intricate weapons, mighty armour, and grand edifices that epitomize the essence of the realm.

ELDRAVIELDRAVI
Eldravi TypeLevel
Angrenilir8
Gondathel12
Pyraquenil4
Rumellor16
Yulussil20

ANGRENILIR#

The Angrenilir, known as the Ironvein Eldravi within the structured hierarchy of Acheron's eternal races, embody the plane's unyielding strength and its deep, molten heart. Forged in the likeness of the very metal that courses through the veins of their mountainous home, the Angrenilir are a testament to the power of creation and destruction held in balance by the disciplined hand of order.

The Angrenilir stand as towering figures, their bodies a seamless blend of flesh and metal. Skin of a metallic sheen, ranging from dark iron to bright silver, covers their form, tough as armour and warm to the touch. Their eyes glint with the reflective quality of polished steel, bearing an intensity that mirrors their formidable resolve. Hair, when present, cascades in hues that mimic the varied metals found within Acheron, from coppery strands to platinum locks.

The Angrenilir society is built around the forges and anvils that dot the landscape of Acheron, echoing the plane's ceaseless clamour of creation. They are a people of order and tradition, with each clan responsible for different aspects of metalwork - from the forging of weapons and armour to the crafting of architectural marvels that withstand the test of time and the elements.

Each clan is led by a Master Smith, a position earned through skill, wisdom, and the ability to harness the elemental energies that fuel their craft. These leaders form the Council of the Forge, which governs the Angrenilir, ensuring that their laws and traditions are upheld and that their creations serve the greater good of Acheron.

ANGRENILIR

Type Eternal; Size Medium; Ethics Discipline

Level 8 (EL 10); DC 22

Initiative +35

Speed 25

Senses Darkvision 60’, Nightvision 120’

Languages Aesirian, Dengaris, Ferric, High Tongue, Nyxian

ABILITY SCORES

STR 5; CON 4; DEX 1; INT 3; WIS 2; CHA 0

SKILLS

Acrobatics +11, Athletics +15, Climbing +11, Crafting +14 (metalwork), Mental Focus +12, Perception +12, Planes +12, Power Manip +12, Sense Motive +11, Survival +11 Thievery +10

DEFENCE

DB +24 (Base +18; Other +4; Stat +1; Status +1); DR 8

Fort +19, Ref +13, Will +19; CR 2

HP 167; Immunity bleeding, fire, poison; Resistance physical Weakness adamantine

FEATS/SPECIAL

Eternal Essence, Improved Initiative, Iron Will, Masterful Crafter, Skilled Artisan, Survival Instinct, Toughness

Forge Fire 2 AP (arcane, fire, focus, invocation, save) The creature releases a 30-foot cone of fire. Creatures caught in the area take 4d6 fire damage. Any targets may make a basic Reflex save to avoid damage. Due to the intense heat of the attack, any flat checks to remove persistent fire caused by it are increased by 2.

ATTACKS

Slam +17 (agile, finesse, magical) 2d8+5 bludgeoning

Mattock +18 (AR 2, magical, shove) 2d12+8 bludgeoning

MAGIC

An Angrenilir is an arcane caster.

CL 6; Spellcraft +11; PP 35

Spells - PP 0 Hurling, Read Aura; PP 2 Alarm, Jam Construct, Magic Missile, Tinker; PP 4 Animate Object, Grease; PP 6 Fireball

An Angrenilir also has a selection of innate magic.

Arcane Innate Spells DC 21 (+11); PP 2 Self-Healing, True Strike.

The Angrenilir are the backbone of Acheron's industry, their creations essential to the maintenance of order and defence within the plane. Beyond their craftsmanship, they are also respected for their combat prowess, often leading the charge in battles against the forces of chaos that seek to disrupt the plane's order.

Despite their focus on tradition and order, the Angrenilir are not averse to change or innovation. They understand that like the metal they work with, society too must be malleable, adaptable to the forces that shape it. This philosophy has allowed them to thrive in Acheron's harsh environment, a testament to their strength, resilience, and the enduring legacy of their craft.

GONDATHEL#

The Gondathel, often referred to as the Stonecore Eldravi, are the foundational race of Acheron's diverse and stratified society. Born from the heart of the plane itself, these beings are the embodiment of the eternal mountains, the unyielding bedrock upon which the plane's civilization is built. Their existence is a testament to the enduring nature of order, serving both as its protectors and as the literal building blocks of its realms.

The Gondathel are monumental figures, each standing as a testament to the natural majesty and power of stone. Their bodies are composed of living rock, with textures that vary from smooth marble to rugged granite, often interspersed with veins of precious metals or crystals that shimmer in the light. Despite their stony exterior, they move with surprising grace, a testament to the magical nature of their construction.

Gondathel society is deeply hierarchical, structured like the layers of the earth from which they draw their strength. At the apex of their society are the Architects, Gondathel who have demonstrated unparalleled ability in shaping stone and crafting the monumental structures that define Acheron's landscape. Below them are the Masons, skilled workers responsible for the execution of the Architects' visions.

Their communities are carved into the mountainsides or constructed from the very stone of Acheron, creating cities that blend seamlessly with the natural terrain. The Gondathel value stability and durability, both in their architecture and in their way of life, with traditions that have remained unchanged for eons.

GONDATHEL

Type Eternal; Size Large; Ethics Discipline

Level 12 (EL 16); DC 26

Initiative +15

Speed 20; Climb 20; Burrow 20

Senses Darkvision 65’, Nightvision 130’

Languages Aesirian, Dengaris, Ferric, High Tongue

ABILITY SCORES

STR 6; CON 6; DEX 0; INT 2; WIS 3; CHA 1

SKILLS

Athletics +20, Climbing +14, Crafting +16 (stonework), Mental Focus +17, Perception +17, Planes +16, Power Manip +15, Sense Motive +16, Stealth +13, Survival +16

DEFENCE

DB +30 (Base +22; Other +6, Status +2); DR 12

Fort +27, Ref +16, Will +24; CR 2

HP 279; Immunity acid, bleeding, fire, poison; Resistance physical; Weakness adamantine

FEATS/SPECIAL

Alertness, Combat Awareness, Combat Reflexes, Eternal Essence, Great Fortitude, Inner Reserve, Iron Will, Survival Instinct, Toughness

Mountain’s Wrath 2 AP (earth, focus, invocation, save, verdant) The creature causes the ground in a 30-foot cone to tremble and explode dealing 6d6 bludgeoning damage. Any targets may make a basic Reflex save to avoid damage. Any creature that gets less than a success result on the saving throw falls prone.

ATTACKS

Slam +24 (agile, finesse, magical) 3d10+6 bludgeoning

MAGIC

A Gondathel has several innate spells. Its magic is verdant in nature.

PP 54

Verdant Innate Spells DC 28 (+18); PP 14 Petrification; PP 10 Passwall, Wall of Stone; PP 6 Meld into Stone (at will); PP 4 Conjure Elemental, Shatter; PP 2 Self-Healing; PP 0 Hurling (at will).

The Gondathel are considered the foundation of Acheron's society, both literally and figuratively. The Gondathel's work ensures the stability of Acheron's realms, their fortresses and cities a testament to the order that governs the plane.

Their contributions, however, go beyond mere physical constructions. The Gondathel are also a grounding force in Acheron's politics, their enduring nature and wisdom often serving to mediate disputes and guide the plane's governance. In a realm where the tempest of creation and destruction rages eternal, the Gondathel stand as a reminder of the strength to be found in steadfastness and the enduring power of order.

PYRAQUENIL#

The Pyraquenil, also known as the Emberheart Eldravi, are the fiery spirits of Acheron, embodying the ceaseless inferno that rages within the plane's core and its myriad of volcanoes. Their essence is drawn from the eternal flames, molten rock, and the incandescent heart of the plane, making them not just creatures of fire but beings of pure elemental fury.

The Pyraquenil are a breathtaking sight, their forms seeming to be made from living flame and molten lava. Their bodies, while humanoid in shape, flicker and shift constantly, casting a warm, intense light that illuminates the darkened realms of Acheron. Veins of brighter flame course through their forms, mirroring the flow of magma through a volcano's veins. Their eyes blaze like suns, and their voices resonate with the crackle and roar of an unquenchable fire.

In the fiery depths of Acheron, the Pyraquenil thrive in communities that are built around the great forges and lava flows that dominate their landscape. Their society is centred around the mastery of fire and the creation of items that harness the destructive and life-giving aspects of flame. The Pyraquenil are led by the Flamekeepers, the most powerful among them, who are able to commune directly with the plane's fiery heart and interpret its will.

Their settlements are marvels of engineering, constructed from obsidian and materials that can withstand the extreme heat of their environment. These structures are often built around natural thermal vents or lava flows, harnessing the plane's energy to power their forges and warm their homes.

PYRAQUENIL

Type Eternal; Size Medium; Ethics Discipline

Level 4 (EL 5); DC 18

Initiative +35

Speed 30; Fly 30

Senses Darkvision 50’, Nightvision

Languages Ferric, High Tongue, Ignic

ABILITY SCORES

STR 3; CON 4; DEX 3; INT 1; WIS 0; CHA 3

SKILLS

Acrobatics +9, Athletics +8, Climbing +8, Diplomacy +8 Mental Focus +5, Perception +5, Planes +6, Power Manip +6, Stealth +8

DEFENCE

DB +19 (Base +14; Other +2; Stat +3); DR 4

Fort +15, Ref +13, Will +11; CR 2

HP 101; Immunity bleeding, fire, poison; Weakness cold

FEATS/SPECIAL

Improved Initiative, Eternal Essence, Lightning Reflexes, Survival Instinct

Molten Blood 0 AP (fire, invocation, save, verdant) Trigger the creature is struck for a critical hit in melee.

The attacking creature must make a basic Reflex save to avoid 2d6 fire damage.

ATTACKS

Slam +9 (agile, finesse, magical) 1d8+3 bludgeoning plus 1d6 fire

Fire Mote +9 (range 30) 1d6 fire

MAGIC

A Pyraquenil has a number of innate spells. Its magic is verdant in nature.

Verdant Innate Spells DC 18 (+8); PP 8 Wall of Fire; PP 6 Fireball, Incandescence; PP 4 Shatter; PP 2 Burning Hands (at will)

The Pyraquenil serve as the heart of Acheron's power, their mastery of fire essential to the plane's existence and its inhabitants' way of life. They are both creators and destroyers, their ability to wield flame a boon to their allies and a deadly threat to their enemies.

In times of war, the Pyraquenil are fearsome opponents, able to devastate entire armies with their fiery might. In times of peace, they are revered as artisans and sages, their knowledge of fire and its uses sought by beings from across the planes.

RUMELLOR#

The Rumellor, also known as the Emberwind Eldravi, are the quintessence of Acheron's air and fire, manifested as sentient beings of immense power and agility. Born from the scorching winds that sweep across the molten landscapes and the sparks that fly from the eternal forges, the Rumellor embody the dynamic and ever-changing nature of their plane. They are the breath of the forge, the whispering gusts in the heat of battle, and the carriers of the flames that forge empires.

Rumellor possess ethereal forms that seem to be made of smoke, fire, and air. Their bodies appear humanoid but are constantly shifting, with features that flicker in and out of visibility. Their skin shimmers with a heat haze, making their exact contours hard to discern, and their eyes glow with the light of embers. They move with a grace and speed that belies their fiery nature, leaving trails of sparks and warmth in their wake.

The society of the Rumellor is as fluid and ever-changing as the winds they command. They are less hierarchical than other Eldravi races, valuing freedom and individuality above all. Leadership among the Rumellor is based on merit and the ability to navigate the complex air currents of Acheron, both literally and metaphorically.

Rumellor communities are found in the highest peaks and the deepest forges of Acheron, where the elements of air and fire intermingle. They live in harmony with these forces, their dwellings suspended in the air or built into the sides of volcanoes, accessible only to those who can ride the thermal updrafts.

RUMELLOR

Type Eternal; Size Medium; Ethics Equilibrium

Level 16 (EL 18); DC 30

Initiative +70

Speed 50; Fly 80

Senses Darkvision 70’, Nightvision 140’

Languages Aesirian, Dengaris, Ferric, High Tongue, Ignic, Low Tongue

ABILITY SCORES

STR 4; CON 5; DEX 6; INT 4; WIS 4; CHA 5

SKILLS

Acrobatics +24, Arcana +22, Athletics +22, Diplomacy +23, Mental Focus +21, Nature +21, Perception +21, Planes +21, Power Manipulation +21, Sense Motive +21, Stealth +23, Survival +21

DEFENCE

DB +43 (Base +26; Other +8; Stat +6; Status +3); DR 16

Fort +28, Ref +28, Will +29; CR 2

HP 285; Immunity bleeding, fire, poison; Weakness cold; Regeneration (Cold)

FEATS/SPECIAL

Combat Reflexes, Eternal Essence, Evasion, Flyby Attack, Honed Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Survival Instinct, Weapon Finesse

Wind Lash 2 AP (air, arcane, focus, invocation, save) The creature creates a whip of wind that strikes in a 30-foot line, dealing 3d12+6 slashing damage plus 2d6 secondary fire damage to all creatures in the line. The target may make a basic reflex save which alters both types of damage accordingly.

Wind Rider 1 AP (arcane, focus, translocation, teleportation) The creature becomes part of the wind and teleports to any area it can see within its fly speed. The creature does not have to make spatial awareness checks after using this ability.

ATTACKS

Claws +30 (agile, finesse, magical) 3d6+6 slashing plus 1d6 force

MAGIC

A Rumellor has a number of innate spells, its magic is arcane.

Arcane Innate Spells DC 31 (+21); PP 6 Fireball, Haste, Mirror Image; PP 4 Blur (at will), Conjure Elemental; PP 2 Gust (at will), Jolts (at will).

In Acheron, the Rumellor serve as messengers, scouts, and guardians. Their speed and mastery of the elements make them ideal for carrying information across the vast, dangerous landscapes of the plane. They are also formidable opponents in battle, able to strike quickly and retreat before their enemies can react.

The Rumellor's deep connection to the elements of air and fire makes them vital to the balance of Acheron. They work to maintain the flow of air currents that fuel the plane's fires and to control the spread of flames that could otherwise consume its landscapes. In their care, the destructive power of fire is tempered by the guiding hand of the wind, ensuring that creation and destruction remain in equilibrium.

YULUSSIL#

The Yulussil, standing at the zenith of the Eldravi hierarchy in Acheron, embody the quintessential essence of shadow and ash that pervades the plane's more occult and hidden realms. These beings are not just rulers by virtue of power but also by their profound connection to the arcane mysteries that underlie their fiery world. The Yulussil are the whispered secrets in the smoke, the unseen force within the flame, and the guardians of knowledge that has shaped the fabric of Acheron itself.

The Yulussil possess a haunting beauty, ethereal and enigmatic. Their forms seem to be made of compacted ash and shadows, with features that are both elegant and inscrutable. Their eyes are pools of liquid darkness, reflecting the depth of their ancient wisdom and the weight of their responsibilities. When they move, they do so with a silence and grace that belies their substantial influence, leaving trails of cooling ash that whisper of their passage.

The society of the Yulussil is shrouded in as much mystery as the beings themselves. They dwell in the most secluded and arcane parts of Acheron, in citadels built from obsidian and wrought iron, designed to absorb the eternal flames that illuminate the plane. Their governance is subtle, influencing the other Eldravi through a combination of arcane pacts, ancient wisdom, and an unspoken understanding of their superior power.

The Yulussil value knowledge above all, with their libraries and archives said to contain the secrets of the cosmos. Their councils are held in chambers where the only light is the glow of embers, and their decisions ripple through Acheron with the inevitability of a spreading fire.

YULUSSIL

Type Eternal; Size Large; Ethics Discipline

Level 20 (EL 27); DC 34

Initiative +70

Speed 30; Fly 80; Climb 20

Senses Darkvision 80’, Nightvision 160’

Languages Aeolian, Aesirian, Arboran, Dengaris, Ferric, High Tongue, Ignic, Low Tongue, Nyxian, Wyrmish

ABILITY SCORES

STR 4; CON 5; DEX 8; INT 8; WIS 6; CHA 4

SKILLS

Acrobatics +32, Arcana +32, Athletics +28, Deception +29, Diplomacy +29, Meditation +30, Mental Focus +30 Nature +30, Occultism +31, Perception +29, Planes +31 Power Manipulation +31, Religion +29, Sense Motive +29, Stealth +31, Survival +29

DEFENCE

DB +52 (Base +30; Other +10, Stat +8; Status +4); DR 20

Fort +32, Ref +32, Will +35; CR 2

HP 365; Immunity bleeding, disease, fire, mental, poison; Weakness divine; Regeneration (Divine)

FEATS/SPECIAL

Alertness, Arcane Insight, Combat Casting, Combat Reflexes, Combat Reflexes Improved, Counter Spell, Extend Spell, Heighten Spell, Eternal Essence, Iron Will, Practised Killer, Spell Recognition, Survival Instinct

Aura of Ashes (arcane, aura, poison, save) All creatures within this 20-foot aura are concealed and at the beginning of their turns take 8d8 poison damage with a basic Fortitude save to resist.

ATTACKS

Slam +38 (agile, finesse, magical) 4d10+4 bludgeoning plus 1d6 force

MAGIC

A Yulussil is an arcane caster.

CL 18; Spellcraft +28; PP 88

SpellsPP 0 Ghost Sound, Hurling, Mage Hand, Read Aura; PP 2 Dark Tendrils, Gust, Obscuring Mist, Shroud, Sleep, Soul Bleed; PP 4 Chill Storm, Dark Whispers, Darkness, Invisibility, Mirage Entity; PP 6 Blindness, Haste, Misty Step, Wall of Wind; PP 8 Confusion, Mirage Terrain, Phantasmal Killer, Shadow Step; PP 10 Dulling Cloud, Mirage Scene, Prying Eye; PP 12 False Vision, Mislead, Scrying; PP 14 Possession, Sleepwalker; PP 16 Wind Walk

A Yulussil also has a selection of innate magic.

Arcane Innate Spells DC 35 (+25); PP 14 True Seeing (constant); PP 10 Shadow Blast; PP 8 Solid Fog; PP 4 Conjure Elemental (at will).

As the rulers of Acheron, the Yulussil are the ultimate arbiters of the plane's fate. Their decisions shape the flow of power, the balance between creation and destruction, and the interaction of Acheron with the other planes of existence.

Their role is not only to govern but to protect Acheron from external threats and internal turmoil. They are the keepers of the balance, ensuring that the plane's inherent chaos does not spiral out of control, leading to its undoing.

ELEPHANT#

Elephants and mammoths, the majestic titans of the animal kingdom, evoke awe and reverence across the realms. These colossal creatures are symbols of strength and endurance, their powerful presence a reminder of nature's grandeur. Elephants, with their gentle demeanour and deep intelligence, serve as loyal companions and workers, while mammoths, relics of a bygone era, inspire tales of ancient might and resilience. Both creatures share a deep bond with the land, their footsteps echoing the history of the world itself.

ELEPHANT

Type Animal; Size Huge; Ethics Animal

Level 8 (EL 5); DC 22

Initiative +10

Speed 40

Senses Nightvision 120’, Scent 35’

ABILITY SCORES

STR 7; CON 4; DEX 0; INT -3; WIS 2; CHA -1

SKILLS

Acrobatics +3, Athletics +19, Perception +13, Stealth +8, Survival +13

DEFENCE

DB +23 (Base +18; Other +4; Status +1); DR 4

Fort +20, Ref +15, Will +11

HP 217

FEATS/SPECIAL

Iron Will, Monstrous Grab, Physical Training, Toughness, Trample

ATTACKS

Tusk +17 (reach 10) 2d12+7 piercing

Trunk +17 2d4+7 bludgeoning plus grab

Slam +17 (agile, finesse, reach 10) 2d12+7 bludgeoning

Elephants are revered for their wisdom and strength, often found in jungles and savannas. Their deep, soulful eyes reflect their intelligence, and their immense size is matched only by their gentle nature. Elephants are commonly used as beasts of burden, their power making them invaluable in both labour and war.

MAMMOTH

Type Animal; Size Huge; Ethics Animal

Level 11 (EL 6); DC 25

Initiative +15

Speed 45

Senses Nightvision 120’, Scent 35’

ABILITY SCORES

STR 8; CON 5; DEX 1; INT -3; WIS 2; CHA -1

SKILLS

Acrobatics +6, Athletics +24, Perception +16, Stealth +13, Survival +16

DEFENCE

DB +29 (Base +21; Other +5; Stat +1; Status +2); DR 4

Fort +26, Ref +19, Will +14

HP 291

FEATS/SPECIAL

Great Fortitude, Inner Reserve, Iron Will, Monstrous Grab, Physical Training, Toughness II, Trample

ATTACKS

Tusk +21 (reach 10) 2d12+8 piercing

Trunk +21 (reach 15) 2d4+8 bludgeoning plus grab

Slam +21 (agile, finesse, reach 10) 2d12+8 bludgeoning

Mammoths, the ancient relatives of elephants, are towering beasts with thick, shaggy fur and long, curved tusks. Found in colder climates, these behemoths are symbols of strength and resilience. Mammoths are often subjects of legends and myths, their presence a testament to the enduring power of nature.

ETTIN#

An Ettin stands about thirteen feet tall, weighing roughly 1,200 pounds. Their most notable feature is their two heads, each possessing its own personality and intellect. Despite their shared body, the heads often bicker and argue, yet they cooperate in battle and when facing immediate threats. Ettins are muscular and bulky, with arms long enough to drag on the ground if they stoop. Their skin tones range from deep browns to greyish hues, often matching the terrain they inhabit. They are typically covered in dirty and poorly maintained hides or furs, carrying large clubs or other improvised weapons.

Ettins are not known for their intelligence or sophistication. They live in squalid conditions, favouring caves, ruined fortresses, or dense forests as their lairs. Despite their lack of intelligence, Ettins are cunning hunters and formidable opponents in combat due to their size and strength. They are primarily nocturnal, hunting and raiding at night while avoiding larger, more organized societies.

Ettins are solitary creatures, coming together only to mate and occasionally gather in small groups or "bands" for raiding. Their two heads allow them to remain vigilant at all times, making them difficult to surprise. Each head has its own name and personality, and they might have different preferences in food, hobbies, and even combat tactics, leading to constant internal conflict that only they can navigate.

Ettins rely on brute strength and their dual attacks to overwhelm foes. They are capable of swinging large clubs or hurling boulders with deadly accuracy. Adventurers facing Ettins should be wary of their ability to fight as two opponents simultaneously, making them dangerous foes for uncoordinated or inexperienced parties.

ETTIN

Type Humanoid; Size Large; Ethics Anarchy

Level 6 (EL 4); DC 20

Initiative +25

Speed 35

Senses Nightvision 120’

Languages Gantish

ABILITY SCORES

STR 6; CON 4; DEX -1; INT -2; WIS 2; CHA 0

SKILLS

Athletics +12, Climbing +5, Perception +8, Survival +8

DEFENCE

DB +19 (Base +16; Other +3; Stat -1; Status +1); DR 2 (Chest)

Fort +15, Ref +7, Will +9

HP 159

FEATS/SPECIAL

Combat Awareness, Cleave, Double Stance, Improved Initiative, Iron Will, Power Attack, Toughness

Dual Minds Both of the Ettins heads act on the same initiative count but have 2 AP and a reaction each. Each head can control a separate arm when attacking but the legs still move in unison (although the Ettin is restricted to 3 move actions in a turn). The two minds combine strength when targeted with effects that have the mental trait. Such effects only work if they target both heads (which each then get a separate save). The Ettin is immune to any effect with the mental trait that has only a single target.

ATTACKS

Slam +13 (agile, finesse) 2d10+6 bludgeoning

Greatclub +13 (shove) 2d10+6 bludgeoning

Greataxe +13 (AR 1, Sweep) 2d12+6 slashing

GARGOYLE#

Gargoyles are terrifying, winged creatures that blend the boundary between the elemental and the malevolent. Born from the very essence of stone and darkness, they are creatures of the night and guardians of ancient, forsaken ruins. Gargoyles are often found perched in a state of magical petrification atop gothic cathedrals, crumbling castles, or eerie dungeons, springing to life to surprise unwary intruders.

GARGOYLE

Type Elemental; Size Medium; Ethics Malevolence

Level 5 (EL 4); DC 19

Initiative +25

Speed 25; Fly 40

Senses Darkvision 60’, Nightvision 120’

Languages Gaian, Low Tongue

ABILITY SCORES

STR 3; CON 3; DEX 3; INT 0; WIS 2; CHA -2

SKILLS

Acrobatics +10, Athletics +10, Climbing +9, Perception +8, Stealth +9, Survival +8

DEFENCE

DB +21 (Base +15; Other +2; Stat +3; Status +1); DR 4

Fort +13, Ref +13, Will +9; CR 2

HP 120; Immunity bleeding, paralysis, poison, sleep; Resistance physical; Weakness adamantine

FEATS/SPECIAL

Toughness, Weapon Focus (Brawling)

Statue 1 AP (concentrate) The gargoyle becomes motionless and is indistinguishable from a statue. The DC to see through this is 32.

ATTACKS

Bite +11 (finesse, magical) 1d8+3 piercing

Claws +11 (agile, finesse, magical) 1d6+3 slashing

Gargoyles have grotesque, demonic forms with bat-like wings, horned heads, and bodies covered in a hide as tough as stone. Their skin ranges from dark gray to a weathered black, mimicking the stone from which they appear to have been carved. Despite their bulky, stone-like appearance, gargoyles are deceptively agile flyers, capable of swooping down on their prey with terrifying precision.

Gargoyles are inherently malevolent, delighting in the terror they instil in their victims. They are cunning hunters, using their ability to remain motionless and indistinguishable from stone statuary to set up ambushes. While they do not form complex societies, gargoyles often gather in groups around places of ancient power or within the ruins they have claimed as their lair.

Gargoyles are formidable opponents, especially when defending their chosen domain. They attack with a ferocious intensity, using their claws and teeth to rend and tear. However, their true advantage lies in their ability to ambush their foes, often attacking from above or from unexpected angles.

OBSIDRAL

Type Elemental; Size Large; Ethics Malevolence

Level 15 (EL 15); DC 29

Initiative +30

Speed 30; Fly 50

Senses Darkvision 65’, Nightvision 130’

Languages Gaian, High Tongue, Low Tongue

ABILITY SCORES

STR 6; CON 5; DEX 3; INT 1; WIS 3; CHA 0

SKILLS

Acrobatics +19, Athletics +22, Climbing +19, Mental Focus +12 Perception +19, Stealth +19, Survival +19

DEFENCE

DB +38 (Base +25; Other +7; Stat +3; Status +3); DR 12

Fort +25, Ref +23, Will +22; CR 3

HP 310; Immunity bleeding, paralysis, poison, sleep; Resistance physical; Weakness adamantine

FEATS/SPECIAL

Agile Strikes, Combat Reflexes, Iron Will, Skill Focus (Sneak), Toughness II, Weapon Focus (Bite)

Statue 1 AP (concentrate) The gargoyle becomes motionless and is indistinguishable from a statue. The DC to see through this is 200.

ATTACKS

Bite +29 (AR 4, finesse, magical) 3d10+6 piercing

Claws +29 (agile, finesse, magical) 3d8+6 slashing

MAGIC

An Obsidral has a number of innate spells. Its magic is verdant in nature.

Verdant Innate Spells DC 30 (+20); PP 10 Passwall, Wall of Stone; PP 6 Meld into Stone (at will); PP 4 Conjure Elemental, Shatter; PP 0 Hurling (at will)

High atop ancient fortresses and forgotten ruins, Obsidral stand sentinel, appearing as nothing more than grotesque statues until a trespasser dares step into their domain. Unlike their lesser counterparts, these creatures have honed instincts, and an eerie affinity with the stone from which they are shaped.

GENIES#

Genies are magical beings of great power, originating from the elemental planes. Each type of genie is associated with one of the four classic elements: air, earth, fire, and water. These beings are known for their incredible strength, magical abilities, and their often-complex relationships with mortals, ranging from benevolent to malevolent interactions. Genies play significant roles in various mythologies, often bound to objects or places and capable of granting wishes, though not always in the way the wisher intends.

THE ELEMENTAL PLANES

The four elemental planes of existence encompass the raw foundations of reality: the Plane of Air, an endless expanse of sky filled with floating islands and tumultuous winds; the Plane of Earth, a vast interconnected labyrinth of rock and soil where light is a rarity; the Plane of Fire, a blazing realm of ever-shifting lava and ceaseless flames; and the Plane of Water, a boundless ocean with neither surface nor seabed, illuminated by bioluminescent organisms. These pure, elemental domains teem with respective inhabitants like air elementals and cloud giants, subterranean xorn, fiery efreeti, and deep-sea krakens, each shaped by and adapted to their unyielding environments.

PLANE OF AIR

A vast expanse of endless sky, clouds, and storms. It is the home of the Djinn, genies of air, who are known for their whimsical nature and ability to shape the wind and weather.

PLANE OF EARTH

A realm of unending landscapes of mountains, caverns, and deserts. Here reside the Dao, genies of earth, who carve their palaces within the heart of mountains and manipulate the stone and sand.

PLANE OF FIRE

An unforgiving domain of ceaseless flames and molten lava. The Efreet are the genies of fire from this plane, fierce and quick to anger, wielding the power to summon and control fire.

PLANE OF WATER

An aquatic world of deep oceans, swirling seas, and hidden depths. The Marid are genies of water, known for their boundless creativity, control over water, and unpredictable moods.

GENIE TYPES

There are five main types of genie in the TRG system. Four of these types are linked directly to one of the above elemental planes whereas the other roam between the elemental planes and the material plane.

DAO

The earth genies known as Dao are as stern and unyielding as the stone they command. They are renowned for their ability to shape earth and rock, locate precious metals and gems, and create lavish underground palaces. Dao can be miserly and are often involved in complex bargains with mortals.

DJINN

Masters of air and illusion, Djinn are freedom-loving genies who prize independence and creativity. They are capable of creating powerful gusts of wind, storms, and can grant wishes related to their domain of air. Djinn often serve as advisors or patrons to those who respect their need for freedom.

EFREET

Efreet are the tyrants among genies, embodying the ferocity and destructive nature of fire. They are known for their strength, their ability to create and manipulate fire, and their penchant for making pacts that bind others to their will. Efreeti are often sought out by mortals seeking power, though such deals come with great risk.

JANN

The Jann are the least powerful of the genies, with a connection to all four elemental planes but not bound to any one of them. They are known to wander the material and elemental worlds. Jann possess a variety of minor elemental powers and have a particular affinity for disguising themselves and living among mortals.

MARID

The most powerful and unpredictable of the genie kind, Marid are associated with water in all its forms. They are known for their incredible magical abilities, their artistic talents, and their love of luxury and comfort. Marid are the most likely to grant wishes, though they do so in a manner that suits their capricious nature.

GENIEGENIE
Genie TypeLevel
Dao7
Djinn8
Efreet9
Jann6
Marid10

Genies, regardless of their type, are bound by certain rules and traditions, especially when dealing with mortals. Their interactions are often governed by complex codes of honour, and they are known to take offense easily, making dealings with them a risky proposition. However, the rewards for successfully navigating an agreement with a genie can be immense, offering wealth, power, or arcane knowledge.

DAO#

EARTH ORDER

The Dao, earth genies of formidable power and grandeur, hail from the great depths and cavernous realms of the Plane of Earth. These beings are the embodiment of the earth's unyielding force, combining immense physical strength with a profound connection to the stone, metal, and precious gems that form their domain. Dao are sculpted from the very essence of the earth, with skin that mimics the varied textures of stone, from smooth marble to rough granite, often inlaid with veins of precious metals that glitter in the dim light of their subterranean homes.

Dao stand taller than most genies, their imposing stature accentuated by their dense, rock-like bodies that grant them resilience against most forms of attack. Their eyes, deep and lustrous, mirror the gems they covet, reflecting a keen intelligence and a calculating nature. Despite their heavy, stone-like appearance, Dao move with surprising agility, especially within their own element.

Dao society is structured and hierarchical, reflecting their natural affinity for order and stability. At the top of this hierarchy are the Khanates, each ruled by a Khan or Khania—Dao of exceptional power and wealth. These rulers command vast territories within the Plane of Earth, overseeing the mining of its treasures and the crafting of its wonders.

The Dao place great value on wealth, power, and control, with a particular obsession for gems and precious metals. Their palaces are vast and labyrinthine, carved from solid rock and adorned with the wealth of the earth. These magnificent structures are not only homes but fortresses, brimming with traps and guarded by elemental creatures bound to the Dao's service.

DAO

Type Elemental; Size Large; Ethics Discipline

Level 7 (EL 8); DC 21

Initiative +45

Speed 20; Burrow 30

Senses Darkvision 65’, Tremorsense 40’

Languages Dengaris, Gaian, Gantish, Low Tongue

ABILITY SCORES

STR 6; CON 5; DEX 2; INT 2; WIS 3; CHA 2

SKILLS

Athletics +15, Crafting +11, Mental Focus +11, Nature +11, Perception +11, Planes +10, Stealth +10, Survival +11

DEFENCE

DB +23 (Base +17; Other +3; Stat +2; Status +1); DR 12

Fort +17, Ref +14, Will +14; CR 10

HP 180; Immunity acid, bleeding, paralysis, poison, sleep; Weakness sonic

FEATS/SPECIAL

Combat Reflexes, Earth Pass, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (Swords)

ATTACKS

Falchion +18 (keen, magical, sweep) 2d10+7 slashing

Slam +16 (agile, finesse, magical) 2d10+6 bludgeoning

MAGIC

A Dao has a number of innate spells. Its magic is verdant in nature.

Verdant Innate Spells DC 22 (+12); PP 14 Plane Shift (at will/elemental and material planes only); PP 10 Wall of Stone; PP 8 Shape Stone (at will); PP 6 Stone Call; PP 4 Conjure Elemental (at will/earth only; PP 0 Hurling (at will).

Dao are neither inherently benevolent nor malevolent towards mortals, their attitude largely influenced by how interactions with mortals can benefit them. They are known to make pacts and deals, though always on terms highly favourable to themselves. Adventurers seeking to deal with Dao should be wary, for these genies are shrewd and unyielding negotiators, quick to take offense and exact retribution if they feel cheated or disrespected.

Despite their focus on wealth and power, Dao are bound by a strict code of honour. Once a deal is struck, they adhere to its terms unwaveringly, expecting the same fidelity in return. Those who prove themselves worthy can gain a powerful ally, or even access to the Dao's vast treasures—albeit at a considerable price.

The Dao, with their deep ties to the earth and its hidden riches, are a fascinating embodiment of elemental power and the complexities that come with it. Their interactions with other beings are as layered and multifaceted as the underground realms they inhabit, making them intriguing characters within any fantasy narrative.

DJINN#

AIR CHAOS GOOD

Djinn are the spirited and whimsical genies of the Plane of Air, embodying the freedom and boundlessness of the open sky. These beings are composed of air and vapor, making them as elusive and unpredictable as the wind itself. Djinn are renowned for their love of freedom, their playful trickery, and their ability to grant wishes, though they often do so in ways that reflect their capricious nature.

Djinn typically manifest in a humanoid form, ethereal and graceful, with skin that shimmers like the clear sky on a sunny day. Their hair and eyes sparkle with the colours of dawn and dusk, constantly shifting in hue. Despite their seemingly delicate appearance, Djinn possess formidable strength, particularly in their control over the air and weather. They can become invisible, transform into a whirlwind, or take on any visage they desire, making their true form a mystery.

Djinn society is as fluid as the air they command. They are organized in loose tribes known as "Winds," each led by a powerful Djinni known as a "Caliph" or "Calipha." These leaders are chosen for their wisdom, power, and their ability to navigate the ever-changing currents of Djinn politics.

The Plane of Air is a realm of endless blue skies, towering clouds, and fierce storms, all of which the Djinn navigate with ease. Their cities are said to be made of clouds, with palaces that float high above the ground, accessible only by flight. Djinn cherish freedom above all else and have a deep-seated aversion to being confined or bound against their will.

DJINN

Type Elemental; Size Large; Ethics Autonomy

Level 8 (EL 10); DC 22

Initiative +55

Speed 25; Fly 40

Senses Darkvision 55’, Nightvision 110’

Languages Aelvish, Aeolian, High Tongue, Low Tongue

ABILITY SCORES

STR 4; CON 2; DEX 5; INT 2; WIS 2; CHA 4

SKILLS

Acrobatics +14, Athletics +13, Culture +11, Deception +13, Perception +11, Planes +11, Power Manip +11, Stealth +14

DEFENCE

DB +28 (Base +18; Other +4; Stat +5; Status +1); DR 2

Fort +15, Ref +20, Will +12; CR 2

HP 161; Immunity bleeding, electricity, paralysis, poison, sleep; Resistance mental, sonic

FEATS/SPECIAL

Combat Reflexes, Flyby Attack, Improved Initiative, Lightning Reflexes, Weapon Focus (Swords), Weapon Mastery (Swords), Weapon Specialisation (Swords), Whirlwind

ATTACKS

Scimitar +18 (keen, magical, sweep) 2d8+7 slashing

Unarmed +17 (agile, finesse, magical) 2d5+4 subdual

Wind Blast +17 (range 30) 2d8+6 bludgeoning

MAGIC

A Djinn has the following innate spells. Its magic is ethereal in nature.

Ethereal Innate Spells DC 22 (+12); PP 14 Plane Shift (at will/elemental and material planes only); PP 8 Gaseous Form, Lightning Bolt, Mirage Terrain; PP 4 Conjure Elemental (at will/air only, Invisibility (at will/self only), Mirage Entity PP 2 Mirage Object; PP 0 Read Aura (at will), Orb of Lightning (at will).

Djinn are among the more benevolent genies when it comes to dealing with mortals, driven by curiosity and a penchant for mischief rather than malice. They are known to aid those who capture their interest or amuse them, although their help is not without its quirks.

Adventurers seeking to summon or bargain with a Djinni should be prepared for tests of wit and integrity, as Djinn respect those who can match their cleverness and respect their values. While they may agree to grant wishes, the outcome might not always be as the wisher expects, given the Djinn's love for ironic interpretations.

EFREET#

EVIL FIRE ORDER

The Efreet, formidable and fiery genies from the Plane of Fire, embody the very essence of flame and fury. These beings are born from the scorching depths of elemental fire, making their home among volcanoes, lava flows, and seas of fire that define their infernal realm. Known for their fearsome temperaments and powerful magic, Efreet are often viewed with a mixture of awe and fear, as they wield the destructive power of fire with unmatched mastery.

Efreet are imposing figures, standing well over ten feet tall with skin that glows like molten lava. Their eyes burn with the intensity of coals, and their bodies emit a heat that can singe or even ignite their surroundings. Flames dance along their limbs, and their voices resonate like the crackle of a great blaze. Despite their fiery nature, Efreet are capable of crafting their appearance to suit their needs, often adorning themselves in armour and weapons forged from the flames and metals of their plane.

Efreet society is organized into a strict hierarchy, with a Sultan or Sultana ruling over the Plane of Fire from the City of Brass, a magnificent metropolis said to be forged from the flames itself. The Efreet value strength, power, and dominance, with each Efreet striving to ascend the ranks of their society through displays of magical prowess or by amassing wealth and slaves.

The Efreet are slavers, capturing beings from other planes to serve them in the City of Brass or trading them like commodities. Their society is built on the backs of these enslaved creatures, with the Efreet seeing themselves as the rightful rulers not just of the Plane of Fire, but of all the elemental realms.

EFREET

Type Elemental; Size Large; Ethics Exploitation

Level 9 (EL 11); DC 23

Initiative +25

Speed 25; Fly 35

Senses Darkvision 60’, Nightvision 120’

Languages High Tongue, Ignic, Low Tongue

ABILITY SCORES

STR 5; CON 4; DEX 3; INT 4; WIS 2; CHA 4

SKILLS

Arcana +13, Athletics +14, Crafting +13, Culture +13, Deception +13, Diplomacy +13, Intimidate +13 Mental Focus +11, Perception +11, Planes +13 Power Manip +13, Sense Motive +11

DEFENCE

DB +27 (Base +19; Other +4; Stat +3; Status +1); DR 6

Fort +18, Ref +17, Will +15; CR 10

HP 191; Immunity bleeding, fire, paralysis, poison, sleep; Weakness cold

FEATS/SPECIAL

Accurate Spell, Combat Reflexes, Fiery Grasp, Iron Will, Magical Crafting, Monstrous Grab, Silver Tongue, Skill Focus (Bluff)

Efreet Shifting 2 AP (alteration, arcane, concentrate, polymorph) The efreet can change their form at will as if using the humanoid form spell. They may alter their size by up to one step when using this ability. Furthermore, the Efreet may use this ability once per day the decrease or increase the size of an unwilling target with the effects determined by the result of a Fortitude saving throw.

Critical The creature is unaffected.

Success The creatures’ size is increased or decreased by one step until the end of their next turn.

Partial The creatures’ size is increased or decreased by one step for 1 minute.

Chaos If the target changes size, the size direction is reversed.

Failure The creatures’ size is increased or decreased by one step for 1 hour.

Fumble The creatures’ size is increased or decreased by one step for 1 day.

Blunder The creatures’ size is increased or decreased by one step permanently.

ATTACKS

Scimitar +19 (keen, magical, sweep) 2d8+6 slashing plus 2d4 fire

Unarmed +18 (agile, finesse, grab, magical) 2d5+5 bludgeoning plus 1d6 fire

MAGIC

An Efreet has several innate spells. Its magic is arcane in nature.

Arcane Innate Spells DC 23 (+13); PP 14 Plane Shift (at will/elemental and material planes only); PP 8 Gaseous Form; PP 6 Fireball; PP 4 Conjure Elemental (at will/fire only), Fire Bolt (at will), Invisibility (at will/self only); PP 2 Mirage Object.

Efreet are not known for their kindness to mortals, more often seeing them as pawns or resources to be exploited. However, they are bound by the laws of their own society and the magic that governs their interactions with other beings. A mortal who summons an Efreeti or enters into a pact with one must be exceedingly careful to word their requests precisely, as Efreet delight in finding loopholes to turn the deal to their advantage.

JANN#

ELEMENTAL BALANCE

The Jann, often considered the most enigmatic among the genie folk, are unique for their connection to all four classical elements: earth, air, fire, and water. Unlike their purely elemental kin who reside in the singular domains of their respective planes, the Jann roam the Material Plane and the fringes of the elemental planes, embodying a blend of all the elements that compose the natural world. Their existence straddles the boundary between the elemental and the material, making them among the most versatile and adaptable of their kind.

Jann often appear as humanoid figures, mirroring the diverse races of the Material Plane but with an unmistakable aura of the elemental about them. Their skin may shimmer with the lustre of polished stone, their eyes might flicker with inner flames, breezes seem to whisper around them, and their blood runs with the cool touch of water. This melding of elements grants them a mutable beauty and an otherworldly presence that sets them apart from both mortals and other genies.

Jann society is nomadic and clan-based, with groups wandering the vast deserts, mountains, and skies of the Material Plane. They have a deep respect for the natural world and strive to maintain balance between the elements, intervening when this balance is threatened. Leadership within Jann clans is typically meritocratic, with the most wise or powerful individual guiding the group's decisions. Their communities are known for being welcoming to outsiders, though they remain cautious of those who might seek to exploit their powers.

The Jann, due to their unique nature, often serve as intermediaries between the elemental planes and the Material Plane, capable of negotiating with beings from both realms. They hold a deep-seated sense of duty to protect the balance of the natural and elemental worlds, a task they pursue with a mix of solemnity and mischievousness.

JANN

Type Elemental; Size Medium; Ethics Equilibrium

Level 6 (EL 6); DC 20

Initiative +45

Speed 30; Fly 20

Senses Darkvision 65’, Nightvision 130’

Languages Aeolian, Aqualis, Gaian, Ignic, Low Tongue

ABILITY SCORES

STR 4; CON 2; DEX 2; INT 3; WIS 3; CHA 2

SKILLS

Acrobatics +10, Arcana +11, Athletics +12, Climbing +10, Deception +10, Perception +11, Planes +10, Perform +9, Survival +10

DEFENCE

DB +22 (Base +16; Other +3; Stat +2; Status +1)

Fort +13, Ref +13, Will +11; CR 2

HP 117; Immunity bleeding, paralysis, poison, sleep

Resistance acid, cold, electricity, fire

FEATS/SPECIAL

Combat Reflexes, Flawless Performance, Improved Initiative, Mobility

ATTACKS

Scimitar +14 (keen, magical, sweep) 2d6+5 slashing

Composite Shortbow +12 (AR 2, deadly, load 1, magical, propulsive, range 100, volley) 2d6+3 piercing

MAGIC

A Jann has a number of innate spells. Its magic is arcane in nature.

Arcane Innate Spells DC 19 (+9); PP 4 Blur (at will), Shape of the Humanoid (constant), Invisibility; PP 2 Speak with Animals (at will); PP 0 Daze (at will), Mage Hand (at will).

Jann are the most likely of all genie kinds to interact positively with mortals, often out of curiosity, a desire for companionship, or a shared goal that benefits the natural order. They are known to grant favours or wishes, though these gifts are typically less grandiose than those offered by their more powerful elemental relatives. Instead, Jann might offer guidance, protection, or assistance in quests that align with their interests.

Their dealings with mortals are governed by a complex code of honour; a Jann will keep its word once given, expecting the same fidelity in return. Betrayal or insult by a mortal is remembered, and the Jann are known to pursue retribution with a tenacity that mirrors the relentless forces of nature.

MARID#

CHAOS WATER

Marids are the most potent and majestic of all geniekind, embodying the untamed majesty of the elemental plane of water. Their domain is the boundless oceans, deep seas, and swirling waterscapes that exist both within the Material Plane and their native Elemental Plane of Water. Known for their formidable magical abilities, pride, and capricious nature, marids are water genies who revel in their power and the respect they command from other elemental beings.

Marids appear as strikingly beautiful and imposing figures, with skin that ranges in colour from the deep blue of the ocean abyss to the turquoise of shallow tropical waters. Their hair flows like liquid, often mimicking the motion of waves, and their eyes sparkle with the luminescence of the sea's depths. Marids can shift their form to become water itself, allowing them to merge with and manipulate aquatic environments with unparalleled grace.

The society of marids is opulent and hierarchical, with a strict adherence to the complex etiquettes and traditions that dictate their interactions. They dwell in spectacular palaces beneath the waves, constructed from coral, pearl, and the treasures of sunken ships, reflecting their love for beauty and luxury. The rulers of marid society are known as Padishahs, monarchs who wield their power through a combination of magical strength and political savvy.

Marids place a high value on knowledge, artistry, and the collection of magical items and relics, especially those related to water. Their courts are centres of intrigue and artistic expression, where poets, musicians, and storytellers are as valued as warriors and sorcerers.

MARID

Type Elemental; Size Large; Ethics Autonomy

Level 10 (EL 12); DC 26

Initiative +60

Speed 30; Fly 20, Swim 30’

Senses Darkvision 65’

Languages Aelvish, Aqualis, Low Tongue

ABILITY SCORES

STR 5; CON 4; DEX 5 INT 1; WIS 3; CHA 3

SKILLS

Athletics +17, Culture +13, Diplomacy +15, Mental Focus +15, Perception +14, Planes +12, Powe Manipulation +12 Stealth +16

DEFENCE

DB +32 (Base +20; Other +5; Stat +5; Status +2); DR 4

Fort +21, Ref +20, Will +17; CR 2

HP 215; Immunity bleeding, cold, paralysis, poison, sleep

FEATS/SPECIAL

Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Skewering Strikes, Toughness, Whirlpool

Blast of Water 2 AP (focus, invocation, save, verdant, water) The marid releases a jet of water that inflicts 10d8 bludgeoning damage to all targets within a 30’ line. Any targets may make a basic Reflex save to avoid damage. A creature that fails the save is pushed back 10 feet with an additional 10 feet per severity of critical taken.

ATTACKS

Slam +20 (agile, finesse, magical) 2d10+5 bludgeoning

Trident +21 (magical, returning, thrown 20’) 2d10+6 piercing

MAGIC

A Marid is a divinity caster.

CL 6; Spellcraft +9; PP 33

SpellsPP 0 Detect Life, Read Aura; PP 2 Cure, Obscuring Mist, Restoration; PP 4 Deflections, Resist Energy, Silence; PP 6 Grace, Water Walk

A Marid also has a selection of innate magic.

Divinity Innate Spells DC 23 (+13); PP 16 Heal; PP 14 Plane Shift (at will/elemental and material planes only; PP 8 Solid Fog; PP 6 Crashing Torrent; PP 4 Blur (at will), Conjure Elemental (at will/water only), Shape of the Humanoid (at will).

Marids are the least likely of the genie races to serve mortals, viewing such servitude as beneath their dignity. However, they are also known to be the most generous in granting wishes, provided they are approached with the proper respect and offerings. Mortals seeking to summon or bargain with a marid must be prepared to navigate their complex and often dangerous court politics.

Their interactions with mortals are typically driven by whimsy or personal interest, as marids are easily bored and constantly in search of amusement or novelty. A mortal who captures a marid's interest might find themselves the recipient of unexpected favours, though the consequences of attracting a marid's attention can be as perilous as they are beneficial.

GHOST#

Ghosts are the spectral remnants of once-living beings, bound to the material world by unresolved issues, strong emotions, or unfinished business. These ethereal entities exist in a state between life and death. Ghosts are often depicted as translucent figures, retaining the appearance they had in life, though sometimes they manifest as mere shadows or unsettling distortions in the air.

Ghosts lack a physical body, existing instead as manifestations of energy or spirit. They can vary greatly in appearance, from clearly recognizable forms that closely resemble their appearance at the time of death to more monstrous visages that reflect the turmoil within. Some are capable of making themselves fully visible to the living, while others might only be perceived as cold spots, disembodied voices, or through the manipulation of objects and the environment around them.

Ghosts are typically solitary entities, anchored to specific locations, objects, or people that held significance to them in life. Their behaviours are as varied as the individuals they once were, influenced by their past experiences, their deaths, and the strength of their attachments to the mortal realm. Some ghosts might be benign or even helpful, offering guidance or protection to the living. Others, however, can be malevolent, driven by anger, vengeance, or an inability to accept their death, leading them to haunt, harm, or terrify the living.

The ghost template is a versatile tool, designed to transform any creature, regardless of its original species, class, or abilities, into a ghost. This transformation encapsulates not only the physical and ethereal changes that come with becoming a spectral entity but also imbues the creature with new ghostly powers and attributes, while retaining key aspects of its original form. Below, we explore how this template can be applied, using the example of a human commoner to illustrate the process.

HUMAN GHOST

Type Undead; Size Medium; Ethics Varies

Level 5 (EL 4); DC 19

Initiative +50

Speed 25; Fly 25

Senses Darkvision 65’, Life Sense 45’

Languages Low Tongue, Thanatos

ABILITY SCORES

STR -4; CON 3; DEX 3; INT 1; WIS 3; CHA 5

SKILLS

Acrobatics +8, Culture +9, Perception +11, Stealth +8 Survival +11

DEFENCE

DB +21 (Base +15; Other +2; Stat +3; Status +1)

Fort +15, Ref +10, Will +9; CR 1

HP 110; Immunity bleeding, poison, sleep, disease, paralysis, death effects, mundane, precision, stunning; Resistance all damage except essence or force; Weakness essence, force

FEATS/SPECIAL

Agile Strikes, Combat Reflexes, Cultural, Dramatic Luck, Essence Attacks, Exceptional Training (Perception), Great Fortitude, Improved Initiative, Incorporeal, Iron Will, Lunge, Skill Focus (Awareness), Subtle, Weapon Finesse

Wail of the Departed 2 AP (auditory, divine, enchantment, fear, save) The ghost emits a sorrowful wail that can be heard from some distance but that effects all creatures within a 60-foot radius. Affected creatures must make a Will saving throw and become frightened 2 on a failure or frightened 4 on a fumble. On a success, a target is immune to this ability for 1 minute.

ATTACKS

Slam +10 (agile, finesse, magical) 1d8+3 essence plus 1d6 cold

MAGIC

A Ghost has the following innate magic.

Ethereal Innate Spells DC 20 (+10); PP 0 Hurling (at will),

GHOUL#

EVIL

Ghouls are horrifying undead creatures that feed on the flesh of the dead, often haunting graveyards, battlefields, and crypts. They are known for their ravenous hunger and are feared for their ability to paralyze their victims with a touch. Ghouls are not merely mindless undead; they retain a cunning intellect that makes them formidable predators, capable of setting traps for the unwary or moving in packs to overwhelm their prey.

GHOUL

Type Undead; Size Medium; Ethics Malevolence

Level 2 (EL 2); DC 16

Initiative +30

Speed 30

Senses Darkvision 60’, Life Sense 40’

Languages High Tongue, Low Tongue, Thanatos

ABILITY SCORES

STR 1; CON 1; DEX 4; INT 1; WIS 2; CHA 2

SKILLS

Acrobatics +8, Athletics +5, Climbing +8 Perception +6 Stealth +8, Survival +6

DEFENCE

DB +16 (Base +11; Other +1; Stat +4); DR 1

Fort +9, Ref +8, Will +9

HP 65; Immunity bleeding, disease, fatigue, paralysis, poison, sleep, soul drain, stunning, subdual

FEATS/SPECIAL

Natural Leaper, Weapon Finesse

Carrion Feast 1 AP (manipulate) The ghoul consumes the flesh of an adjacent creature that has died within the last hour regaining 1d6 HP. The ghoul may only gain this benefit once from each body.

Ghoul Fever (disease) Basic Fort DC 18, Each Stage 1 day; Stage 1 No effect; Stage 2 2d8 essence (all healing halves); Stage 4 2d8 essence (all healing fails); Stage 6 death, returns as a ghoul following night.

Paralytic Venom (poison, soul) Basic Fort DC 18, Each Stage 1 round; Duration 6 rounds; Stage 1 Paralyzed

ATTACKS

Bite +6 (finesse, magical) 1d8+4 piercing plus ghoul fever & paralytic venom

Claws +6 (agile, finesse, magical) 1d6+4 slashing plus paralytic venom

Ghouls are typically depicted as gaunt, humanoid creatures with mottled, decaying flesh that hangs loosely from their bones. Their eyes are sunken and glow with a malevolent light, while their mouths are filled with sharp, jagged teeth perfect for tearing into their preferred meal of carrion and bone. They move with a disturbing, skulking gait, often using all four limbs to climb or scramble with surprising speed.

GHAST

Type Undead; Size Medium; Ethics Malevolence

Level 4 (EL 4); DC 18

Initiative +35

Speed 30

Senses Darkvision 60’, Life Sense 40’

Languages High Tongue, Low Tongue, Thanatos

ABILITY SCORES

STR 2; CON 1; DEX 5; INT 1; WIS 2; CHA 2

SKILLS

Acrobatics +11, Athletics +8, Climbing +11 Perception +8, Stealth +11, Survival +8

DEFENCE

DB +20 (Base +13; Other +2; Stat +5); DR 1

Fort +11, Ref +13, Will +11

HP 85; Immunity bleeding, disease, fatigue, paralysis, poison, sleep, soul drain, stunning, subdual

FEATS/SPECIAL

Combat Reflexes, Lightning Reflexes, Natural Leaper, Stench, Toughness, Weapon Finesse

Carrion Feast 1 AP (manipulate) The ghast consumes the flesh of an adjacent creature that has died within the last hour regaining 3d6 HP. The ghast may only gain this benefit once from each body.

Ghoul Fever (disease) Basic Fort DC 20, Each Stage 1 day; Stage 1 No effect; Stage 2 2d8 negative (all healing halves); Stage 4 2d8 negative (all healing fails); Stage 6 death, returns as a ghoul following night.

Paralytic Venom (poison, soul) Basic Fort DC 20, Each Stage 1 round; Duration 6 rounds; Stage 1 Paralyzed

ATTACKS

Bite +10 (finesse, magical) 1d8+5 piercing plus ghoul fever & paralytic venom

Claws +10 (agile, finesse, magical) 1d6+5 slashing plus paralytic venom

Ghasts are a more powerful and vile variant of the common ghoul. They emit a stench of decay so overwhelming that it can sicken those nearby. Ghasts are distinguishable from their lesser kin by their larger size and the greater intelligence shining in their eyes. They often lead packs of ghouls, using their increased strength and resilience to dominate. Unlike regular Ghouls, Ghasts are resistant to turning, showing a strong will that defies even the most potent clerical powers.

GIANTS#

Giants are a diverse and powerful race of beings that inhabit various terrains across the game's expansive world. Known for their immense size and strength, giants come from a rich tapestry of cultures and societies, each type adapted to its specific environment and often possessing unique abilities related to their elemental affinity or habitat. Giants range from the benevolent and wise to the malevolent and destructive.

Giants often form hierarchical societies, with the strongest and most powerful individuals holding sway over their lesser kin. They may inhabit remote mountain ranges, vast forests, or even hidden realms accessible only by magic. Giants may live in isolation, guarding ancient treasures or sacred sites, or they may form vast tribes and clans that roam the wilderness in search of food and conquest.

Within Giant society, there may be rivalries, alliances, and power struggles, reflecting the complexities of their relationships with each other and with other races. Some Giants may be depicted as noble and honourable beings, while others may be cruel and tyrannical, enslaving lesser creatures or waging war on neighbouring realms.

Giants often interact with other races, sometimes as allies, sometimes as adversaries. They may trade with humans, dwarves, and elves, exchanging rare minerals, magical artifacts, or exotic goods for food or services. Alternatively, Giants may view smaller races as nothing more than prey or playthings, raiding villages for livestock or kidnapping travellers for sport.

Adventurers may encounter Giants in a variety of contexts, from fierce battles atop snow-capped peaks to tense negotiations in the halls of ancient citadels. Giants may serve as formidable adversaries, testing the mettle and resourcefulness of the players, or they may offer quests and challenges that lead to rich rewards and profound revelations.

GIANT TYPES

There are six common types of giant found in the world although there are a great many more that are not covered below. The six types detailed in this supplement are: Cloud, Fire, Frost, Hill, Stone and Storm.

CLOUD GIANT

Living amongst the clouds in floating castles, cloud giants are known for their love of luxury and their capricious natures. They are skilled in magic that allows them to blend illusion with reality.

FIRE GIANT

Known for their mastery of metalworking and their fiery tempers, fire giants dwell in volcanic regions. They are skilled artisans, creating weapons and armour that are coveted across the lands.

FROST GIANT

Hardy and fierce, frost giants live in the coldest regions of the world. They are hunters and warriors, living in a society where strength determines leadership, and they often clash with other races over territory.

HILL GIANT

The simplest and crudest of giantkind, hill giants are known for their brutish behaviour and insatiable hunger. They tend to raid human settlements for food, driven by their constant need to eat.

STONE GIANT

Artistically inclined and introverted, stone giants live in underground lairs, carving elaborate homes out of rock. They have a deep connection to the earth and are known to be peaceful unless provoked.

STORM GIANT

Noble and reclusive, storm giants are the epitome of wisdom and power, residing in remote areas such as deep oceans or high above the cloud line. They control the weather and are considered the de facto leaders among giantkind due to their unmatched intellect and magical prowess.

GIANTGIANT
Giant TypeLevel
Cloud16
Fire14
Frost12
Hill8
Stone10
Storm18

CLOUD GIANT#

AIR BALANCE

Cloud Giants, majestic and enigmatic beings, are among the most awe-inspiring inhabitants of the skies. Towering above the world on colossal clouds that serve as both home and fortress, these giants command the elements with ease and wield power that rivals the storms themselves.

Cloud Giants are imposing figures, standing head and shoulders above even the tallest of mortals. Their forms are shrouded in billowing robes of ethereal cloudstuff, shifting and swirling with the winds. Their skin, pale and luminescent like the soft glow of moonlight through mist, is adorned with intricate tattoos that depict the ever-changing patterns of the heavens. Eyes as blue as the clearest summer sky gleam with intelligence and wisdom, reflecting the boundless depths of the skies they call home.

Cloud Giants reside in magnificent citadels that float among the clouds, their architecture a testament to their mastery over the elements. These citadels, crafted from solid clouds and reinforced with magic, are adorned with towering spires, cascading waterfalls, and lush gardens that defy gravity. Within their lofty halls, Cloud Giants hold court, discussing matters of celestial import and weaving intricate tapestries of clouds that tell the stories of the stars.

Cloud Giant society is steeped in tradition and hierarchy, with the eldest and most powerful giants ruling over their kin as monarchs or patriarchs. They are patrons of art and culture, with a deep appreciation for music, poetry, and storytelling. Cloud Giants are also skilled artisans and craftsmen, fashioning wondrous artifacts and magical items from the clouds and storms that surround them.

CLOUD GIANT

Type Humanoid; Size Huge; Ethics Equilibrium

Level 16 (EL 13); DC 30

Initiative +15

Speed 30

Senses Darkvision 65’, Nightvision 130’, Scent 40’

Languages Aeolian, Gantish, High Tongue, Low Tongue

ABILITY SCORES

STR 7; CON 5; DEX 0; INT 2; WIS 3; CHA 1

SKILLS

Athletics +22, Climbing +15, Culture +17, Crafting +17, Diplomacy +16, Intimidate +16, Nature +17, Perception +17, Perform +15, Survival +17

DEFENCE

DB +37 (Base +26; Other +8; Status +3); DR 6

Fort +26, Ref +18, Will +20; CR 1

HP 335; Resistance electricity

FEATS/SPECIAL

Cleave Furious Focus, Iron Will, Power Attack

Thundering Strike 2 AP (air, attack, invocation, save, verdant) The creature spins its weapon in a wide arc and makes an attack that inflicts an additional 2d12 bludgeoning damage. After the strike, all creatures within a 20 foot radius without the air trait must make a basic Fort save to avoid taking 4d8 sonic damage.

ATTACKS

Ranseur +32 (disarm, magical, reach) 3d20+14 piercing

Slam +31 (agile, finesse) 3d12+7 bludgeoning

Rock +24 (range 120) 3d12+7 bludgeoning

MAGIC

A Cloud Giant has a small amount of innate magic. Its magic is verdant in nature.

Verdant Innate Spells DC 31 (+21); PP 8 Solid Fog (at will); PP 4 Levitate (at will); PP 0 Orb of Lightning (at will)

FIRE GIANT#

FIRE

Fire Giants, formidable and fearsome beings, are among the most formidable denizens of the volcanic depths and blazing forges. Towering over mortals with muscles forged in the crucible of flame, these giants command the power of fire with mastery and wield weapons and armour crafted with skill unmatched by any mortal smith.

Fire Giants are imposing figures, standing head and shoulders above even the mightiest of warriors. Their bodies are forged from living flame and molten rock, their skin glowing with an inner heat that radiates with the intensity of a raging inferno. Their eyes burn like smouldering coals, gleaming with an insatiable hunger for conquest and dominion. Adorned in armour wrought from the finest metals and tempered in the fires of their volcanic forges, Fire Giants cut imposing figures on the battlefield, their weapons glowing with the searing heat of their wrath.

Fire Giants dwell in vast citadels carved from the heart of active volcanoes, their halls filled with the roar of molten lava and the clanging of hammers on anvils. Within these fiery fortresses, Fire Giants rule over their kin with an iron fist, their society structured around strength, honour, and martial prowess. They are skilled craftsmen and artisans, forging weapons and armour of unparalleled quality from the flames and ores that surround them.

Fire Giant society is steeped in tradition and hierarchy, with the strongest and most cunning warriors rising to positions of power and influence. They are fiercely proud and independent beings, often waging wars of conquest against rival factions or seeking to expand their dominion into new territories. Despite their warlike nature, Fire Giants are not without culture, valuing art, music, and poetry as expressions of their fiery spirit.

FIRE GIANT

Type Humanoid; Size Large; Ethics Malevolence

Level 14 (EL 12); DC 28

Initiative +10

Speed 25

Senses Nightvision 120’

Languages Gantish, High Tongue, Ignic, Low Tongue

ABILITY SCORES

STR 7; CON 5; DEX 0; INT 2; WIS 2; CHA 0

SKILLS

Athletics +20, Climbing +13, Crafting +20, Intimidate +18, Perception +20, Survival +20

DEFENCE

DB +33 (Base +24; Other +7; Status +2); DR 18 (Plate)

Fort +24, Ref +16, Will +17; CR 1

HP 275; Immunity fire; Weakness cold

FEATS/SPECIAL

Cleave Furious Focus, Great Cleave, Iron Will, Power Attack, Weapon Focus (Sword)

ATTACKS

Greatsword +30 (keen, magical) 6d6+8 slashing

Slam +28 (agile, finesse) 3d10+7 bludgeoning plus 1d6 fire

Rock +21 (range 120) 3d10+7 bludgeoning

MAGIC

A Fire Giant has a small amount of innate magic. Its magic is verdant in nature.

Verdant Innate Spells DC 145 (+95); PP 8 Line of Fire; PP 0 Orb of Fire (at will)

FROST GIANT#

COLD

Frost Giants, formidable and frostbitten creatures, are among the most imposing denizens of the frozen tundra’s and icy wastelands. Towering over mortals with their massive frames cloaked in icy armour, these giants command the biting cold and relentless blizzards with mastery, striking fear into the hearts of those who dare to challenge them.

Frost Giants are immense figures, standing head and shoulders above most other creatures. Their bodies are encased in thick, frost-covered hides, their skin tinged with a bluish hue and shimmering with an icy sheen. Their eyes, as cold and piercing as the heart of a glacier, gleam with intelligence and cunning beneath furrowed brows dusted with frost. Adorned in armour crafted from the frozen scales of ice drakes and the hardened bones of ancient mammoths, Frost Giants appear as living embodiments of the icy realms they call home.

Frost Giants dwell in mighty fortresses carved from ice and snow, their domains nestled amidst the frozen peaks and icy valleys of the northern wastes. Within these frigid citadels, Frost Giants rule over their kin with an iron fist, their society structured around strength, endurance, and martial prowess. They are renowned as expert hunters and trackers, venturing out into the frozen wilderness to hunt prey and gather resources to sustain their tribes.

Frost Giant society is hierarchical and tribal, with the strongest and most cunning warriors ascending to positions of power and authority. They are driven by a relentless desire for survival and dominance, often waging wars against rival factions or competing tribes for control of territory and resources. Despite their harsh and unforgiving environment, Frost Giants possess a rich cultural heritage, valuing art, storytelling, and ritual as expressions of their icy spirit.

FROST GIANT

Type Humanoid; Size Large; Ethics Exploitation

Level 12 (EL 9); DC 26

Initiative +10

Speed 30

Senses Nightvision 120’

Languages Gantish, Low Tongue, Wargle

ABILITY SCORES

STR 6; CON 5; DEX 0; INT 1; WIS 2; CHA 0

SKILLS

Athletics +14, Climbing +8, Culture +14, Intimidate +13, Perception +14, Stealth +7, Survival +14

DEFENCE

DB +30 (Base +22; Other +6; Status +2); DR 21 (Natural 3, Breastplate 18)

Fort +22, Ref +14, Will +15; CR 1

HP 255; Immunity cold; Weakness fire

FEATS/SPECIAL

Furious Focus, Ice Stride, Iron Will, Power Attack, Swipe, Toughness, Weapon Focus (Axe), Weapon Specialisation (Axe)

ATTACKS

Greataxe +26 (magical, sweep) 3d16+10 slashing

Slam +24 (agile, finesse) 3d10+6 bludgeoning plus 1d6 cold

Rock +18 (range 120) 3d10+6 bludgeoning

MAGIC

A Frost Giant has a small amount of innate magic. Its magic is verdant in nature.

Verdant Innate Spells DC 27 (+17); PP 6 Cold Ball; PP 0 Orb of Cold (at will)

HILL GIANT#

Hill Giants, hulking and brutish creatures, are among the most formidable inhabitants of the rugged landscapes and sprawling hills. Towering over mortals with their massive frames and boulder-like physiques, these giants possess raw strength and primal instincts that make them both feared and respected by those who dwell in their shadow.

Hill Giants are immense figures, standing head and shoulders above most other creatures. Their bodies are thick and muscular, with limbs like tree trunks and hands that could crush stone with ease. Their skin, weathered and calloused from a lifetime of toil and battle, is often covered in patches of dirt, moss, and grime. Despite their rugged appearance, Hill Giants possess a certain rustic charm, their eyes twinkling with a childlike curiosity and mischief beneath bushy brows and unkempt hair.

Hill Giants dwell in crude huts and ramshackle villages scattered throughout the wild and untamed hills of the land. Their society is primitive and tribal, with strength and physical prowess determining one's status and influence within the tribe. They are nomadic by nature, roaming the hills in search of food and shelter, and engaging in occasional raids on nearby settlements to satisfy their voracious appetites.

Hill Giant society is egalitarian and communal, with decisions made by consensus within the tribe and resources shared among all members. They are skilled hunters and foragers, relying on the bounty of the land to sustain themselves and their families. Despite their brutish appearance, Hill Giants possess a strong sense of kinship and loyalty to their tribe, willing to lay down their lives to protect their home and loved ones.

HILL GIANT

Type Humanoid; Size Large; Ethics Malevolence

Level 8 (EL 6); DC 22

Initiative +10

Speed 35

Senses Nightvision 120’

Languages Gantish

ABILITY SCORES

STR 6; CON 4; DEX 0; INT -2; WIS 2; CHA 0

SKILLS

Athletics +11, Climbing +4, Intimidate +6, Perception +8, Survival +8

DEFENCE

DB +23 (Base +18; Other +4; Status +1); DR 6 (Hide Shirt 6)

Fort +17, Ref +10, Will +11

HP 177

FEATS/SPECIAL

Big Menacing Fella, Cleave, Fearsome Glare, Furious Focus, Iron Will, Power Attack, Swipe, Weapon Focus (Clubs)

ATTACKS

Greatclub +19 (shove) 2d12+9 bludgeoning

Slam +18 (agile, finesse) 2d10+6 bludgeoning

Rock +12 (range 120) 2d10+6 bludgeoning

STONE GIANT#

Stone Giants, stoic and ancient beings, are among the most enigmatic inhabitants of the craggy mountains and rocky cliffs. Towering over mortals with their massive frames and weathered visages, these giants possess a deep connection to the earth and stone, embodying the strength and resilience of the mountains themselves.

Stone Giants are colossal figures, standing head and shoulders above most other creatures. Their bodies are sculpted from solid rock and weathered by countless ages beneath the open sky, their skin resembling the rough-hewn surface of a mountain cliff. Their eyes, deep and wise like the ancient stones they call home, gleam with a quiet intelligence and solemnity. Adorned in simple garments woven from mountain moss and lichen, Stone Giants appear as timeless guardians of the earth, their presence both formidable and serene.

Stone Giants dwell in cavernous halls and hidden grottos nestled within the heart of the tallest peaks and most rugged terrain. Their society is solitary and contemplative, with each giant forging a deep bond with the land and elements that surround them. They are guardians of the mountains, watching over the valleys and passes with unwavering vigilance, and preserving the natural beauty and balance of their domain.

Stone Giant society is structured around tradition and kinship, with families living in close-knit communities and elders revered for their wisdom and experience. They are skilled artisans and craftsmen, fashioning tools and artifacts from the stones and minerals that abound in their mountain homes. Despite their stoic demeanour, Stone Giants possess a deep reverence for nature and the cycles of life and death, valuing harmony and balance above all else.

STONE GIANT

Type Humanoid; Size Large; Ethics Altruism

Level 10 (EL 8); DC 24

Initiative +15

Speed 35; Climb 20

Senses Nightvision 110’

Languages Gantish, Low Tongue

ABILITY SCORES

STR 6; CON 4; DEX 2; INT 0; WIS 1; CHA 0

SKILLS

Acrobatics +11, Athletics +16, Climbing +11, Intimidate +9, Nature +10, Perception +10, Stealth +11, Survival +10

DEFENCE

DB +29 (Base +20; Other +5; Status +2); DR 8

Fort +20, Ref +14, Will +12; CR 1

HP 215

FEATS/SPECIAL

Combat Awareness, Iron Will, Physical Training, Point Blank Shot, Power Attack, Precise Shot, Toughness

ATTACKS

Greatclub +21 (shove) 2d12+9 bludgeoning

Slam +21 (agile, finesse) 2d10+6 bludgeoning

Rock +17 (range 120) 2d10+6 bludgeoning

STORM GIANT#

Storm Giants, majestic and formidable beings, are among the most awe-inspiring inhabitants of the tumultuous seas and raging skies. Towering over mortals with their immense frames and crackling auras, these giants command the power of thunderstorms and hurricanes with mastery, their presence evoking both fear and reverence.

Storm Giants are colossal figures, standing head and shoulders above most other creatures. Their bodies are wreathed in crackling arcs of lightning and swirling mists, their skin tinged with the hues of a gathering storm. Their eyes, radiant and piercing like the flash of lightning on a darkened horizon, gleam with a wisdom and power that belies their age. Adorned in flowing robes woven from clouds and sea foam, Storm Giants appear as elemental lords of the skies, their presence both majestic and awe-inspiring.

Storm Giants dwell in towering citadels and coral palaces hidden beneath the churning waves and swirling clouds of the open sea. Their society is ancient and mysterious, with each giant serving as a custodian of the elemental forces that shape the world. They are guardians of the seas and skies, watching over the oceans and guiding the winds with a firm but benevolent hand.

Storm Giant society is structured around tradition and hierarchy, with the eldest and most powerful giants holding sway over their kin as monarchs or matriarchs. They are patrons of art and culture, with a deep appreciation for music, poetry, and storytelling. Despite their remote and aloof demeanour, Storm Giants possess a deep empathy for the creatures of the sea and sky, often intervening to protect them from harm or guide them to safety.

STORM GIANT

Type Humanoid; Size Huge; Ethics Harmony

Level 18 (EL 16); DC 32

Initiative +30

Speed 35; Swim 30

Senses Nightvision 150’

Languages Aeolian, Gantish, High Tongue, Low Tongue, Wyrmish

ABILITY SCORES

STR 8; CON 6; DEX 1; INT 3; WIS 5; CHA 2

SKILLS

Acrobatics +20, Athletics +27, Crafting +22 Handle Animal +24, Intimidate +21, Nature +24 Perception +24, Perform +21, Survival +24

DEFENCE

DB +41 (Base +28; Other +9; Stat +1; Status +3); DR 12

Fort +29, Ref +21, Will +24; CR 1

HP 383; Immunity electricity

FEATS/SPECIAL

Cleave Combat Reflexes, Fast Attack, Furious Focus, Iron Will, Power Attack, Swipe, Vital Strike

Lightning Strike 3 AP (attack, invocation, verdant) The giant raises its blade above its head and makes a single melee strike, comparing the result to the DB of all creatures within range +5 feet. The attack inflicts normal strike damage plus 3d12 electricity damage.

ATTACKS

Greatsword +36 (keen, magical, reach) 8d6+13 slashing plus 2d4 electricity

Slam +35 (agile, finesse) 4d12+8 bludgeoning

Rock +24 (range 120) 4d10+8 bludgeoning

MAGIC

A Storm Giant has a small amount of innate magic. Its magic is verdant in nature.

Verdant Innate Spells DC 34 (+24); PP 16 Punishing Winds (at will); PP 12 Chain Lightning; PP 8 Anchor (constant); PP 4 Levitate (at will); PP 0 Orb of Electricity (at will)

GLIMMERWICK#

Glimmerwicks are tiny hill-and-forest fey who drift through the air without wings, surrounded by a faint pearlescent glow. They are thin-limbed, sharp-featured and bright-eyed, with long slanted ears, delicate hands, and expressions that shift constantly between curiosity, delight and barely concealed mischief.

Most Glimmerwicks are not truly malicious, but they are almost impossible to trust. They steal buttons, lead travellers in circles, imitate voices from behind trees, loosen saddle straps, sour milk, and throw acorns or glowing motes at anyone who reacts too seriously to their games. They are fascinated by magic and often gather around spellcasters, either to admire their craft or mock them with irritating imitations.

Glimmerwicks favour ancient woodland ridges, mossy hilltops, standing stones, faerie rings and abandoned shrines where natural and ethereal magic overlap. They rarely build permanent homes, instead sleeping in tree hollows, foxglove beds, rabbit burrows or the rafters of isolated cottages. A place haunted by Glimmerwicks is usually marked by unexplained laughter, cold blue lights, displaced household objects and footprints appearing where no creature has walked.

In combat, a Glimmerwick prefers to remain airborne, dazzle foes, vanish behind its own glow and strike with a needle-like blade only when cornered. It is much more dangerous as a distraction, scout or nuisance skirmisher than as a direct killer.

GLIMMERWICK

Type Fey; Size Diminutive; Ethics Anarchy

Level 2 (EL 2); DC 16

Initiative +55

Speed 15; Fly 30

Senses Nightvision 120’

Languages Aelvish, Faechant, Low Tongue

ABILITY SCORES

STR -2; CON 0; DEX 5; INT 3; WIS 2; CHA 4

SKILLS

Acrobatics +9, Culture +7, Diplomacy +6, Nature +6, Perception +6, Perform +6, Sense Motive +6, Stealth +9 Survival +6

DEFENCE

DB +24 (Base +11; Other +8; Stat +5)

Fort +2, Ref +13, Will +10

HP 27; Weakness cold iron

FEATS/SPECIAL

Alertness, Improved Initiative, Weapon Finesse, Wingless Flight

Gleam-Dart Escape R (ethereal translocation visual); Trigger A creature misses the Glimmerwick with a melee or ranged attack while the Glimmerwick’s Luminous Aura is active. The Glimmerwick bursts into a streak of pale light and Flies up to 10 feet. This movement does not provoke reactions caused by movement.

Irritating Glamour 1 AP (enchantment ethereal mental save visual) The Glimmerwick flickers, pulls a grotesque face, imitates a voice, or conjures a tiny mocking illusion around one creature within 30 feet that can see or hear it. The target must attempt a Will save.

Critical The target is unaffected and immune to Irritating Glamour from this Glimmerwick for 10 minutes.

Success The target is unaffected.

Partial The target takes a -1-circumstance penalty to Perception checks and ranged attacks until the start of the Glimmerwick’s next turn.

Failure As Partial, and the target is also Stunned 1.

Fumble The target is Stunned 1 and Flat-Footed until the start of the Glimmerwick’s next turn.

Luminous Aura (aura ethereal light visual) The Glimmerwick sheds a soft glow that increases the light level within a 10 feet radius by one step, though this never counts as sunlight. The Glimmerwick may turn this aura on or off as a Free Action.

While the aura is active, the Glimmerwick gains a +2 racial bonus to Deception and Performance checks made to distract, mislead or fascinate creatures that can see it. However, it cannot use ordinary darkness alone to Hide while the aura remains active.

Prankster’s Cruelty The Glimmerwick’s attacks are usually meant to wound pride rather than flesh. When the Glimmerwick inflicts a critical hit with its Needleblade or Acorn Toss, it may choose to replace any critical injury with one of the following effects: the target drops one held unattended object, becomes Flat-Footed until the start of its next turn, or takes a -2-circumstance penalty to its next attack before the end of its next turn.

ATTACKS

Needleblade +7 (agile, finesse, magical) 1d3+5 piercing

Acorn Toss +7 (range 20, thrown, finesse, nonlethal) 1d3

MAGIC

A glimmerwick is an ethereal caster.

CL 2; Spellcraft +6; PP 12

Spells - PP 0 Dancing Lights, Ghost Sound; PP 2 Charm Kind

A glimmerwick also has the following innate magic.

Ethereal Innate Spells DC 16 (+6); PP 2 Self Mirage (at will)

A slain Glimmerwick leaves little behind. Its body fades into dry leaves, moth wings, pale dust and a few pieces of stolen rubbish that may, for reasons only the fey understand, hold great sentimental value. Some rural folk claim that the last light of a Glimmerwick can be trapped in a bottle to guide travellers through cursed woods. Others warn that doing so invites every Glimmerwick in the hills to come looking for the thief.

GOBLIN#

In the shadows of the forest or the depths of caverns unknown, there exists a creature both cunning and craven, known to many as the goblin. These small, maligned beings are more than mere thieves and scavengers. With skin ranging from dark green to gray, their beady eyes glint with a mix of mischief and malevolence. Goblins are nimble, their small stature allowing them to hide and manoeuvre through spaces others cannot. They dress in simple, often ragged clothing that does little to hide their wiry frames. Despite their common depiction as mere nuisances, goblins possess a complex society, filled with hierarchies and roles ranging from warriors and hunters to shamans and chiefs.

Goblins live in tight-knit clans, valuing strength and cunning above all. They are masters of ambush tactics, preferring to strike from the shadows rather than face their foes head-on. This reflects not only their survival instinct but also their deep-seated belief in taking advantage of any situation. Stories and legends tell of goblins' love for shiny objects, leading them to hoard treasures stolen from unwary travellers or unprotected homes.

Goblins are versatile creatures, capable of making their homes in a wide range of environments, though they show a preference for forests, mountains, and underground lairs. They are nocturnal, using the cover of darkness to raid and gather resources. Their social structure is such that each member of the clan has a specific role, ensuring the survival and prosperity of the group. Despite their seemingly selfish nature, goblins are fiercely loyal to their clan, ready to fight to the death to protect it.

GOBLIN WARRIOR

Type Humanoid; Size Small; Ethics Malevolence

Level 1 (EL 1); DC 15

Initiative +20

Speed 20

Senses Darkvision 55’

Languages Low-Tongue, Wargle

ABILITY SCORES

STR 0; CON 2; DEX 3; INT 0; WIS 1; CHA 2

SKILLS

Acrobatics +3, Athletics +3, Climbing +5, Handle Animal +4, Intimidate +4, Perception +2, Stealth +5, Survival +3 Thievery +4

DEFENCE

DB +15 (Base +11; Shield +1; Stat +3); DR 1 (Chest Armour)

Fort +8, Ref +6, Will +1

HP 30

FEATS/SPECIAL

Bravery, Exceptional Training (Stealth), Weapon Finesse

Nimble Escape R; Trigger A creature ends a move action which leaves them adjacent.

The goblin may use the step action.

ATTACKS

Shortsword +3 (agile, finesse, versatile - P) 1d6+3 slashing

Shortbow +3 (deadly, 2-h, quick load, range 60) 1d6 piercing

Unarmed +3 (agile, finesse) 1d3+3 subdual

GOBLIN ELITE

Type Humanoid; Size Small; Ethics Malevolence

Level 4 (EL 3); DC 18

Initiative +25

Speed 20

Senses Darkvision 55’

Languages Low-Tongue, Wargle

ABILITY SCORES

STR 0; CON 2; DEX 4; INT 0; WIS 1; CHA 2

SKILLS

Acrobatics +5, Athletics +3, Climbing +7, Handle Animal +4, Intimidate +5 Perception +4, Stealth +7, Survival +4 Thievery +5

DEFENCE

DB +21 (Base +14; Shield +1; Stat +4); DR 1

Fort +11, Ref +10, Will +4

HP 83

FEATS/SPECIAL

Agile Strikes, Bravery, Exceptional Training (Stealth), Lunge, Power Attack, Weapon Finesse, Weapon Focus (Sword)

Nimble Escape R; Trigger A creature ends a move action which leaves them adjacent.

The goblin may use the step action.

ATTACKS

Shortsword +11 (agile, finesse, versatile - P) 1d6+4 slashing

Shortbow +10 (deadly, 2-h, quick load, range 60) 1d6 piercing

Unarmed +10 (agile, finesse) 1d3+4 subdual

GOLEMS#

Golems, legendary constructs of magic and artifice, are iconic beings, revered for their formidable strength, unwavering loyalty, and mysterious origins. Crafted from a variety of materials, including stone, metal, and clay, golems are brought to life through powerful enchantments and arcane rituals, imbuing them with sentience and purpose.

The creation of golems is a complex and arcane process, requiring a skilled artisan or powerful wizard to craft their bodies and infuse them with magical energy. Golems are often fashioned in the likeness of humanoid forms, though their appearance can vary widely depending on the materials used and the intentions of their creators. Some golems are shaped like towering giants, while others resemble beasts or mythical creatures.

Golems possess incredible strength and resilience, able to withstand blows that would shatter ordinary creatures and carry out tasks of immense labour or combat with ease. They are immune to many forms of magic and possess limited intelligence, allowing them to follow simple commands and instructions from their creators. Some golems are also imbued with special abilities or powers, such as elemental resistance or the ability to cast spells.

GOLEM TYPES

Golems come in many shapes and forms, each crafted from different materials and imbued with unique abilities and powers. Some of the most common types of golems include:

GOLEMGOLEM
Golem TypeLevel
Clay10
Flesh8
Iron14
Stone12
Wood6

CLAY GOLEM

Type Construct; Size Large; Ethics Mindless

Level 10 (EL 8); DC 24

Initiative +15

Speed 20

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 6; CON 6; DEX -1; INT -5; WIS 0; CHA -5

SKILLS

Acrobatics +13, Athletics +20, Perception +14

DEFENCE

DB +26 (Base +20; Other +5; Stat -1; Status +2); DR 8

Fort +15, Ref +8, Will +9; CR 4

HP 255 Immunity acid, alteration, bleeding, disease, doomed, fatigue, mental, paralysis, poison, sickened, stunning soul, subdual, unconscious; Resistance magic, physical Weakness adamantine

FEATS/SPECIAL

Fast Attack, Power Attack, Spell Resilience, Toughness

ATTACKS

Slam +21 (agile, finesse, magical) 2d10+6 bludgeoning

Clay golems stand as imposing figures, their massive frames sculpted from enchanted clay infused with mystical sigils and runes, giving them an otherworldly appearance reminiscent of ancient statues come to life. Each golem bears the marks of its creator's craftsmanship, with intricately carved details adorning its form, from the sinewy muscles and joints to the weathered textures of its surface, as if shaped by the elements over countless centuries. Despite their stoic countenance, their eyes gleam with an otherworldly light, flickering with an inner fire that betrays the magical energies coursing through their earthen veins.

FLESH GOLEM

Type Construct; Size Large; Ethics Mindless

Level 8 (EL 6); DC 22

Initiative -5

Speed 25

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 5; CON 3; DEX -1; INT -5; WIS 0; CHA -5

SKILLS

Acrobatics +10, Athletics +16, Perception +11

DEFENCE

DB +22 (Base +18; Other +4; Stat -1; Status +1); DR 4

Fort +10, Ref +6, Will +7; CR 4

HP 195 Immunity alteration, bleeding, disease, doomed, fatigue, mental, paralysis, poison, sickened, soul, stunning, subdual, unconscious; Resistance magic, physical; Weakness adamantine

FEATS/SPECIAL

Fast Attack, Power Attack, Spell Resilience, Toughness

ATTACKS

Slam +17 (agile, finesse, magical) 2d10+5 bludgeoning

Flesh golems are grotesque amalgamations of stitched-together body parts, their forms a patchwork of flesh and sinew animated by dark and forbidden magic, with each grotesque limb and feature lending an air of horror and unease to their visage. Standing as towering monstrosities, they exude an aura of eerie vitality, their movements jerky and unnatural as if driven by some unseen force, while their eyes, stitched from disparate sources, flicker with a haunting semblance of awareness, hinting at the tortured souls trapped within. Despite their horrific appearance, they possess a primal strength and resilience, their twisted forms capable of rending flesh and crushing bone with relentless ferocity.

IRON GOLEM

Type Construct; Size Large; Ethics Mindless

Level 14 (EL 11); DC 28

Initiative -5

Speed 20

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 8; CON 5; DEX -1; INT -5; WIS 0; CHA -5

SKILLS

Acrobatics +17, Athletics +26, Perception +18

DEFENCE

DB +32 (Base +24; Other +7; Stat -1; Status +2); DR 12

Fort +18, Ref +12, Will +13; CR 4

HP 313 Immunity alteration, bleeding, disease, doomed, fatigue, mental, paralysis, poison, sickened, soul, stunning, subdual, unconscious; Resistance magic, physical; Weakness acid, adamantine

FEATS/SPECIAL

Combat Reflexes, Penetrating Strikes (slam), Power Attack, Spell Resilience, Toughness

Iron Golem Breath 2 AP (arcane, poison, save, soul)

Frequency 1/minute

The golem releases a 15' emanation of poison. All affected creatures must make a basic Fort saving throw to avoid 4d10 poison damage.

The poison lingers after the initial round. Any creature that initially takes damage from the poison must make a saving throw at the beginning of each of their turns or suffer the same damage again. This continues for 4 rounds or until the target takes no damage from the poison.

ATTACKS

Slam +29 (agile, finesse, magical) 3d10+10 bludgeoning

Iron golems are imposing constructs forged from enchanted metal, their towering frames gleaming with a metallic sheen that reflects the flickering light of arcane energies coursing through their veins. Each golem is a testament to the skill of its creator, its form sculpted with intricate details and embellishments, from the riveted plates of its armour to the etched runes that adorn its surface, imbuing it with an aura of ancient power and mystique. Despite their heavy construction, iron golems move with a surprising agility, their joints gliding smoothly as if lubricated by unseen forces, while their eyes, glowing with an inner fire, gleam with an intelligence that belies their mechanical origins.

STONE GOLEM

Type Construct; Size Large; Ethics Mindless

Level 12 (EL 9); DC 26

Initiative -5

Speed 20

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 7; CON 4; DEX -1; INT -5; WIS 0; CHA -5

SKILLS

Acrobatics +15, Athletics +23, Perception +16

DEFENCE

DB +29 (Base +22; Other +6; Stat -1; Status +2); DR 9

Fort +15, Ref +10, Will +11; CR 4

HP 267 Immunity acid, alteration, bleeding, disease, doomed, fatigue, mental, paralysis, poison, sickened, soul, stunning, subdual, unconscious; Resistance magic, physical; Weakness cold, cold iron

FEATS/SPECIAL

Penetrating Strikes (slam), Power Attack, Spell Resilience, Toughness

Stone Golem Breath 2 AP (alteration, arcane, save)

Frequency 1/min

The golem releases a 15' pulsing emanation of energy. All affected targets must make a Fortitude save with the following results:

Success the target is unaffected

Failure the target is Slowed 1 for 1 minute

Fumble the target is Slowed 2 for 1 minute

Blunder the target is Slowed 2 for 1 hour

ATTACKS

Slam +25 (agile, finesse, magical) 3d10+7 bludgeoning

Stone golems are colossal constructs hewn from solid rock, their massive forms towering over the landscape like ancient monoliths, with every chiselled detail and weathered crevice hinting at the passage of eons. Each golem bears the weight of ages upon its rugged shoulders, its surface adorned with the scars of countless battles and the patina of time, while its stoic countenance exudes an aura of timeless strength and resilience. Despite their imposing stature, stone golems move with a surprising grace, their massive limbs shifting with a fluidity that belies their massive bulk, while their eyes, carved from precious gemstones, gleam with an inner light that speaks of the elemental forces that animate them.

WOOD GOLEM

Type Construct; Size Medium; Ethics Mindless

Level 6 (EL 4); DC 20

Initiative +20

Speed 25

Senses Darkvision 50’, Nightvision 100’

ABILITY SCORES

STR 5; CON 3; DEX 4; INT -5; WIS 0; CHA -5

SKILLS

Acrobatics +13, Athletics +14, Perception +9

DEFENCE

DB +24 (Base +16; Other +3; Stat +4; Status +1); DR 4

Fort +8, Ref +9, Will +5; CR 4

HP 145 Immunity alteration, bleeding, disease, doomed, fatigue, mental, paralysis, poison, sickened, soul, stunning, subdual, unconscious; Resistance magic, physical; Weakness adamantine, fire

FEATS/SPECIAL

Spell Resilience, Toughness

ATTACKS

Slam +14 (agile, finesse, magical) 2d8+5 bludgeoning

Wood golems are sentient constructs crafted from enchanted timber, each limb hewn from ancient trees and brought to life through ancient rituals, their forms bearing the natural grain and texture of living wood. These golems stand tall and proud, their frames adorned with intricate carvings and etchings that weave tales of the forests from which they were born, while their eyes, gleaming with an otherworldly light, betray a quiet intelligence and wisdom. Despite their serene countenance, wood golems possess a latent strength and vitality, their movements fluid and graceful as if guided by the gentle sway of branches in the wind.

GORGON#

In the shrouded mists of ancient forests and the deepest, unexplored caverns, there lurks a creature of legend and dread—the Gorgon. This entity, often mistaken for the medusa of myth, is a being of metallic might and fearsome presence. Unlike its serpentine counterpart, the Gorgon is a beast wrought from living metal, with a bull-like form that walks the thin line between the natural and the supernatural. Its breath is a noxious cloud capable of petrifying those unfortunate enough to inhale it, turning flesh to stone with a mere whisper of its power. The clank of its hooves echoes like the tolling of a funeral bell, a herald of doom for those caught in its path.

The Gorgon is a formidable quadruped, its body covered in a sheen of dark, reflective metal that seems impervious to ordinary weapons. Its eyes, glowing with an eerie light, are the only part of its form that betrays a semblance of life in its otherwise inanimate exterior. The creature's massive horns are capable of goring through the strongest armour, and its hooves leave dents in solid stone as it moves. Despite its metallic nature, the Gorgon is a living creature, with a breath that is its most feared weapon—a cloud of gas that petrifies all living things.

The Gorgon is a solitary creature, rarely seen and even more rarely survived. Legends tell of its guardianship over ancient treasures and forbidden realms, places where the natural laws bend and where great power can be found. To encounter a Gorgon is to face a test—one of courage, wits, and strength. They are often seen as omens of significant change or protectors of sacred places, embodying the boundary between the mortal world and the untamed forces of magic and nature.

Gorgons prefer isolated, wild places far from the prying eyes of civilization. Dense forests, mountainous regions with heavy fog, and subterranean caverns serve as their homes, allowing them to blend into the shadows and strike without warning.

GORGON

Type Beast; Size Large; Ethics Animal

Level 10 (EL 9); DC 24

Initiative +40

Speed 30

Senses Darkvision 60’, Nightvision 120’ Scent 30’

ABILITY SCORES

STR 8; CON 6; DEX 3; INT -3; WIS 5; CHA 1

SKILLS

Acrobatics +17, Athletics +22, Climbing +17, Intimidate +11 Mental Focus +19, Perception +19, Sense Motive +15 Stealth +17 Survival +19

DEFENCE

DB +30 (Base +20; Other +5; Stat +3; Status +2); DR 8

Fort +25, Ref +18, Will +16; CR 2

HP 235; Immunity bleeding, paralysis, petrification, poison; Resistance mundane, physical; Weakness adamantine

FEATS/SPECIAL

Great Fortitude, Iron Will, Powerful Charge, Toughness I, Trample

Petrifying Breath 2 AP (alteration, earth, focus, save, verdant) The gorgon breathes a cone of petrifying gas in a 60-foot cone. All creatures affected by the cone must make a fortitude save with the following results:

Critical the target is unaffected

Success the targets body stiffens slightly and causes them to become slowed 1 for 1 round.

Partial the target become petrified for 1 minute. It can attempt a new save at the end of each of its turns, applying the new results immediately (even if they are worse).

Failure the target becomes petrified for 1 minute.

Fumble the target becomes petrified permanently.

Using the breath weapon costs the gorgon 10 PP.

ATTACKS

Gore +23 (finesse, magical) 2d10+8 piercing

Hoof +23 (agile, finesse, magical) 2d8+8 bludgeoning

MAGIC

A Gorgon is a verdant innate caster.

Verdant Innate Spells DC 26 (+16); PP 4 Darkness; PP 2 Cancel Magic, Obscuring Mist.

The Gorgon, with its blend of physical might and magical terror, serves as a guardian of the thresholds between worlds, a challenge for the most daring adventurers, and a reminder of the ancient and untamed magic that flows through the land.

GRYPHON#

In the soaring peaks and the majestic valleys of the world, the Gryphon stands as a symbol of majesty, strength, and the unbridled spirit of freedom. A creature of noble bearing, the Gryphon combines the fierce prowess of a lion with the grace and agility of an eagle. This magnificent beast is revered across lands and cultures, not just for its formidable presence in battle, but also as a guardian of sacred sites and a protector of the natural order. With feathers that shimmer like the sun's own rays and a roar that echoes the thunder, the Gryphon commands respect from all who cross its path.

The Gryphon possesses the head, wings, and talons of an eagle, seamlessly blended with the body, tail, and strength of a lion. This dual nature grants it unparalleled agility in the air and fearsome power on land. Gryphons are known for their keen eyesight, able to spot prey or intruders from great distances. They are monogamous creatures, forming lifelong bonds with their mates, and are highly protective of their offspring and territory.

Gryphons are often seen as the embodiment of valour and nobility. Many cultures revere them as symbols of divine protection, believing them to be chosen by the gods to guard treasures and secrets not meant for the mortal world. Gryphons, with their keen sense of justice and unyielding courage, are frequently depicted alongside heroes and warriors, serving as loyal companions in epic quests and battles.

Preferring the solitude and majesty of high altitudes, Gryphons make their nests atop towering mountains or in the crags of inaccessible cliffs. These locations allow them to survey their domain with ease and take to the skies with the slightest effort, soaring through the clouds in search of food or challenge.

GRYPHON

Type Beast; Size Large; Ethics Animal

Level 6 (EL 4); DC 20

Initiative +20

Speed 25; Fly 60

Senses Darkvision 55’, Nightvision 110’, Scent 30’

ABILITY SCORES

STR 4; CON 3; DEX 3; INT -2; WIS 1; CHA 0

SKILLS

Acrobatics +9, Athletics +10, Perception +8, Stealth +8 Survival +6

DEFENCE

DB +23 (Base +16; Other +3; Stat +3; Status +1)

Fort +16, Ref +14, Will +8

HP 143

FEATS/SPECIAL

Flyby Attack, Hauler, Iron Will, Keen Senses, Pouncing Assault

ATTACKS

Bite +13 (finesse, magical) 2d10+4 piercing

Claw +13 (agile, finesse, magical, versatile - p) 2d8+4 slashing

Wing +13 (finesse, magical) 2d10+6 bludgeoning

The Gryphon, a creature of the air and the land, symbolizes the union of two realms. It is not only a fierce combatant but also a wise and noble beast, offering its strength and wisdom to those who prove themselves worthy of its partnership.

HAGS#

In the whispered tales of night and shadow, hags have long held a place of fear and fascination. These ancient beings, as old as the darkest forests and as timeless as the deepest fears of humankind, exist at the fringes of the known world and the boundaries of the natural and supernatural realms. Hags embody the essence of the untamed and the unnatural, living embodiments of the dark side of folklore and myth.

A hag's appearance is as varied as the nightmares that spawn them, yet all share a common thread of terror. From gnarled limbs and twisted bodies to eyes that gleam with malevolence, a hag's form speaks to their place in the world as creatures of curse and despair. Their lairs are found in places of power or desolation—deep within ancient forests, at the heart of frozen wastelands, or amidst the miasmic vapours of forgotten swamps—each a reflection of the hag's nature and the dark magic they wield.

HAG TYPES

Each type of hag represents a unique aspect of this dark tapestry, ranging from the swamps to the frozen wastelands, offering diverse challenges and dark lore to any who dare cross them.

HAGHAG
Hag TypeLevel
Blightborn13
Eclipse15
Frostsnarl11
Marshlight9
Shadowthorn7

Despite their fearsome reputation, hags are not mere brutes. They are cunning and intelligent, possessing knowledge and magical powers that predate the oldest elven kingdoms. Their schemes are complex and far-reaching, often involving the manipulation of other creatures or the twisting of fate itself. Hags bargain with desperate souls, offering gifts with dire consequences, and weave spells that bring forth the deepest despair and destruction.

BLIGHTBORN

Type Fey; Size Large; Ethics Nihilism

Level 13 (EL 13); DC 27

Initiative +20

Speed 30; Swim 25

Senses Nightvision 120’, Blight Sense 40’

Languages Abyssal, Aelvish, Low Tongue, Nefari, Thanatos

ABILITY SCORES

STR 5; CON 5; DEX 2; INT 3; WIS 2; CHA 5

SKILLS

Acrobatics +17, Athletics +20, Climbing +17, Culture +17, Deception +19, Medicine +16, Meditation +16, Occultism +17, Perception +16, Power Manip +17, Sense Motive +16 Stealth +16, Survival +16

DEFENCE

DB +26 (Base +16; Other +6; Stat +2; Status +2); DR 4

Fort +20, Ref +21, Will +21; CR 1

HP 208 Immunity disease, essence, poison Resistance mundane; Weakness cold iron

FEATS/SPECIAL

Aura of Decay, Combat Casting, Good Healer, Great Fortitude, Silver Tongue

Necrotic Spew 2 AP (disease, ethereal, focus, save, soul)

The hag breathes a 30 foot  cone of putrid disease that inflicts 13d8 negative damage. Any targets must make a basic Reflex save to avoid damage.

ATTACKS

Slam +17 (agile, finesse, magical) 2d10+5 bludgeoning

Corrupted Staff +17 (magical, trip) 2d10+5 bludgeoning plus 2d6 essence

Vile Touch +17 (agile, finesse, magical) 2d8+5 poison

MAGIC

A Blightborn Hag is an ethereal caster.

CL 13; Spellcraft +18; PP 57

Spells - 4 x Cantrips, 14 additional spells (max PP 12).

Born from the desolation of blighted lands, where life struggles to hold its ground, the Blightborn Hag is a herald of decay and desecration. Her form is a grotesque mockery of life, with skin that weeps pus and eyes that burn with a hatred for all things living. She spreads disease and blight wherever she walks, delighting in the corruption of the natural world and the suffering of those who inhabit it.

ECLIPSE

Type Fey; Size Large; Ethics Anarchy

Level 15 (EL 19); DC 29

Initiative +25

Speed 30; Fly 20

Senses Darkvision 60’, Nightvision 120’

Languages Abyssal, Aelvish, Aklo, High Tongue, Low Tongue, Nefari

ABILITY SCORES

STR 5; CON 5; DEX 3; INT 4; WIS 2; CHA 7

SKILLS

Acrobatics +21, Athletics +23, Climbing +21, Culture +22, Deception +25, Medicine +20, Meditation +20, Occultism +22, Perception +20, Planes +22, Power Manip +22 Sense Motive +20, Stealth +20, Survival +19

DEFENCE

DB +30 (Base +17; Other +7; Stat +3; Status +3); DR 6

Fort +22, Ref +24, Will +23; CR 2

HP 190 Immunity cold, disease, mental, poison Resistance mundane; Weakness cold iron, essence

FEATS/SPECIAL

Accurate Spell, Combat Casting, Extend Spell, Good Healer, Great Fortitude, Heighten Spell, Souldrinker, Telepathy

Shifting Aura (alteration, aura, ethereal, save) The Hag emanates a 30 feet radius that repels or immobilises creatures. Any creature that begins its turn, or that enters the radius of the aura must make a Will save with the following results:

Critical the target is unaffected.

Success the area is treated as difficult terrain until the beginning of the targets next turn.

Failure the target cannot move towards the hag for the rest of their turn.

Fumble the target is immobilised until the beginning of their next turn.

ATTACKS

Slam +19 (agile, finesse, magical) 2d10+5 bludgeoning

Eclipse Touch+19 (agile, finesse, magical) 2d12+5 cold

MAGIC

An Eclipse Hag is an ethereal caster.

CL 15; Spellcraft +22; PP 67

Spells - 4 x Cantrips, 16 additional spells (max PP 14).

An Eclipse Hag also has a selection of innate magic.

Ethereal Innate Spells DC 32 (+22); PP 20 Timestop (1/minute); PP 14 True Seeing (constant), Umbral Blast; PP 6 Haste (at will), Slow (at will); PP 2 Magic Missile (at will), Self Mirage (at will).

The Eclipse Hag represents a force of nature, a being of cosmic power that challenges not just the physical might of adventurers but their understanding of the universe and their place within it. Encounters with her are rare, transformative events that can change the course of destinies and are remembered as much for the trials they present as for the rewards they offer. She is a reminder that in the vastness of the cosmos, there are powers and mysteries that transcend the ordinary, beckoning the brave to explore the very limits of possibility.

FROSTSNARL

Type Fey; Size Medium; Ethics Malevolence

Level 11 (EL 11); DC 25

Initiative +25

Speed 30

Senses Darkvision 60’, Nightvision 120’

Languages Abyssal, Aelvish, Low Tongue, Nefari

ABILITY SCORES

STR 3; CON 6; DEX 3; INT 2; WIS 2; CHA 4

SKILLS

Acrobatics +16, Athletics +16, Climbing +16, Deception +17, Medicine +15, Meditation +15, Mental Focus +14 Occultism +14, Perception +14, Power Manip +14 Sense Motive +14, Stealth +15, Survival +14

DEFENCE

DB +25 (Base +15; Other +5; Stat +3; Status +2); DR 6

Fort +19, Ref +20, Will +19; CR 1

HP 177 Immunity cold, disease, poison; Resistance mundane Weakness cold iron, fire, essence

FEATS/SPECIAL

Accurate Spell, Combat Casting, Freezing Aura, Good Healer, Great Fortitude, Heighten Spell, Ice Stride

ATTACKS

Claw +13 (agile, finesse, magical, versatile - p) 1d6+3 slashing plus 1d6 cold

MAGIC

A Frostsnarl Hag is an ethereal caster.

CL 11; Spellcraft +15; PP 48

Spells - 4 x Cantrips, 12 additional spells (max PP 10).

A Frostsnarl Hag also has a selection of innate magic.

Ethereal Innate Spells DC 25 (+15); PP 6 Cold Ball (at will); PP 4 Chill Storm (at will), Cold Bolt (quickened 4d8, at will); PP 2 Self Mirage (at will).

In the heart of the winter lands, where the night seems endless and the cold bites to the bone, the Frostsnarl Hag makes her icy domain. Appearing as an ancient, frost-covered crone, her eyes gleam with the cold light of the aurora. She commands the blizzards and ice, freezing her foes with a mere glance, and surrounds her lair with sculptures of ice that are too lifelike to be mere art.

MARSHLIGHT

Type Fey; Size Medium; Ethics Deception

Level 9 (EL 9); DC 23

Initiative +35

Speed 30; Swim 25

Senses Darkvision 65’, Nightvision 130’

Languages Abyssal, Aelvish, Faechant, Low Tongue, Nefari

ABILITY SCORES

STR 5; CON 2; DEX 4; INT 3; WIS 3; CHA 4

SKILLS

Acrobatics +15, Athletics +16, Climbing +15, Deception +15, Medicine +14, Meditation +14, Mental Focus +14, Occultism +14, Perception +15, Power Manip +13, Sense Motive +13, Stealth +14, Survival +13

DEFENCE

DB +23 (Base +14; Other +4; Stat +4; Status +1); DR 4

Fort +13, Ref +19, Will +18; CR 1

HP 117 Immunity disease, mental, poison; Resistance cold, mundane; Weakness cold iron, fire

FEATS/SPECIAL

Accurate Spell, Brew Potion, Combat Casting, Frightful Aura, Great Fortitude, Heighten Spell, Keen Sense, Silver Tongue

ATTACKS

Claw +13 (agile, finesse, magical, versatile - p) 1d6+6 slashing plus 1d6 poison

MAGIC

A Marshlight Hag is an ethereal caster.

CL 9; Spellcraft +13; PP 40

Spells - 4 x Cantrips, 10 additional spells (max PP 8).

A Marshlight Hag also has a selection of innate magic.

Ethereal Innate Spells DC 23 (+13); PP 8 Gaseous Form, Mirage Terrain; PP 2 Obscuring Mist (at will), Self Mirage (at will)

Dwelling in the mist-covered marshes and boglands, the Marshlight Hag is a sinister creature of decay and poison. With skin like the bark of a rotting tree and eyes that glow with a sickly green light, she lures her victims with illusions of safety or treasures untold. Her lair is draped in the remnants of her victims and the detritus of the swamp, a place where light fears to tread.

SHADOWTHORN

Type Fey; Size Medium; Ethics Exploitation

Level 7 (EL 6); DC 21

Initiative +45

Speed 30

Senses Darkvision 70’, Nightvision 140’

Languages Abyssal, Low Tongue, Nefari, Nyxian

ABILITY SCORES

STR 2; CON 1; DEX 5; INT 2; WIS 4; CHA 4

SKILLS

Acrobatics +14, Athletics +11, Climbing +14, Deception +13, Meditation +13, Mental Focus +12, Occultism +10 Perception +12, Power Manip +10, Sense Motive +12 Stealth +12, Survival +12, Thievery +13

DEFENCE

DB +22 (Base +13; Other +3; Stat +5; Status +1); DR 2

Fort +8, Ref +18, Will +17; CR 1

HP 94 Immunity disease, mental, poison; Resistance mundane; Weakness cold iron

FEATS/SPECIAL

Brew Potion, Combat Casting, Evasion, Practised Killer, Shadow Sense, Stealthy Strike (2d6)

ATTACKS

Claw +11 (agile, finesse, magical, versatile - p) 1d6+2 slashing

MAGIC

A Shadowthorn Hag is an ethereal caster.

CL 7; Spellcraft +11; PP 32

Spells - 4 x Cantrips, 8 additional spells (max PP 6).

A Shadowthorn Hag also has a selection of innate magic.

Ethereal Innate Spells DC 21 (+11); PP 10 Shadow Blast PP 8 Confusion; PP 4 Invisibility (at will); PP 2 Obscuring Mist (at will), Self Mirage (at will)

Veiled in the darkness of the thickest forests, the Shadowthorn Hag is a master of curses and brambles. Her appearance is as gnarled as the ancient trees she dwells among, with thorns protruding from her skin and hair like tangled vines. She whispers to the shadows, calling forth creatures of darkness to do her bidding, and ensnares the unwary with living vines that seem to spring from her very will.

HUANLING#

In the mystical lands to the east, there exists a rare and captivating species of fey known as the Huanling. These enigmatic beings are guardians of ancient secrets and natural wonders, embodying the essence of the elements and the animal kingdom. With their origins steeped in the most venerable of oriental myths, the Huanling are a manifestation of the harmony and balance that governs all life.

The Huanling possess a slender, ethereal form that radiates with an otherworldly glow, their skin adorned with intricate, flowing markings that shift in hue and pattern according to their current form. Standing at an average height similar to that of a human, their most distinguishing feature is their ability to metamorphose into one of five majestic animals, each representing a different aspect of their multifaceted nature:

Tiger Form: Symbolizing strength and courage, their body becomes covered in golden fur with black stripes, eyes gleaming with a fierce determination.

Wolf Form: Representing loyalty and community, they adopt a sleek, silver-grey coat, and their eyes glow with a deep, compassionate intelligence.

Spider Form: Emblematic of patience and creativity, their form shifts into a large, silk-spinning spider, with markings that shimmer like precious stones.

Serpent Form: Signifying wisdom and renewal, they transform into a lithe serpent, scales glistening with the vibrant colours of jade and sapphire.

Eagle Form: Denoting freedom and perspective, their form becomes that of a majestic eagle, feathers a blend of crimson and gold, eyes sharp and discerning.

Huanling are solitary creatures by nature, coming together only during certain celestial events or to protect their sacred territories from desecration. They communicate through a series of melodious sounds that resemble the wind passing through ancient chimes, a language that few have ever learned and understood. Their society is based on mutual respect and the collective guardianship of the natural world, with each Warden tasked with protecting a specific realm of the environment.

HUANLING

Type Fey; Size Medium; Ethics Equilibrium

Level 8 (EL 7); DC 22

Initiative +20

Speed 25

Senses Nightvision140’

Languages Aeolian, Druidic, Faechant, Gaian, High Tongue

ABILITY SCORES

STR 1; CON 2; DEX 5; INT 3; WIS 4; CHA 4

SKILLS

Acrobatics +15, Athletics +11, Climbing +15, Culture +13, Diplomacy +14, Handle Animal +14, Meditation +14 Nature +14, Occultism +13, Perception +85, Sense Motive +75, Stealth +80 Survival +75

DEFENCE

DB +115 (Base +80; Other +5; Stat +25; Status +5)

Fort +50, Ref +95, Will +90

HP 74 (99 in animal form)

FEATS/SPECIAL

Animal Affinity, Keen Senses, Mobility, Natural Casting, Sense Power, Weapon Finesse

Huanling Shifting 3 AP (alteration, ethereal, polymorph)

The Huanling can assume one of its animal forms. When in animal form it can speak normally and is granted a number of natural attacks (see below). Furthermore, each animal form is large in size which does not alter the creatures ability scores but does increase HP by 25.

Finally, each animal form grants the following abilities:

Tiger – Pouncing Assault, Stealthy Strike

Wolf – Monstrous Knockdown, Scent

Spider – Climb 25, Venom (see below)

Serpent - Climb Speed 15, Swim 15, Venom (see below)

Eagle – Fly 60

ATTACKS

Slam (humanoid) +13 (agile, finesse, magical) 1d8+5 bludgeoning

Bite (animal) +13 (finesse, magical) 1d10+5 piercing

Claw (tiger & eagle) +13 (agile, finesse, magical, versatile - p) 1d8+5 slashing

MAGIC

A Huanling is an ethereal caster but casts a selection of ethereal and verdant spells. Due to its magical nature, a Huanling casts all spells as if they were specialist (DC -25).

CL 8; Spellcraft +12; PP 36

Spells - 4 x Cantrips, 10 additional spells (max PP 8).

A Huanling also has the following innate magic.

Ethereal Innate Spells DC 22 (+12); PP 8 Speak with Plants (at will); PP 4 Invisibility (at will); PP 2 Speak with Animals (at will).

Huanling Venom (poison) Any creature that takes damage from the Huanlings bite when it is in spider or serpent form is affected by its venom.

Basic Fort, Duration 6 rounds; Stage 1 2d10 poison damage (1 round); Stage 2 2d10 poison damage (1 round); Stage 3 4d10 poison damage (1 round)

KOBOLD#

Kobolds, often underestimated denizens of the underground, possess an uncanny knack for survival, engineering, and social structure that belies their diminutive stature. Standing barely 2 to 3 feet tall, with scaly skin that ranges from dark rusty brown to a blackish hue, kobolds are reptilian creatures with a dog-like snout and long, tapering tails. Their eyes gleam with the light of their keen intelligence and unwavering loyalty to their tribe.

Kobolds are industrious miners and trap makers, renowned for their ability to turn the most unassuming caverns into fortified strongholds bristling with ingenious traps and narrow tunnels designed to confound and wear down intruders. They worship dragons as divine beings, modelling their societies after draconic hierarchies and often serving powerful dragons as minions or worshippers.

Kobold society is communal and highly organized, centred around the survival and prosperity of the tribe. They are fiercely loyal to their kin, ready to sacrifice themselves for the greater good of their community. This solidarity makes them formidable opponents despite their small size, as they operate efficiently in groups, using guerrilla tactics and their intimate knowledge of their home terrain to their advantage.

Kobolds have a deep-seated belief in strength and cunning, revering those among them who display the greatest intellect or the bravery to lead. Their devotion to dragons manifests in their everyday life, with rituals, totems, and sacrifices made in honour of these majestic creatures. The presence of a real dragon in a kobold tribe is a cause for celebration and elevates the status of the tribe within the kobold society.

KOBOLD SNEAK

Type Humanoid; Size Small; Ethics Malevolence

Level 1 (EL 0); DC 15

Initiative +20

Speed 20

Senses Darkvision 55’

Languages Low-Tongue, Wyrmish

ABILITY SCORES

STR 0; CON 2; DEX 3; INT 1; WIS 1; CHA 1

SKILLS

Acrobatics +6, Athletics +3, Climbing +6, Culture +4, Deception +4, Perception +4, Sense Motive +4, Stealth +6, Thievery +6

DEFENCE

DB +14 (Base +11; Stat +3); DR 1

Fort +5, Ref +9, Will +1

HP 45

FEATS/SPECIAL

Agile Strikes, Mobility, Pack Attack, Stealthy Strike (1d6), Weapon Finesse

ATTACKS

Shortsword +3 (agile, finesse, versatile - P) 1d6+3 slashing

Sling +3 (load 2, spin, range 40) 1d4 bludgeoning

Unarmed +3 (agile, finesse) 1d3+3 subdual

KOBOLD ELITE

Type Humanoid; Size Small; Ethics Malevolence

Level 4 (EL 3); DC 18

Initiative +30

Speed 25

Senses Darkvision 60’

Languages Low-Tongue, Wyrmish

ABILITY SCORES

STR 0; CON 2; DEX 4; INT 1; WIS 1; CHA 1

SKILLS

Acrobatics +10, Athletics +6, Climbing +10, Culture +7, Deception +7, Perception +7, Sense Motive +7, Stealth +10, Thievery +10

DEFENCE

DB +20 (Base +14; Other +2; Stat +4); DR 1

Fort +8, Ref +13, Will +4

HP 85

FEATS/SPECIAL

Agile Strikes, Fleet-Footed, Mobility, Pack Attack, Practised Killer, Stealthy Strike (1d6), Toughness, Weapon Finesse

ATTACKS

Shortsword +9 (agile, finesse, versatile - P) 1d6+4 slashing

Sling +9 (load 2, spin, range 40) 1d4 bludgeoning

Unarmed +9 (agile, finesse) 1d3+4 subdual

KRAKEN#

In the deepest, darkest reaches of the ocean, where the sun's rays fail to penetrate and the pressure crushes the hulls of mortal ships like tin, dwells the kraken. This leviathan of the depths is a terror of the seas, a creature so vast and ancient that many believe it to be a myth—a legend told by sailors to frighten greenhands and entertain jaded veterans. Yet the kraken is very real, an embodiment of the ocean's unfathomable power and mystery.

With tentacles that can span the breadth of a galleon, each covered in suckers strong enough to crush wood and bone alike, the kraken is the ocean's apex predator. Its body is an immense mass of muscle and sinew, capable of dragging entire ships into the abyss without effort. The kraken's eyes, as large and luminous as the moon, reflect a malevolent intelligence, a being that has witnessed centuries pass on the surface world.

Krakens are solitary creatures, with each claiming a vast territory as its own. They are drawn to places of magical power, often making their lairs in ancient, sunken ruins or deep trenches where arcane energies pulse like the heartbeat of the world. The kraken's diet is as varied as the ocean, consisting of giant squid, massive whales, and the unfortunate ship that wanders too close.

KRAKEN

Type Beast; Size Colossal; Ethics Malevolence

Level 20 (EL 20); DC 34

Initiative +45

Speed 10; Swim 40

Senses Darkvision 75’, Nightvision 150’

Languages Aklo, Aqualis, High Tongue, Low Tongue

ABILITY SCORES

STR 10; CON 9; DEX 4; INT 5; WIS 5; CHA 4

SKILLS

Athletics +36, Climbing +30, Intimidate +30, Mental Focus +31, Nature +31, Occultism +31, Perception +31, Stealth +30 Survival +31

DEFENCE

DB +48 (Base +30; Other +10; Stat +4; Status +4); DR 16

Fort +36 Ref +29, Will +24; CR 4

HP 675 Immunity disease, mental, poison; Resistance cold, fire, mundane, physical; Weakness electricity

FEATS/SPECIAL

Combat Awareness, Combat Reflexes, Combat Reflexes Improved, Double Strike, Fast Attack, Frightful Aura, Monstrous Grab, Penetrating Strikes, Power Attack, Swallow, Toughness

ATTACKS

Tentacle +40 (finesse, magical) 4d16+10 bludgeoning

Bite +40 (finesse, magical) 4d20+10 piercing

Be aware can only use bite on grabbed targets.

Constrict 4d16+21 bludgeoning

MAGIC

A Kraken also has the following innate magic.

Verdant Innate Spells DC 39 (+29); PP 20 Storm of Vengeance; PP 14 Dominate (at will – animal only); PP 10 Control Water (at will); PP 8 Line of Acid (at will); PP 6 Crashing Torrent (at will); PP 2 Obscuring Mist (at will)

LICH#

In the annals of dark magic and forbidden knowledge, the lich stands as a testament to the lengths some will go to achieve immortality. These undead sorcerers have forsaken their humanity and earthly ties in exchange for an eternity to pursue their arcane studies and machinations. A lich's appearance is as ghastly as the rituals that birthed it: skeletal, with remnants of decaying flesh clinging to its bones, and eyes that burn with an eldritch light, betraying a malevolent intelligence that transcends death.

The path to lichdom is one of unspeakable horror, involving dark rituals, pacts with fiendish entities, and sacrifices beyond mortal comprehension. At the heart of a lich's power is its phylactery, an object of great significance to the lich, within which it stores its soul. So long as the phylactery remains intact, the lich can never truly be destroyed, its body reforming near the phylactery a short time after being defeated.

Liches are often found in ancient tombs or forgotten temples, surrounded by legions of undead and protected by layers of magical wards and traps. They are scholars of the dark arts, seeking knowledge and power above all else, viewing mortals and the natural cycle of life and death with disdain or indifference.

ARCANE LICH

Type Undead; Size Medium; Ethics Malevolence

Level 15 (EL 21); DC 29

Initiative +55

Speed 25

Senses Darkvision 65’

Languages Abyssal, Aelvish, Aklo, Gantish, High Tongue, Low Tongue, Nefari, Thanatos

ABILITY SCORES

STR 0; CON 3; DEX 4; INT 7; WIS 3; CHA 3

SKILLS

Arcana +27, Culture +27, Deception +18, Linguistics +27, Meditation +23, Mental Focus +23, Occultism +22 Perception +23, Planes +27, Power Manip +27, Religion +18 Sense Motive +18

DEFENCE

DB +31 (Base +17; Other +7; Stat +4; Status +3)

Be aware that DB may be further enhanced by spells such as shield.

Fort +17, Ref +20, Will +23; CR 4

HP 180 Immunity bleed, cold, disease, electricity, paralysis, poison, sleep, soul drain, stunning, subdual; Resistance cold, piercing, slashing

FEATS/SPECIAL

Accurate Spell, Alertness, Altered Cantrip, Ambitious, Arcane Insight, Aura of Power, Brew Potion, Counter Spell, Cultural, Distant Spell, Economic Spell, Eloquence, Empower Spell, Exceptional Training (Perception), Extend Spell, Faultless Casting, Frightful Aura, Heighten Spell, Improved Initiative, Lightning Reflexes, Magical Crafting, Phylactery (see below), Quicken Spell, Reach Spell, Scribe Scroll, Spell Recognition

Paralytic Touch 0 AP (arcane, soul)

Any creature that takes a critical injury from the lich’s bony hand attack must make a Fortitude save. On a failure they are paralyzed for 1 round, on a fumble for 1 minute and on a blunder paralyzed permanently. A target that fumbles or blunders this saving throw also falls prone.

The saving throw to resist this effect is Hard (DC +2) if the critical is Serious and Very Hard (DC +5) if the critical is Deadly.

ATTACKS

Bony Hand +18 (agile, finesse, magical) 2d8+5 bludgeoning plus 2d8 essence

MAGIC

A Lich is an arcane caster favouring soul magic.

CL 15; Spellcraft +22; PP 82

Spells - 4 x Cantrips, 24 additional spells (max PP 16).

THE PHYLACTERY OF THE LICH

A lich's phylactery is a critical component of its existence, as it serves as a vessel for its immortal essence. The process of creating a phylactery is a complex and dark ritual, often requiring the sacrifice of powerful beings or significant amounts of life force. The lich pours its own soul into an object, imbuing it with powerful necromantic magic.

The phylactery can be any object of significance to the lich, typically something difficult to destroy or well-hidden. Common choices include ornate jewellery, ancient artifacts, or even mundane items with sentimental value. The object is usually magically reinforced to withstand damage. The lich binds its soul to the phylactery, creating an unbreakable link between the two. This process ensures that as long as the phylactery remains intact, the lich cannot be permanently killed.

The lich's life force is anchored to the phylactery. When the lich's physical form is destroyed, its essence returns to the phylactery, where it remains until it can reform a new body. Upon the destruction of its physical form, the lich's essence lies dormant within the phylactery for a period of time, typically ranging from days to centuries, depending on the phylactery's power and the lich's own mastery of necromancy. During this time, the lich is effectively "dead" but not truly destroyed.

Once sufficient time has passed, the lich's essence begins to regenerate a new body. This process may involve dark rituals, the consumption of souls, or other nefarious means to rebuild its physical form. While the lich's essence is dormant within the phylactery, the object itself becomes its sole vulnerability. If the phylactery is destroyed, the lich's essence is scattered, rendering it truly dead and unable to return.

Liches take great precautions to safeguard their phylacteries, often employing powerful wards, traps, or guardians to deter would-be destroyers. Some may even hide their phylacteries in alternate dimensions or unreachable places to ensure their immortality. Detecting a lich's phylactery is a daunting task, as they are often cloaked with powerful enchantments to conceal their true nature. Only the most skilled and knowledgeable magic users may be able to uncover its presence.

Destroying a lich's phylactery is no small feat. It often requires specialized knowledge, powerful magic, or rare artifacts. Once the phylactery is destroyed, the lich's immortality is shattered, and it can be permanently killed. However, finding and destroying all of a lich's phylacteries can be a quest of epic proportions, as liches are known to create multiple backups to ensure their survival.

ATTAIN LICHDOM PP 20

EVIL SOUL UTILITY

Tradition arcane, divinity

Cast 10 hours (material, somatic, verbal)

Cost a constructed phylactery, a minimum of two secondary casters.

You transform yourself into a lich. As the spell completes you immediately apply the lich template and bind yourself to your phylactery. The casting of this spell is classed as a Magic Ritual (CRB 245) and is a Very Hard (DC +5) check and requires you to have at least two secondary casters. As the spell completes, before the final Spell Casting Check is made, all secondary casters must make a Fortitude Save as if performing a Sacrifice overcast. Any secondary caster that is killed by this process, grants an additional +1 circumstance bonus to your Spell Casting Check.

LIZARD#

Lizards, in their many forms, are fascinating and diverse creatures found across a wide range of habitats. From the nimble geckos to the camouflaged chameleons and the imposing frilled lizards, these reptiles showcase nature's adaptability and resilience. In the depths of forgotten jungles and ancient ruins, however, legends speak of an enormous ancient lizard, a relic of times long past, embodying the primal power of the earth.

GIANT GECKO

Type Animal; Size Medium; Ethics Animal

Level 1 (EL 1); DC 15

Initiative +45

Speed 30; Climb 30

Senses Nightvision 120’

ABILITY SCORES

STR 2; CON 1; DEX 3; INT -4; WIS 2; CHA -2

SKILLS

Acrobatics +6, Athletics +5, Climbing +5, Perception +5 Stealth +6, Survival +4

DEFENCE

DB +14 (Base +11; Stat +3); DR 2

Fort +9, Ref +11, Will +2

HP 56

FEATS/SPECIAL

Improved Initiative

Uncanny Balance The gecko has an amazing ability to hang onto almost any surface. This grants a +8-circumstance bonus to all Balance (Acrobatics) and Grab an Edge (Climbing) checks.

ATTACKS

Bite +3 (finesse) 1d8+2 piercing

Giant geckos are agile climbers with an uncanny ability to navigate vertical surfaces. Their sticky toe pads and vibrant coloration make them both a marvel and a menace in their native environments. Known for their speed and agility, they are often encountered in dense forests and ancient ruins.

GIANT CHAMELEON

Type Animal; Size Large; Ethics Animal

Level 3 (EL 2); DC 17

Initiative +50

Speed 30; Climb 20

Senses Nightvision 130’

ABILITY SCORES

STR 5; CON 1; DEX 3; INT -4; WIS 3; CHA -2

SKILLS

Acrobatics +8, Athletics +9, Climbing +7, Perception +8 Stealth +8, Survival +7

DEFENCE

DB +17 (Base +13; Other +1; Stat +3); DR 2

Fort +11, Ref +13, Will +5

HP 98

FEATS/SPECIAL

All Round Vision, Improved Initiative

Camouflage The creature can adjust colouration to match the terrain it is currently in. This grants it a +8-circumstance bonus to all Hide (Stealth) checks. Furthermore, it doesn’t need cover to attempt such checks.

ATTACKS

Bite +8 (finesse) 1d10+5 piercing

Tongue +8 (agile, reach 15) grab only

Giant geckos are agile climbers with an uncanny ability to navigate vertical surfaces. Their sticky toe pads and vibrant coloration make them both a marvel and a menace in their native environments. Known for their speed and agility, they are often encountered in dense forests and ancient ruins.

GIANT FRILLED LIZARD

Type Animal; Size Large; Ethics Animal

Level 5 (EL 3); DC 19

Initiative +40

Speed 30; Climb 30

Senses Nightvision 120’, Scent 40’

ABILITY SCORES

STR 5; CON 4; DEX 2; INT -4; WIS 2; CHA 0

SKILLS

Acrobatics +8, Athletics +12, Climbing +8, Perception +9, Stealth +8, Survival +8

DEFENCE

DB +20 (Base +15; Other +2, Stat +2; Status +1); DR 2

Fort +18, Ref +14, Will +8

HP 135

FEATS/SPECIAL

Great Fortitude, Improved Initiative, Iron Will

Frill Display 1 AP (auditory fear, visual) The lizard can flare its frills to intimidate. All creatures within 30 feet must make a level base Will save becoming frightened 2 on a failure or frightened 3 on a fumble. Any targets are then immune to this display for 1 minute.

ATTACKS

Bite +10 (finesse) 1d10+5 piercing

Tail +10 (agile, finesse, reach 15) 1d10+5 bludgeoning

Giant frilled lizards are known for their intimidating displays, using their large frills to ward off threats. These reptiles are highly territorial and can be aggressive when provoked. Their ability to run on two legs for short bursts makes them formidable ambush predators.

TERRADON

Type Animal; Size Gargantuan; Ethics Animal

Level 14 (EL 10); DC 28

Initiative +35

Speed 40; Climb 30

Senses Nightvision 140’, Scent 45’

ABILITY SCORES

STR 10; CON 7; DEX -1; INT -4; WIS 4; CHA 0

SKILLS

Acrobatics +17, Athletics +28, Climbing +17, Perception +22, Stealth +17, Survival +22

DEFENCE

DB +32 (Base +24; Other +7; Stat -1; Status +2); DR 8

Fort +30, Ref +20, Will +19

HP 373

FEATS/SPECIAL

Great Fortitude, Improved Initiative, Iron Will, Swallow

Earthquake Stomp 2 AP (save) The lizard can stomps the ground causing a localized earthquake. All creatures within 30 feet must make a basic Reflex save or be knocked prone and take 4d8+10 bludgeoning damage.

ATTACKS

Bite +27 (finesse) 2d16+10 piercing

Claw +27 (agile, finesse, versatile - p) 2d12+10 slashing

Tail +27 (agile, finesse) 2d16+10 bludgeoning

The Terradon is an awe-inspiring relic of ancient times, a colossal lizard that roams the deepest jungles and the most secluded valleys. Known for its immense size and primordial power, this ancient creature is a symbol of nature's enduring might. Legends say that the Terradon possesses wisdom as deep as the earth itself, and it is both feared and revered by those who dwell within its domain.

LUSTRIAN#

In the deep, uncharted jungles of the world, where the canopy intertwines to hide the sky, the Lustrians thrive. Born of an ancient, mystical pact between the land and its primeval forces, these lizardfolk embody the ferocity and resilience of nature itself. Their scales shimmer with the vibrant hues of their environment, allowing them to blend seamlessly into the underbrush. Tales speak of their cities, built atop towering ziggurats and hidden from the prying eyes of outsiders, where they live in harmony with the jungle's untamed spirit.

Lustrians possess a powerful, agile build, standing on average at about 7 feet tall. Their skin is a tapestry of green, brown, and sometimes vibrant blue scales, providing excellent camouflage. Sharp, retractable claws and a set of strong jaws filled with pointed teeth make them formidable hunters. Their eyes, wide and alert, gleam with a range of colours usually reflecting their mood or intentions, and they have a long, muscular tail that aids in balance and swimming.

Lustrians are deeply spiritual, worshiping the forces of nature as deities. Their society is hierarchical, organized around a caste system. Warriors and hunters occupy a high status, protecting their kind from threats and procuring food. Priests and shamans guide them spiritually, interpreting the will of the gods and nature. Artisans and builders contribute by crafting tools, weapons, and constructing their remarkable ziggurat homes.

Lustrians are found in dense jungles and swamps, preferring environments where they can use their natural abilities to their advantage. They are skilled swimmers, often establishing their homes near rivers or lakes, which serve as natural defences and sources of sustenance.

LUSTRIAN BRAVE

Type Humanoid; Size Medium; Ethics Malevolence

Level 2 (EL 1); DC 16

Initiative +20

Speed 25; Swim 15

Languages Wyrmish

ABILITY SCORES

STR 3; CON 2; DEX 2; INT -1; WIS 2; CHA 0

SKILLS

Acrobatics +4, Athletics +6, Climbing +5, Perception +3, Survival +5

DEFENCE

DB +16 (Base +12; Other +1; Shield +1; Stat +2); DR 2

Fort +9, Ref +6, Will +3

HP 79

FEATS/SPECIAL

Bravery, Combat Reflexes, Hold Breath, Sure Footed, Toughness

ATTACKS

Bite +6 (finesse) 1d8+3 piercing

Club +6/+4 (thrown 10) 1d5+3 bludgeoning

Long Spear +5 (reach) 1d8+4 piercing

Javelin +4 (thrown 30) 1d6+2 piercing

Unarmed +6 (agile, finesse) 1d4+3 subdual

LUSTRIAN KHRISSK

Type Humanoid; Size Medium; Ethics Malevolence

Level 6 (EL 6); DC 20

Initiative +20

Speed 25; Swim 15

Languages Low Tongue, Wyrmish

ABILITY SCORES

STR 3; CON 3; DEX 2; INT 0; WIS 2; CHA 0

SKILLS

Acrobatics +9, Athletics +9, Climbing +8, Handle Animal +7, Nature +11, Perception +11, Stealth +11, Survival +11

DEFENCE

DB +22 (Base +16; Other +3; Stat +2; Status +1); DR 4

Fort +16, Ref +13, Will +9

HP 133

FEATS/SPECIAL

Aura of Power, Bravery, Combat Reflexes, Favoured Terrain, Great Fortitude, Hold Breath, Hunt Prey, Hunter’s Method, Iron Will, Skirmish, Stealthy Strike, Sure Footed, Thief, Toughness, Trap Finder

ATTACKS

Battle Axe +12 (AR 2, hand & half, sweep) 2d8+3 slashing

Bite +12 (finesse) 2d6+3 piercing

Long Spear +12 (reach) 2d8+4 piercing

Composite Shortbow +11 (AR 2, deadly, propulsive, quick load, range 60) 2d6+2 piercing

Unarmed +12 (agile, finesse) 2d4+3 subdual

MAGIC

A Lustrian Khrissk is a verdant caster.

CL 3; Spellcraft +6; PP 15

Spells - 4 spells (max PP 4)

LYCANTHROPE#

Lycanthropes, beings cursed or blessed by the moon's mystical energies, walk the boundary between human and beast. This ancient affliction, often seen as a disease or a powerful gift, transforms its bearers under the moon's full embrace, granting them the form and ferocity of a specific animal. While wolves are the most recognized form of lycanthropy, tales whisper of bear, rat, boar, and even more exotic animal transformations, each with its unique traits and abilities. By day, they may walk among society unnoticed, but by night, their true nature is revealed under the moon's glow.

In their human form, lycanthropes can be indistinguishable from ordinary individuals, but subtle signs might betray their nature: unusually sharp eyes, a hint of restlessness, and sometimes animalistic traits in their demeanour or appearance. In their beast form, they embody the apex of their animal's characteristics, standing larger, stronger, and more fearsome than any natural counterpart. Their hybrid form, a terrifying blend of human and animal, showcases their strength and agility, making them formidable adversaries.

Lycanthropes often live on the fringes of society, forming close-knit packs or clans that operate under strict hierarchies mirroring their animalistic counterparts. These groups serve multiple purposes: providing a sense of belonging, controlling their transformation through rituals and discipline, and sometimes, depending on their nature, protecting or preying upon the communities around them.

The origin of lycanthropy is shrouded in mystery, with some legends tracing it back to ancient curses, divine punishments, or blessings for forgotten pacts. Each lycanthrope carries within them the dual essence of man and beast, a constant battle that defines their existence. Their affliction can be passed down by blood or through the bite, marking the beginning of a life forever changed by the lunar cycle.

Lycanthropes adapt to a wide range of environments, depending on their animal form. Forests, mountains, swamps, and urban alleys can all serve as homes to these creatures. They choose territories that allow them to hunt, roam, and live relatively undisturbed, often avoiding places heavily influenced by silver, a substance that weakens and harms them.

The behaviour of lycanthropes varies significantly with their type and the cycle of the moon. While they might maintain control over their transformations with time and practice, the full moon always calls forth their beast form. Some seek isolation during these times, while others embrace their nature, hunting in packs or causing mayhem.

LYCANTHROPE TYPES

Lycanthropes come in various forms, each connected to a specific animal and manifesting unique abilities that reflect their beastly counterparts.

Werebats add an eerie, nocturnal element to the realm of lycanthropes, embodying the silent whisper of wings in the night. These creatures blend the acute sensory perception of bats with humanoid cunning, making them exceptional scouts and spies in the dark.

Werebears represent strength and resilience, slower to anger than their kin but unstoppable once provoked, with a formidable presence that commands the battlefield.

Wereboars are known for their sheer brutality and tough hide, charging into battle with reckless abandon and shaking off blows that would fell lesser creatures.

Werecats, weave agility and mystique into the tapestry of lycanthropy, embodying the grace and lethal precision of the wild feline. These creatures are as varied as the cat family itself, ranging from the stealthy, shadow-lurking werepanthers to the majestic, authoritative werelions. Werecats are known for their exceptional agility, keen senses, and an uncanny ability to land on their feet, both literally and metaphorically.

Wererats, cunning and agile, thrive in the shadows of urban environments, using their intelligence and numbers to overwhelm foes and control the underworld.

Wereravens, a rare sight, blend intelligence with the power of flight, offering them unique perspectives and abilities, often seen as omens or guardians of ancient secrets.

Werewolves, the most iconic among lycanthropes, are fierce and powerful, embodying the wolf's pack instincts and ferocity, making them formidable opponents who excel in teamwork and possess enhanced senses.

LYCANTHROPELYCANTHROPE
Lycanthrope TypeLevel
Werebat3
Werebear6
Wereboar5
Werecat8
Wererat2
Wereraven7
Werewolf4

LYCANTHROPE STAT-BLOCKS

The below stat-blocks assume that the lycanthrope is in either hybrid or animal form. When in normal humanoid form, a lycanthrope loses many of its forms abilities and any shape specific natural attacks (such as bite and claw).

Lycanthropes also have a number of generic abilities. These abilities are detailed below.

ANIMAL EMPATHY

INSIGHT VERDANT

A lycanthrope can communicate with any creature of its animal type.

LUNA FRENZY

ALTERATION POLYMORPH VERDANT

When a luna cycle reaches that of the full moon, a lycanthrope undergoes a severe change. The lycanthrope is forced to enter its hybrid form becomes an instinctive hunter, an apex predator. When Luna Frenzy takes hold, he lycanthrope gains the following modifiers:

Its size increases by one step.

Its Intelligence gains a -5 racial penalty (min -5).

It gains the confused condition.

It is considered to be raging and gains all such modifiers (CRB page 87).

Luna Frenzy can be delayed by making a Very Easy (DC -5) level based Mental Focus check. A Critical delays the change for 1 hour and a Success for 10 minutes. If the initial delay is successful, further attempts may be made to delay, each time the degree of difficulty increases by one step.

Once Luna Frenzy is entered, it can only stop when the full moon comes to an end.

LYCANTHROPIC CURSE

CURSE SOUL VERDANT

Any humanoid creature that suffers bleed damage from one of the lycanthropes natural attacks must make a Success on a Fortitude Save to avoid becoming infected with lycanthropy. The curse does not manifest until the next full moon, upon which the infected creature is subjected to Luna Frenzy (see below).

SHIFT FORM

ALTERATION CONCENTRATE POLYMORPH VERDANT

The lycanthrope may shift between forms one step at a time. This allows the lycanthrope to change from humanoid to hybrid, hybrid to animal, animal to hybrid or hybrid to humanoid. To determine how long it takes to change form, an Easy (DC -2) level-based Meditation check must be made with the following results:

Critical It takes 1 AP to shift form.

Success It takes 2 AP to shift form.

Partial It takes 3 AP to shift form.

Failure The lycanthrope expends 3 AP and does not change form. It may try again on its next turn.

Fumble As partial but upon completion of the change, the lycanthrope enters a Luna Frenzy (see below).

WEREBAT

Type Humanoid; Size Medium; Ethics Exploitation

Level 3 (EL 3); DC 17

Initiative +35

Speed 25; Fly 25

Senses Nightvision 130’, Echolocation 130’

Languages High Tongue, Low Tongue, Mesnic

ABILITY SCORES

STR 3; CON 3; DEX 4; INT 1; WIS 3; CHA -1

SKILLS

Acrobatics +9, Athletics +8, Climbing +9, Culture +6, Deception +4 Meditation +8, Perception +8, Sense Motive +8, Stealth +8, Survival +7, Thievery +8

DEFENCE

DB +18 (Base +13; Other +1; Stat +4); DR 1

Fort +10, Ref +14, Will +5

HP 78; Resistance physical; Weakness silver

FEATS/SPECIAL

Animal Empathy, Exceptional Training (Meditation),Great Fortitude, Lightning Reflexes, Luna Frenzy, Lycanthropic Curse, Mobility, Shift Form, Stealthy Strike, Weapon Finesse

ATTACKS

Bite +7 (finesse) 1d8+4 piercing

Wing +7 (finesse, reach) 1d6+4 bludgeoning

Dagger +7 (agile, finesse, thrown 10, versatile - s) 1d4+4 piercing

WEREBEAR

Type Humanoid; Size Large; Ethics Benevolence

Level 6 (EL 5); DC 20

Initiative +20

Speed 30

Senses Nightvision 120’, Scent 35’

Languages High Tongue, Low Tongue

ABILITY SCORES

STR 5; CON 4; DEX 2; INT 1; WIS 2; CHA -1

SKILLS

Acrobatics +4, Athletics +14, Climbing +10, Intimidate +7, Meditation +11, Perception +8, Survival +11

DEFENCE

DB +22 (Base +16; Other +3; Stat +2 Status +1); DR 2

Fort +17, Ref +10, Will +9

HP 159 Resistance physical; Weakness silver

FEATS/SPECIAL

Animal Empathy, Cleave, Combat Reflexes, Exceptional Training (Meditation), Great Fortitude, Iron Will, Luna Frenzy, Lycanthropic Curse, Monstrous Grab, Power Attack, Shift Form, Toughness

ATTACKS

Bite +14 (finesse) 2d10+5 piercing

Claw +14 (agile, finesse, versatile - p) 2d8+5 slashing

Greataxe +14 (AR 2, sweep) 2d12+5 slashing

Handaxe +14/+11 (agile, sweep, thrown 10) 2d6+5 slashing

WEREBOAR

Type Humanoid; Size Medium; Ethics Anarchy

Level 4 (EL 3); DC 18

Initiative +20

Speed 30

Senses Nightvision 130’, Scent 40’

Languages High Tongue, Low Tongue, Mesnic

ABILITY SCORES

STR 3; CON 4; DEX 1; INT 0; WIS 3; CHA -1

SKILLS

Acrobatics +4, Athletics +9, Climbing +4, Culture +3, Intimidate +5, Meditation +9, Perception +7, Survival +8

DEFENCE

DB +17 (Base +14; Other +2; Stat +1); DR 1

Fort +15, Ref +7, Will +6

HP 70 Resistance physical; Weakness silver

FEATS/SPECIAL

Animal Empathy, Combat Reflexes, Diehard, Exceptional Training (Meditation), Great Fortitude, Luna Frenzy, Lycanthropic Curse, Powerful Charge, Shift Form, Sudden Charge, Toughness

ATTACKS

Gore +9 (finesse) 1d8+3 piercing

Pick +9 (AR 1 Might +2) 1d6+3 piercing

Javelin +7 (thrown 30) 1d6+3 piercing

WERECAT

Type Humanoid; Size Medium; Ethics Ambition

Level 8 (EL 6); DC 22

Initiative +60

Speed 35

Senses Nightvision 140’, Scent 45’

Languages Low Tongue, Mesnic

ABILITY SCORES

STR 4; CON 3; DEX 4; INT 0; WIS 4; CHA -2

SKILLS

Acrobatics +15, Athletics +15, Climbing +15, Culture +5, Deception +9, Meditation +15, Perception +15 Sense Motive +15, Stealth +15, Survival +12, Thievery +13

DEFENCE

DB +28 (Base +18; Dodge +1; Other +4; Stat +4; Status +1) DR 2

Fort +13, Ref +17, Will +11

HP 133 Resistance physical; Weakness silver

FEATS/SPECIAL

Animal Empathy, Cats Landing, Evasion, Exceptional Training (Meditation), Luna Frenzy, Improved Initiative, Instinctive Defence, Lycanthropic Curse, Mobility, Pouncing Assault, Shift Form, Stealthy Strike (2d6), Survey Wildlife

ATTACKS

Bite +14 (finesse) 2d8+4 piercing

Claw +14 (agile, finesse, versatile - p) 2d6+4 slashing

Composite Shortbow +14 (AR 2, deadly, propulsive, quick load, range 60) 2d6+2 piercing

WERERAT

Type Humanoid; Size Medium; Ethics Deception

Level 2 (EL 1); DC 16

Initiative +35

Speed 25

Senses Nightvision 130’, Scent 40’

Languages High Tongue, Low Tongue

ABILITY SCORES

STR 2; CON 2; DEX 4; INT 0; WIS 3; CHA 0

SKILLS

Acrobatics +8, Athletics +6, Climbing +8, Culture +3, Deception +4, Meditation +7, Perception +7, Sense Motive +7, Stealth +8, Survival +4, Thievery +8

DEFENCE

DB +17 (Base +12; Other +1; Stat +4)

Fort +6, Ref +11, Will +4

HP 65 Immunity disease; Resistance physical; Weakness silver

FEATS/SPECIAL

Animal Empathy, Cultural, Exceptional Training (Meditation), Luna Frenzy, Lycanthropic Curse, Nimble Dodge, Shift Form, Stealthy Strike (1d6), Streetwise, Weapon Finesse

ATTACKS

Bite +6 (finesse) 1d8+4 piercing

Claw (hybrid only) +6 (agile, finesse, versatile - p) 1d6+4 slashing

Shortsword +6 (agile, finesse, versatile – p) 1d6+4 slashing

Hand Crossbow +6 (AR 1, deadly, load 2, mechanical range 40) 1d8 piercing

WERERAVEN

Type Humanoid; Size Medium; Ethics Discipline

Level 7 (EL 6); DC 21

Initiative +40

Speed 25; Fly 40

Senses Nightvision 130’, Scent 40’

Languages High Tongue, Low Tongue, Mesnic

ABILITY SCORES

STR 1; CON 3; DEX 5; INT 2; WIS 3; CHA 0

SKILLS

Acrobatics +12, Athletics +11, Climbing +11, Culture +9, Meditation +13, Perception +12, Stealth +12, Survival +13

DEFENCE

DB +26 (Base +17; Other +3; Stat +5; Status +1)

Fort +15, Ref +14, Will +9

HP 136 Resistance physical; Weakness silver

FEATS/SPECIAL

Animal Empathy, Diving Strike, Evasion, Exceptional Training (Meditation), Keen Senses, Luna Frenzy, Lycanthropic Curse, Mobility, Shift Form, Stealthy Strike, Survey Wildlife, Weapon Finesse

ATTACKS

Bite +15 (finesse) 2d8+5 piercing

Claw +15 (agile, finesse, versatile - p) 2d6+5 slashing

Shortsword +15 (agile, finesse, versatile – p) 2d6+5 slashing

Composite Shortbow +15 (AR 2, deadly, propulsive, quick load, range 60) 2d6+2 piercing

WEREWOLF

Type Humanoid; Size Medium; Ethics Anarchy

Level 4 (EL 3); DC 18

Initiative +20

Speed 35

Senses Nightvision 120’, Scent 35’

Languages High Tongue, Low Tongue, Mesnic

ABILITY SCORES

STR 4; CON 3; DEX 2; INT -1; WIS 2; CHA 0

SKILLS

Acrobatics +6, Athletics +10, Climbing +7, Meditation +8, Perception +6, Stealth +5, Survival +6

DEFENCE

DB +18 (Base +14; Other +2; Stat +2); DR 1

Fort +12, Ref +8, Will +5

HP 107 Resistance physical; Weakness silver

FEATS/SPECIAL

Animal Empathy, Bravery, Combat Reflexes, Exceptional Training (Meditation), Luna Frenzy, Lycanthropic Curse, Power Attack, Shift Form, Skill Focus (Track), Toughness

ATTACKS

Bite +10 (finesse) 1d8+4 piercing

Claw (hybrid only) +10 (agile, finesse, versatile - p) 1d6+4 slashing

Broadsword +10 1d8+4 slashing

Composite Shortbow +8 (AR 1, deadly, propulsive, quick load, range 60) 1d6+2 piercing

MANTICORE#

Deep within the craggy expanse of desolate badlands and treacherous mountain ranges lurks the Manticore, a creature of legend and terror. This monstrous being, with the body of a lion, the wings of a dragon, and a tail adorned with venomous spines capable of being launched like arrows, strikes fear into the hearts of those who wander into its domain. The Manticore's face, unsettlingly human, bears an expression of cunning and malice, with rows of sharp, iron-like teeth that speak of its carnivorous appetites. Its voice, a haunting mimicry of human speech, is often the last thing its prey hears, as it lures unsuspecting travellers to their doom.

The Manticore stands imposingly, with a body length of up to 10 feet from head to tail and a weight that can surpass 800 pounds. Its leonine form is covered in thick, reddish fur, complemented by dark, bat-like wings that span wide enough to cast a shadow over the ground below. The creature's tail is long and flexible, bristling with sharp spines that can be shot out in a deadly volley. Its human-like face, framed by a mane of coarse hair, reveals intelligent eyes that gleam with malice.

Manticores are solitary predators, with no need for society or companionship among their kind. They are territorial and will fiercely defend their chosen domain from any intruders. Their intelligence is a cruel twist of nature, enabling them to use not just brute strength but also cunning and manipulation to hunt. Manticores have been known to stalk their prey, sometimes even engaging in twisted games or conversations before striking.

Originating from the deepest annals of ancient myths, Manticores have always been symbols of fear and awe. Some legends suggest they were created by a malevolent sorcerer, while others believe them to be the result of a divine curse. Over the centuries, they have become the subject of many a tale, warning of the dangers that lie in remote and wild places of the world.

Preferring the isolation offered by harsh landscapes, Manticores make their lairs in caves or ruins found in mountains, badlands, or dense forests. These lairs are often littered with the bones of their victims, serving as a grim warning to any who would venture too close.

MANTICORE

Type Beast; Size Large; Ethics Deception

Level 8 (EL 5); DC 22

Initiative +25

Speed 25; Fly 40

Senses Darkvision 65’, Nightvision 130’, Scent 40’

Languages Low Tongue

ABILITY SCORES

STR 5; CON 4; DEX 2; INT -1; WIS 3; CHA -1

SKILLS

Acrobatics +10, Athletics +13, Intimidate +7, Perception +11, Survival +10

DEFENCE

DB +25 (Base +18; Other +4; Stat +2; Status +1); DR 4

Fort +19, Ref +15, Will +12

HP 187

FEATS/SPECIAL

Flyby Attack, Iron Will, Swallow, Toughness, Weapon Focus (Spikes)

ATTACKS

Bite +17 (finesse, magical) 2d10+5 piercing

Claw +17 (agile, finesse, magical, versatile - p) 2d8+5 slashing

Spikes +14 (AR 6, flourish, keen, range 40, spread) 2d10+5 piercing

Manticores are most active during the twilight hours, when the fading light gives them the advantage of stealth with the added ability to see clearly. They are apex predators, hunting a variety of creatures, including larger mammals and unwary humans. Their hunting strategy involves stalking their prey from the shadows before launching a surprise attack, either by swooping down from the air or firing their poisonous spines from a distance.

MEDUSA#

In the forsaken ruins where beauty and horror intertwine, the Medusa reigns supreme, a figure of ancient curse and tragic fate. Once a mortal of incomparable beauty, now a creature feared by all who know her name, the Medusa combines the allure of the human form with the terror of her serpentine curse. Her hair, a writhing mass of venomous snakes, hisses warnings at those who dare approach, and her gaze, once captivating, now holds the power to petrify any who meet it. Dwelling in solitude, the Medusa is both hunter and guardian, cursed to protect the very treasures and secrets that led to her downfall.

The Medusa is a humanoid creature, often depicted with a woman's body, but her head is crowned with a nest of living serpents in place of hair. These snakes move independently, reflecting her mood and intentions. Her skin bears a greenish tinge, a testament to the venom coursing through her veins. The most fearsome aspect, however, is her eyes: deep, soulless, and capable of turning the living into stone with but a glance.

Forever isolated by her curse, the Medusa seldom interacts with others, except to defend her lair or to satisfy her malice or hunger. She is intelligent and cunning, using her surroundings to her advantage and laying traps for those who seek her out, whether out of folly or for glory. Legends often depict Medusas as guardians of ancient treasures or secrets, cursed to protect that which they once sought or loved in life.

The origins of the Medusa are as varied as the tales told about her. In some, she is a victim of divine wrath, punished for a transgression against a god. In others, she sought out her cursed form, trading her humanity for power. Regardless of the tale, all agree that the Medusa is a being of great power and sorrow, a symbol of the consequences of hubris and the capriciousness of the gods.

Medusas prefer to dwell in locations that complement their cursed existence—abandoned temples, ancient ruins, or deep caves, where they surround themselves with the petrified forms of those unlucky enough to gaze upon them. These lairs are often remote, hidden away from the paths of mortals, and filled with traps both magical and mundane.

Medusas are primarily nocturnal, venturing out of their lairs under the cover of darkness to hunt or to revel in their solitude. They are territorial and will react aggressively to any intrusion, using their petrifying gaze as a first line of defence. Despite their isolation, they are not without the need for company, sometimes keeping petrified victims as a macabre form of companionship.

MEDUSA

Type Beast; Size Medium; Ethics Malevolence

Level 7 (EL 8); DC 21

Initiative +30

Speed 30

Senses Darkvision 55’, Nightvision 110’

Languages Aelvish, High Tongue, Low Tongue, Mesnic

ABILITY SCORES

STR 2; CON 4; DEX 5; INT 2; WIS 1; CHA 2

SKILLS

Acrobatics +13, Arcana +10, Athletics +10, Climbing +13, Culture +10, Intimidate +10, Perception +8, Sense Motive +8, Stealth +12

DEFENCE

DB +26 (Base +17; Other +3; Stat +5; Status +1); DR 4

Fort +18, Ref +19, Will +9

HP 143

FEATS/SPECIAL

Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Spell Resilience, Weapon Finesse

Petrifying Gaze (alteration, arcane, aura, save) Any creature within 30 feet of the medusa that can see her must make a fortitude save with the following results:

Critical the target is unaffected

Success the targets body stiffens slightly and causes them to become slowed 1 for 1 round.

Partial the target become petrified for 1 minute. It can attempt a new save at the end of each of its turns, applying the new results immediately (even if they are worse).

Failure the target becomes petrified for 1 minute.

Fumble the target becomes petrified permanently.

Snake Venom (poison) Any creature that takes damage from the bite of the Medusa snakes is subjected to their venom.

Basic Fort, Duration 6 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d10 poison damage (1 round)

ATTACKS

Bite +15 (finesse, magical) 2d8+5 piercing plus snake venom

Shortsword +15 (agile, finesse, versatile – p) 2d6+5 slashing

Composite Shortbow +15 (AR 2, deadly, propulsive, quick load, range 60) 2d6+2 piercing

MAGIC

A Medusa is an arcane caster.

CL 7; Spellcraft +9; PP 30

Spells - 2 x Cantrips, 9 additional spells (max PP 8).

MINOTAUR#

Within the labyrinthine passages of ancient ruins and dark, foreboding dungeons, the Minotaur prowls, a formidable fusion of man and bull. Born from the shadows of ancient curses and dark magic, these creatures are the epitome of brute strength and primal rage, their humanoid bodies topped with the fearsome head of a bull. Towering over most other beings, Minotaurs are covered in coarse fur, their eyes burning with a malevolent intelligence. Their horns, sharp and imposing, are not just symbols of their ferocity but weapons in their own right, used to gore and trample those foolish enough to enter their domain.

Minotaurs stand significantly taller and bulkier than the average human, with their height ranging from 8 to over 9 feet tall and weighing in at around 900 pounds. Their muscular bodies are built for battle, capable of withstanding and delivering tremendous amounts of damage. The bull's head that crowns their torso features a pair of menacing horns, a wide snout, and a set of powerful jaws. Their hands and feet are large and strong, with their lower half slightly bent, giving them a beastly posture that belies their surprising agility.

Minotaurs are typically solitary creatures, though some legends tell of ancient Minotaur societies built around the worship of dark deities and the practice of bloody rituals. In these societies, strength and combat prowess determine hierarchy, with the strongest Minotaur ruling as a chieftain or king. However, most encountered Minotaurs have forsaken such structures, driven by their own rage and the curse that binds them to their labyrinthine homes.

Minotaurs are most commonly found in labyrinths, which serve both as their prison and their kingdom. These labyrinths are often part of ancient ruins, deep within mountains, or beneath castles and fortresses. The complexity of these mazes reflects the Minotaur's own mind, filled with traps and dead ends designed to disorient and weaken intruders before the Minotaur hunts them down.

Minotaurs are primarily nocturnal, using the cover of darkness to hunt or to indulge in their ritualistic practices. They rely heavily on their keen sense of smell and hearing to navigate their labyrinthine homes and to detect intruders. When a Minotaur detects an intruder, it employs a mix of stealth and brute force, often playing a cat-and-mouse game with its prey before finally attacking.

MINOTAUR

Type Humanoid; Size Large; Ethics Anarchy

Level 6 (EL 6); DC 20

Initiative +10

Speed 30

Senses Darkvision 60’, Nightvision 120’

Languages Mesnic

ABILITY SCORES

STR 6; CON 4; DEX 2; INT -1; WIS 2; CHA -1

SKILLS

Acrobatics +11, Athletics +15, Climbing +11, Intimidate +8, Perception +11, Survival +11

DEFENCE

DB +22 (Base +16; Other +3; Stat +2; Status +1); DR 4

Fort +15, Ref +12, Will +9

HP 159

FEATS/SPECIAL

Combat Reflexes, Iron Will, Lightning Reflexes, Mettle, Mobility, Power Attack, Powerful Charge, Survivalist, Swipe, Toughness

ATTACKS

Gore +15 (finesse) 2d10+6 piercing

Greataxe +16 (magical, sweep) 2d12+9 slashing

Slam +15 (agile, finesse) 2d10+6 bludgeoning

MORNDULIR#

The Morndulir, or Shadowforge Dwarves, hail from the sunless depths of the world, where light seldom pierces the eternal darkness. Born of stone and shrouded in the veils of shadow, these stoic beings have adapted to the harshest of environments. The Morndulir developed not only to survive but to thrive in the underbelly of the world, where they discovered and mastered the art of shadow forging—a technique that allows them to imbue their crafts with the essence of darkness itself.

Their society is built around the Great Forges, colossal structures powered by volcanic heat and dark magic. The Morndulir are known for their unparalleled craftsmanship, creating weapons and armour that are sought after across the realms for their unique properties. Despite their reclusive nature, the tales of their underground cities and the eerie glow of their forges beckon adventurers and traders from the surface, though few return.

Morndulir possess a robust and stocky build, standing slightly shorter than their surface-dwelling kin. Their skin tones range from deep greys to obsidian black, allowing them to blend seamlessly with the shadows. Their eyes have adapted to the darkness, glowing faintly with a spectrum of colours, from cold blues to fiery reds, granting them exceptional vision in the absence of light. Their hair and beards, meticulously groomed, can be shades of silver, white, or even translucent, giving them a ghostly appearance.

MORNDULIR WORKER

Type Humanoid; Size Medium; Ethics Ambition

Level 2 (EL 1); DC 16

Initiative +15

Speed 20

Senses Darkvision 60’

Languages Dengaris, Low Tongue

ABILITY SCORES

STR 3; CON 3; DEX 1; INT 0; WIS 2; CHA -1

SKILLS

Athletics +6, Climbing +4, Perception +6, Stealth +3 Survival +5

DEFENCE

DB +65 (Base +60; Stat +5); DR 5/1 (Chest/Other)

Fort +10, Ref +5, Will +3

HP 81

FEATS/SPECIAL

Bravery, Combat Reflexes, Iron Walker, Specialist Crafter, Toughness

ATTACKS

Warhammer +6 (AR 1, shove) 1d8+3 bludgeoning

Gauntlet +6 (agile, free hand) 1d4+3 bludgeoning

Hand Crossbow +4 (AR 1, load 2, mechanical, range 40) 1d8 piercing

MAGIC

A Morndulir also has the following innate magic.

Verdant Innate Spells DC 15 (+5); PP 4 Invisibility

MORNDULIR SOLDIER

Type Humanoid; Size Medium; Ethics Ambition

Level 6 (EL 5); DC 20

Initiative +35; Speed 20

Senses Darkvision 60’

Languages Dengaris, Low Tongue, Wyrmish

ABILITY SCORES

STR 4; CON 3; DEX 2; INT 0; WIS 2; CHA -1

SKILLS

Athletics +11, Climbing +9, Perception +10, Stealth +9 Survival +9

DEFENCE

DB +22 (Base +16; Other +3; Stat +2; Status +1); DR 12/4 (Chest/Other)

Fort +14, Ref +10, Will +7

HP 133

FEATS/SPECIAL

Bravery, Combat Reflexes, Earthbound Might, Improved Initiative, Iron Walker, Power Attack, Skirmish, Toughness, Weapon Focus (Hammer)

ATTACKS

Warhammer +15 (AR 2, magical, shove) 2d8+4 bludgeoning

Gauntlet +13 (agile, free hand) 2d4+4 bludgeoning

Hand Crossbow +11 (AR 2, load 2, mechanical, range 40) 2d8 piercing

MAGIC

A Morndulir also has the following innate magic.

Verdant Innate Spells DC 75 (+25); PP 4 Darkness, Invisibility, See Invisible (Constant)

MOUNTS#

From the sleek, swift horses that gallop across the grassy plains to the sturdy, resilient camels that traverse the scorching deserts, these creatures are integral to the daily lives and epic adventures of the inhabitants. Each mount, with its unique abilities and temperament, adds a layer of richness to the journey, offering not just transportation, but a bond of trust and camaraderie that is forged through shared trials and triumphs.

CAMEL

Type Animal; Size Large; Ethics Animal

Level 3 (EL 1); DC 17

Initiative +5

Speed 35

Senses Nightvision 110’, Scent 30’

ABILITY SCORES

STR 4; CON 5; DEX 0; INT -4; WIS 1; CHA -3

SKILLS

Acrobatics +5, Athletics +8, Perception +5, Survival +5

DEFENCE

DB +14 (Base +13; Other +1)

Fort +15, Ref +10, Will +5

HP 120

FEATS/SPECIAL

Iron Will, Toughness

Enduring Reserves A camel is well suited to travelling long distances. If allowed to eat and drink to its capacity (approximately 40 gallons) it can automatically Subsist (Survival) for up to 2 weeks.

The camel also gains advantage on any Exhaustion checks brought on by natural heat based environments.

ATTACKS

Bite +7 (finesse) 1d10+4 piercing

Wandering the vast deserts and arid plains, camels are the steadfast voyagers of the harshest landscapes. These resilient creatures are revered for their endurance and ability to thrive where few others can. Known as the "ships of the desert," they play a crucial role in the survival of nomadic tribes and traders, carrying both riders and goods across endless stretches of sand.

RIDING HORSE

Type Animal; Size Large; Ethics Animal

Level 2 (EL 1); DC 16

Initiative +25

Speed 40

Senses Nightvision 120’, Scent 35’

ABILITY SCORES

STR 4; CON 4; DEX 3; INT -4; WIS 2; CHA -1

SKILLS

Acrobatics +7, Athletics +8, Perception +6, Stealth +7

DEFENCE

DB +16; (Base +12; Other +1; Stat +3)

Fort +13, Ref +12, Will +3

HP 93

FEATS/SPECIAL

Gallop

ATTACKS

Hoof +6 (finesse) 1d8+4 bludgeoning

Riding horses are the graceful and swift companions of travellers, adventurers, and warriors alike. Known for their speed, agility, and loyalty, these noble creatures are bred for endurance and strength. Whether galloping across open fields or navigating dense forests, riding horses are indispensable mounts, carrying their riders with elegance and power.

WAR HORSE

Type Animal; Size Large; Ethics Animal

Level 3 (EL 2); DC 17

Initiative +25

Speed 40

Senses Nightvision 120’, Scent 35’

ABILITY SCORES

STR 5; CON 5; DEX 3; INT -4; WIS 2; CHA -1

SKILLS

Acrobatics +8, Athletics +10, Perception +7, Stealth +8

DEFENCE

DB +17; (Base +13; Other +1; Stat +3) ; DR 1

Fort +15, Ref +13, Will +4

HP 70

FEATS/SPECIAL

Armour Proficiency Light & Medium, Bravery, Gallop

ATTACKS

Hoof +8 (finesse) 1d8+5 bludgeoning

A warhorse is a powerful and imposing steed, bred and trained for the rigors of battle. With a muscular frame, keen intelligence, and unmatched endurance, it stands as a symbol of strength and loyalty. Adorned with protective armour and often embellished with intricate designs that reflect its rider's status, the warhorse is both a companion and a weapon in its own right. It charges fearlessly into combat, its hooves thundering across the battlefield, while maintaining steadfast obedience to its rider's commands. Beyond its physical prowess, a warhorse exudes an aura of dignity and determination, embodying the bond of trust between horse and rider that is forged through countless trials.

MOURNKIN#

Mournkin are living humanoids whose bodies have been altered by prolonged exposure to death magic, failed resurrection rites, necromantic inheritance, or birth near places where the boundary between life and death has worn thin. They are not undead, but they are not quite accepted as fully living either.

A Mournkin’s flesh is usually cool to the touch, with a faint waxen or grey cast. Their veins often show as dark blue, black, or corpse-green lines beneath the skin. Their eyes reflect light like those of a nocturnal predator, and their breath may mist even in warm air. Most have a slow heartbeat, unnervingly shallow breathing, and a habit of staring slightly past the living, as if distracted by something standing behind them.

To the living, a Mournkin feels like a bad omen in humanoid shape. Animals shy away from them, children cry without knowing why, and even hardened warriors often feel watched in their presence. To undead, they are worse: an insult. Vampires, wights, ghouls, and ghosts often hate Mournkin because they possess a living soul touched by the grave without having paid the full price of undeath. Mindless undead may hesitate around them, recognising an echo of command in their voice.

Mournkin are often found as grave interpreters, corpse-speakers, battlefield scavengers, forbidden occultists, plague survivors, or unwilling servants of necromancers. A few become protectors of tombs, using their ability to speak with undead to calm ancient guardians rather than destroy them. Others gather undead mobs around themselves and become petty tyrants of graveyards, battlefields, and ruined towns.

MOURNKIN

Type Humanoid; Size Medium; Ethics Deception

Level 6 (EL 7); DC 20

Initiative +50

Speed 25

Senses Nightvision 140, Life Sense 140

Languages High Tongue, Low Tongue, Nyxian, Thanatos

ABILITY SCORES

STR 1; CON 2; DEX 2; INT 2; WIS 4; CHA 2

SKILLS

Acrobatics +11, Athletics +9, Climbing +8, Culture +9, Deception +11, Diplomacy +10, Intimidate +9 Meditation +13, Perception +13, Religion +7, Sense Motive +13, Stealth +11, Survival +10

DEFENCE

DB +22 (Base +16; Other +3; Stat +2; Status +1); DR 2 (Leather)

Fort +10, Ref +13, Will +11

HP 105; Resistance cold; Weakness essence

FEATS/SPECIAL

Agile Strikes, Evasion, Grave Authority, Grave-Touched Presence, Improved Initiative, Iron Will, Stealthy Strike, Weapon Focus (Brawling), Whispers of the Grave

ATTACKS

Grave Touch +10 (agile, finesse, magical) 1d6+1 cold

Dagger +10 (agile, finesse, magical, thrown 10, versatile S) 1d4+1 piercing

MUCK#

Mucks are a category of oozes that share common characteristics but vary significantly depending on their environmental adaptations. These creatures are primarily defined by their gelatinous, amorphous bodies, which allow them to navigate and inhabit diverse and often inhospitable landscapes across fantasy realms.

Mucks typically have viscous, semi-liquid bodies that lack a fixed shape. This allows them to ooze through small cracks, absorb impacts, and envelop objects or prey. The consistency and coloration of their bodies can vary greatly depending on their specific type and habitat.

Lacking eyes and conventional sensory organs, Mucks generally possess blindsight, using vibrations, pressure changes, and chemical detection to navigate and find food. This sensory mode allows them to operate effectively in total darkness, which is common in their usual subterranean or nocturnal habitats.

Mucks are opportunistic feeders, primarily consuming organic material by absorbing it directly into their bodies. Some specialize in decomposing matter, while others may target live prey, using acidic or paralytic secretions to break down and digest their food.

Most Mucks can defend themselves by secreting acids or toxins that deter predators and help digest their food. Their amorphous nature also makes them difficult to damage with conventional weapons, as they can flow around blades and blunt instruments, although they are typically vulnerable to cold and desiccation.

MUCK TYPES

There are a number of different Muck types, the main five are described below:

MUCKMUCK
Muck TypeLevel
Azure8
Crimson12
Dusky4
Golden10
Verdant6

AZURE MUCK

Type Ooze; Size Large; Ethics Mindless

Level 8 (EL 6); DC 22

Initiative -5

Speed 15; Climb 10; Swim 10

Senses Vibration Sense 30’

ABILITY SCORES

STR 4; CON 3; DEX -2; INT -4; WIS 1; CHA -4

SKILLS

Athletics +5, Perception +5, Stealth +1, Survival +12

DEFENCE

DB +19 (Base +16; Other +4; Stat -2; Status +1)

Fort +10, Ref +5, Will +8

HP 179 Immunity acid, critical, electricity, mental, paralysis, piercing, poison, polymorph, precision, slashing, sleep, stunning

FEATS/SPECIAL

Elemental Grasp, Monstrous Grab, Toughness

Paralytic Venom (poison) Effect Any creature struck by the creatures slam attack is affected by this poison.

Basic Fort, Duration 6 rounds; Stage 1 Paralyzed

ATTACKS

Slam +14 (agile, finesse, magical) 2d10+4 bludgeoning plus 1d6 acid plus paralytic venom.

The Azure Muck inhabits coastal areas and underwater caves, featuring a vibrant blue colour that camouflages well with water.

CRIMSON MUCK

Type Ooze; Size Large; Ethics Mindless

Level 12 (EL 12); DC 26

Initiative -5

Speed 15; Climb 10

Senses Vibration Sense 55’

ABILITY SCORES

STR 4; CON 7; DEX -2; INT -1; WIS 1; CHA -4

SKILLS

Athletics +5, Perception +7, Stealth +2, Survival +6

DEFENCE

DB +25 (Base +19; Other +6; Stat -2; Status +2)

Fort +18, Ref +8, Will +12

HP 279 Immunity acid, critical, electricity, fire, mental, paralysis, piercing, poison, polymorph, precision, slashing, sleep, stunning; Weakness cold

FEATS/SPECIAL

Elemental Grasp, Monstrous Grab, Toughness

Fiery Death (fire, invocation, save) R; Trigger The Crimson Muck dies; Effect The Crimson Muck explodes in a 20’ radius inflicting 8d6 fire damage. All affected creatures must make a basic Reflex save.

ATTACKS

Slam +19 (agile, finesse, magical) 2d10+4 bludgeoning plus 2d6 fire.

Molten Spit +13 (fire, magical, range 30) 4d6+4 fire.

Typically found near volcanic regions or hot springs, the Crimson Muck is heat-resistant and glows with a faint red hue.

DUSKY MUCK

Type Ooze; Size Medium; Ethics Mindless

Level 4 (EL 3); DC 18

Initiative +5

Speed 10; Climb 10

Senses Vibration Sense 55’

ABILITY SCORES

STR 5; CON 4; DEX 0; INT -2; WIS 1; CHA -4

SKILLS

Athletics +5, Perception +1, Stealth +0, Survival +3

DEFENCE

DB +15 (Base +13; Other +2)

Fort +7, Ref +3, Will +4

HP 111 Immunity acid, critical, electricity, mental, paralysis, poison, polymorph, precision, sleep, stunning; Resistance physical (bludgeoning); Weakness fire

FEATS/SPECIAL

Elemental Grasp, Monstrous Grab, Toughness

ATTACKS

Slam +10 (agile, finesse, magical) 1d8+5 bludgeoning plus 1d6 acid.

Acidic Spit +5 (acid, magical, range 30) 3d6 acid.

The Dusky Muck thrives in shadowy places such as dense forests, deep caverns, or abandoned ruins. It has a dark, almost black coloration that absorbs light, making it difficult to spot in low-light conditions.

GOLDEN MUCK

Type Ooze; Size Large; Ethics Mindless

Level 10 (EL 8); DC 24

Initiative +5

Speed 15; Climb 10

Senses Vibration Sense 55’

ABILITY SCORES

STR 4; CON 4; DEX 0; INT -2; WIS 1; CHA -4

SKILLS

Athletics +4, Perception +1, Stealth +0, Survival +5

DEFENCE

DB +24 (Base +17; Other +5; Status +2)

Fort +13, Ref +9, Will +10

HP 225 Immunity acid, critical, electricity, mental, paralysis, piercing, poison, polymorph, precision, slashing, sleep, stunning

FEATS/SPECIAL

Absorb Minerals, Corrode, Elemental Grasp, Monstrous Grab, Penetrating Strikes, Toughness II

ATTACKS

Slam +16 (agile, finesse, magical) 2d10+4 bludgeoning plus 2d6 acid.

Rare and often considered a sign of good fortune, the Golden Muck is found in mineral-rich mines and treasure vaults.

VERDANT MUCK

Type Ooze; Size Medium; Ethics Mindless

Level 6 (EL 5); DC 20

Initiative +15

Speed 15; Climb 15; Burrow 10

Senses Vibration Sense 60’

ABILITY SCORES

STR 3; CON 3; DEX 1; INT -2; WIS 2; CHA -4

SKILLS

Athletics +3, Perception +2, Stealth +1, Survival +5

DEFENCE

DB +19 (Base +14; Other +3: Stat +1: Status +1); DR 1

Fort +8, Ref +6, Will +7

HP 133 Immunity critical, mental, paralysis, piercing, poison, polymorph, precision, sleep, stunning; Resistance physical (bludgeoning) 5; Weakness fire 5; Regeneration 5 (Fire)

FEATS/SPECIAL

Aura of Confusion, Feather Step, Monstrous Grab, Toughness

The Verdant Mucks Aura of Confusion is represented by a cloud of spores and flies.

ATTACKS

Slam +10 (agile, finesse, magical) 1d8+3

Found in lush, wet environments like swamps or rainforests, the Verdant Muck is bright green and often hosts small plants and fungi on its surface.

MUMMY#

In the silent, dust-laden chambers of ancient tombs and pyramids, the mummy lies in wait, a guardian of the old world's most profound secrets and treasures. Wrapped in age-old linens imbued with arcane spells, these once-powerful individuals were prepared for their journey into the afterlife, only to be called back into the realm of the living. Their preservation against the decay of time is a testament to the powerful magic that animates them, a magic borne of ancient rituals and curses. The mummy’s existence is a fusion of reverence and retribution, bound to protect for eternity the resting place of its past life or to enact vengeance upon those who dare to disturb its slumber.

Mummies are preserved humanoids, their bodies wrapped in ritualistic bandages that have turned yellow and brittle with age. Their physical form, though desiccated, retains a semblance of its former human appearance, albeit shrivelled and hardened over millennia. The magic that sustains them grants a supernatural resilience and strength, far beyond what their withered appearance might suggest. Their eyes, deep within their sockets, often glow with an unnatural light, the only hint of the soul that remains bound to the physical world.

Mummies typically have no society of their own, existing in a state between life and death. They are often found as solitary guardians of their own tombs or as part of a group of undead protecting a more significant site. In rare cases, mummies of high priests or royalty may command other undead, bound to their will through the same ancient magic that gave them unlife. Their sole purpose is to guard the resting places of the dead and the treasures entombed with them, fulfilling oaths taken in life or curses laid upon them in death.

The creation of a mummy is steeped in ancient rituals, involving not only the physical preservation of the body but also magical protections and curses. These rites were believed to prepare the deceased for the afterlife, granting them power and protection in the world beyond. However, when disturbed, these beings rise, fuelled by the magic that was meant to protect them and the wrath of having their rest violated. Their lore is rich with tales of curses befalling those who disturb their tombs, making them embodiments of the dangers of greed and the sanctity of the dead.

Mummies are found in the ancient burial sites of long-gone civilizations, from the grand pyramids and tombs of desert lands to hidden crypts beneath forgotten temples. These places are often filled with traps and curses meant to deter grave robbers, with the mummy serving as the final guardian of these sacred spaces.

MUMMY

Type Undead; Size Medium; Ethics Deception

Level 7 (EL 7); DC 21

Initiative +30

Speed 20

Senses Darkvision 70’, Nightvision 140’

Languages High Tongue, Thanatos

ABILITY SCORES

STR 4; CON 3; DEX 1; INT 0; WIS 4; CHA 2

SKILLS

Acrobatics +11, Athletics +14, Perception +11, Stealth +8, Survival +14

DEFENCE

DB +22 (Base +17; Other +3; Stat +1, Status +1)

Fort +15, Ref +10, Will +12; CR 2

HP 146 Resistance physical; Weakness fire

FEATS/SPECIAL

Aura of Despair, Iron Will, Power Attack, Skill Focus (Search), Toughness, Weapon Focus (Brawling)

Mummy Rot (curse, disease, divinity, essence, soul) Any creature that takes hit point damage from the mummy’s slam is subjected to this terrible affliction.

Basic Fort, Stage 1 carrier with no visible effect (1 minute); Stage 2 4d6 negative damage and Injured 5 (1 day)

Be aware that any damage inflicted by this disease cannot be healed until the curse is removed. Furthermore, a creature slain by the damage from this disease must have the curse/disease removed first (see below)

ATTACKS

Slam +15 (agile, finesse, magical) 2d8+4 bludgeoning plus mummy rot

MYSTARON#

CHAOS

The Mystaron of Arcadia represent a collective of races that personify the boundless enchantment and limitless potential of their plane. Originating from a realm where chaos and creativity intertwine, these beings are the living embodiments of imagination unleashed. Arcadia, a world woven from the very essence of magic, serves as the perfect backdrop for the Mystaron, whose existences are as varied as they are fantastical.

From the scholarly pursuits of the ethereal Doctus to the majestic flights of the Somnichan, each race contributes uniquely to the vibrant tapestry of Arcadian life. The Cursarion, with their trails of starlight, embody the spirit of freedom and exploration, galloping across landscapes that defy the mundane limits of reality. The Fancalia, guardians of Arcadia’s secrets, challenge adventurers to prove their worth, blending seamlessly into the world around them. Meanwhile, the Nubifor sculpt the skies and land, crafting the ever-changing realm with a gentle yet omnipotent touch.

Together, the Mystaron encapsulate the essence of Arcadia—chaos, creativity, and the power of the arcane. They live in a world where the laws of nature are suggestions, and the constraints of reality are merely starting points for what can be achieved. In Arcadia, imagination reigns supreme, and the Mystaron thrive in this environment, each race a unique thread in the larger weave of magical existence. Their lives and interactions not only with each other but with adventurers from other planes, highlight the endless possibilities that exist when one steps beyond the confines of the known into a realm where the impossible becomes possible.

The Mystaron are more than just inhabitants of Arcadia; they are its heart and soul, protectors of its wonders, and creators of its miracles. They invite all who enter their realm to shed their disbelief and embrace the chaos of creation, for in Arcadia, through the Mystaron, all dreams can take flight.

THE TEMPORAL

These realms embody the delicate equilibrium that hovers between the extremes of The Radiance and The Fade. Within these planes, harmony is not only sought but achieved through the coalescence of opposing energies.

ARCADIA

CHAOS

Arcadia unfolds as a realm of boundless enchantment and magic. In this domain, imagination reigns supreme, and the fabric of reality is woven from the threads of sorcery. Within its wondrous landscape, the impossible becomes possible, where one's creative mind becomes a limitless wellspring of potential. Castles suspended upon billowing clouds and conversing rabbits are mere fragments of the fantastical tapestry that defines this plane.

Here, the arcane and the extraordinary intermingle seamlessly, granting life to the wildest dreams. Arcadia encourages whimsy and invites adventurers to traverse a realm where reality is but a canvas upon which they can paint their most vivid desires. With every step, one delves deeper into a world where the only limits are the boundaries of the imagination.

MYSTARONMYSTARON
Mystaron TypeLevel
Cursarion5
Doctus2
Fancalia10
Nubifor15
Somnichan20

CURSARION#

AIR

Within the boundless expanse of Arcadia, where magic infuses every leaf and wind, the Cursarion grace the landscape with their radiant presence. These magnificent creatures are the epitome of freedom and the joy of unbridled exploration. With coats that capture the very essence of starlight and manes that trail luminescence, the Cursarion are a sight to behold, embodying the wild and untameable spirit of Arcadia's endless horizons.

Cursarion possess sleek, muscular bodies that seem to be moulded from the night sky itself. Their coats sparkle with a cosmic radiance, and their manes and tails are composed of ethereal light, leaving a trail of soft, glowing particles as they move. Their hooves are crystalline, striking the ground with a sound like distant thunder.

Cursarion roam the landscapes of Arcadia in herds, guided by the constellations and the arcane currents that flow through the land. They serve as the guardians of Arcadia's wilderness, their paths often leading them to sacred sites or places of power where their presence revitalizes the magic of the land. To witness a herd of Cursarion running under the moonlight is considered a blessing, a sign of good fortune and inspiration.

Myths describe the Cursarion as the children of the moon and the stars, born from the union of celestial light and the untamed magic of Arcadia. They were the first to traverse the plane's vast realms, their hoofprints leaving behind trails of starlight that became the ley lines of Arcadia, channels of potent magical energy that connect all of existence.

The Cursarion have no fixed abode, their spirits too wild and free to be anchored to any one place. They prefer the open plains, enchanted forests, and crystalline mountains of Arcadia, any landscape where they can run free and where the sky opens above them, vast and unending.

Cursarion are most active during the night, their forms blending with the starlit sky as they traverse the land. They are creatures of movement and momentum, always seeking new horizons and hidden wonders of Arcadia. During celestial events like meteor showers or auroras, Cursarion are known to gather, their combined energies amplifying the magical phenomena.

CURSARION

Type Eternal; Size Large; Ethics Autonomy

Level 5 (EL 6); DC 19

Initiative +50

Speed 50; Fly 50

Senses Darkvision 60’, Nightvision 120’

Languages Aelvish, Aklo, Arboran, High Tongue, Mesnic

ABILITY SCORES

STR 5; CON 4; DEX 4; INT 3; WIS 2; CHA 1

SKILLS

Acrobatics +11, Arcana +10, Athletics +12, Deception +8, Diplomacy +8 Mental Focus +9, Perception +9, Planes +10, Power Manip +10, Sense Motive +8, Stealth +10, Survival +8

DEFENCE

DB +22 (Base +15; Other +2; Stat +4; Status +1); DR 5

Fort +16, Ref +13, Will +14; CR 2

HP 135; Immunity bleeding, mental, poison; Resistance mundane

FEATS/SPECIAL

Arcadian Caster, Combat Awareness, Combat Reflexes, Eternal Essence, Flyby Attack, Hover, Improved Initiative, Survival Instinct

ATTACKS

Hoof +12 (agile, finesse, magical) 1d8+5 force

MAGIC

A Cursarion is an arcane caster that may also select ethereal spells.

CL 5; Spellcraft +8; PP 23

Spells - Cantrips Dancing Lights, Orb of Lightning; PP 2 Cancel Magic, Gust, Voice of Healing; PP 4 Conjure Fey, Deflections, Invisibility

A Cursarion also has a selection of innate magic.

Arcane Innate Spells DC 18 (+8); PP 8 Dimension Door (at will); PP 6 Haste; PP 4 Blur (at will).

The Cursarion, with their celestial beauty and boundless freedom, are a testament to the wonders that await in Arcadia, a reminder of the untamed magic that courses through the plane and the adventurers' hearts who seek its mysteries.

DOCTUS#

In the ethereal plane of Arcadia, where the very essence of magic weaves together the fabric of reality, the Doctus emerge as the quintessential scholars and keepers of arcane knowledge. These beings, have dedicated their existence to the study and manipulation of Arcadia's mystical energies, mastering the art of crafting reality from the raw materials of imagination and magic.

Doctus possess a delicate, almost translucent form that radiates a soft, ethereal glow, reflecting the ever-changing hues of the sky. Their bodies are slender and graceful, with elongated limbs that end in dexterous, four-fingered hands adept at weaving complex magical gestures. Their eyes are wide and luminous, providing a window into the boundless curiosity that drives their quest for knowledge.

The Doctus are revered in Arcadian society as the pinnacle of intellectual achievement and magical prowess. They reside in magnificent castles that float among the clouds, filled with libraries that house the accumulated wisdom of ages. In these lofty abodes, they engage in the study of the arcane, mentor aspiring mages, and debate the philosophical mysteries of existence.

Legend holds that the first Doctus were born from the breath of Arcadia itself, created to serve as the plane's memory and consciousness. They are the storytellers, historians, and guardians of Arcadia's legacy, ensuring that the knowledge of the past illuminates the path to the future. Their existence is a testament to the power of knowledge and the vital role it plays in the shaping of reality.

The Doctus thrive in environments saturated with magical energy, hence their preference for dwellings suspended in the sky. These cloud-borne castles are not only homes but also centres of learning and research, equipped with observatories, laboratories, and vast archives that contain the secrets of the universe.

Doctus are most active during the twilight hours, when the boundaries between day and night blur, and magic flows most freely. They spend their days immersed in study, experimentation, and the mentoring of less experienced mages. Despite their scholarly demeanour, they are not reclusive, often engaging with other Arcadian inhabitants in matters of education, magical governance, and the exploration of new realms of possibility.

DOCTUS

Type Eternal; Size Small; Ethics Autonomy

Level 2 (EL 3); DC 16

Initiative +30

Speed 25; Fly 30

Senses Darkvision 60’, Nightvision 120’

Languages Aelvish, Aklo, Arboran, Faechant, High Tongue, Low Tongue

ABILITY SCORES

STR 0; CON 1; DEX 4; INT 5; WIS 2; CHA 2

SKILLS

Arcana +9, Linguistics +9, Meditation +6, Mental Focus +6, Occultism +9, Perception +6, Planes +9, Power Manip +9, Stealth +8, Survival +6

DEFENCE

DB +17 (Base +12; Other +1; Stat +4); DR 2

Fort +10, Ref +10, Will +13; CR 2

HP 57; Immunity bleeding, mental, poison; Resistance mundane

FEATS/SPECIAL

Accurate Spell, Arcadian Caster, Arcane Insight, Eternal Essence, Extend Spell, Heighten Spell, Iron Will, Survival Instinct

ATTACKS

Dagger +8 (agile, finesse, magical, thrown 10, versatile - s) 1d4+1 piercing

MAGIC

A Doctus is an arcane caster that may also select ethereal spells.

CL 4; Spellcraft +9; PP 27

Spells - Cantrips Ghost Sound, Message, Orb of Cold, Orb of Fire; PP 2 Cancel Magic, Command, Magic Missile, Sleep, Voice of Healing; PP 4 Deflections, Fire Bolt, Invisibility

The Doctus, with their profound connection to the arcane and their role as custodians of knowledge, exemplify the limitless potential of imagination and the pivotal role that wisdom plays in the crafting of worlds.

FANCALIA#

In the kaleidoscopic realm of Arcadia, where imagination moulds reality, the Fancalia stand as enigmatic guardians of wonder and mystery. Once known among the denizens as the Whimsy Wards, these entities are tasked with protecting the arcane secrets and hidden treasures that dot the landscape, embodying the whimsical and unpredictable nature of their plane.

Fancalia possess an ethereal beauty, with features that seem to shift and change when observed indirectly. Their bodies are adorned with patterns that mimic the environment, from the swirling colours of a twilight sky to the deep greens and browns of the forest floor. Their eyes sparkle with a mischievous light, hinting at the depth of their ancient knowledge.

Fancalia are the caretakers of Arcadia’s most profound mysteries and the protectors of its sacred sites. Their role is not just to guard against unwelcome intruders but also to test the worthiness of those who seek Arcadia’s secrets, ensuring that only the most deserving can uncover the truths hidden within. They are solitary by nature but deeply connected to the magical essence of their home, acting as both sentinels and guides to the mysteries of Arcadia.

Legends tell of the Fancalia’s origins as creations of the very first dreamers of Arcadia, fashioned from the raw stuff of imagination to serve as keepers of the plane’s burgeoning wonders. Over the ages, they have become as much a part of Arcadia’s lore as the tales and treasures they protect, with many a story recounting the trials and tribulations faced by those who dare to seek the Fancalia’s charge.

Fancalia are found wherever Arcadia hides its secrets, from the depths of ancient, whispering woods to the peaks of mountains that touch the sky. Their presence is often marked by a subtle shift in the air, a feeling of being watched, or the sudden realization that the path one walks is no longer as it seemed.

The Fancalia weave through the ebb and flow of Arcadian life like shadows, ever present but unseen, watching over the realm’s treasures. They reveal themselves only to challenge those who seek what is protected, offering riddles, trials, or combats of wit and magic. To the observant, their interventions can sometimes be predicted, as peculiar anomalies or oddities in the landscape often betray their involvement.

FANCALIA

Type Eternal; Size Medium; Ethics Autonomy

Level 10 (EL 11); DC 24

Initiative +50

Speed 30

Senses Darkvision 60’, Nightvision 120’

Languages Aelvish, Aklo, Arboran, High Tongue, Low Tongue, Mesnic, Nyxian

ABILITY SCORES

STR 1; CON 2; DEX 4; INT 5; WIS 2; CHA 4

SKILLS

Arcana +18, Athletics +14, Deception +17, Diplomacy +17 Meditation +15, Mental Focus +15, Occultism +17 Perception +14, Planes +17, Power Manip +17 Sense Motive +14, Stealth +16 (+26 Hide), Survival +14

DEFENCE

DB +31 (Base +20; Other +5; Stat +4; Status +2); DR 10

Fort +19, Ref +18, Will +21; CR 2

HP 165; Immunity bleeding, mental, poison; Resistance mundane

FEATS/SPECIAL

Accurate Spell, Arcadian Caster, Eternal Essence, Heighten Spell, Iron Will, Survival Instinct, Weapon Finesse

Enchanting Touch (arcane, enchantment, mental, save) Any creature that takes a critical hit from the Fancalia’s slam attack is subjected to the effects of either a sleep, hold kind or confusion spell.

Morphic Camouflage Fancalia can seamlessly blend into any environment, becoming nearly indistinguishable from the landscape until they choose to reveal themselves. This grants them a +10 racial bonus to all Hide (Stealth) checks.

ATTACKS

Slam +19 (agile, finesse, magical) 2d8+4 force plus enchanting touch

MAGIC

A Fancalia is an arcane caster that may also select ethereal spells.

CL 10; Spellcraft +15; PP 45

Spells - Cantrips Message, Orb of Lightning; PP 2 Mindlink, Open/Close, Self Mirage, Voice of Healing; PP 4 Invisibility, Knock, Lock; PP 6 Dream Message, Fireball, Haste; PP 8 Dimension Door, Nondetection

A Fancalia also has a selection of innate magic.

Arcane Innate Spells DC 25 (+15); PP 16 Maze (at will); PP 14 True Seeing (at will); PP 8 Mirage Terrian

The Fancalia, with their blend of enigmatic guardianship and whimsical challenge, are a defining feature of Arcadia’s magical landscape, offering adventurers and seekers not just obstacles, but opportunities for growth, insight, and the discovery of the wonders that lie beyond the veil of the mundane.

NUBIFOR#

AIR

The Nubifor are titanic beings that sculpt the skies and landscapes of Arcadia, wielding the raw forces of nature to mould the world according to the whims of creation. These architects of the atmosphere and guardians of the celestial balance, craft the clouds, direct the winds, and call forth the rains, playing a crucial role in the cyclical life of their plane.

Fancalia possess an ethereal beauty, with features that seem to shift and change when observed indirectly. Their bodies are adorned with patterns that mimic the environment, from the swirling colours of a twilight sky to the deep greens and browns of the forest floor. Their eyes sparkle with a mischievous light, hinting at the depth of their ancient knowledge.

Fancalia are the caretakers of Arcadia’s most profound mysteries and the protectors of its sacred sites. Their role is not just to guard against unwelcome intruders but also to test the worthiness of those who seek Arcadia’s secrets, ensuring that only the most deserving can uncover the truths hidden within. They are solitary by nature but deeply connected to the magical essence of their home, acting as both sentinels and guides to the mysteries of Arcadia.

Legends tell of the Fancalia’s origins as creations of the very first dreamers of Arcadia, fashioned from the raw stuff of imagination to serve as keepers of the plane’s burgeoning wonders. Over the ages, they have become as much a part of Arcadia’s lore as the tales and treasures they protect, with many a story recounting the trials and tribulations faced by those who dare to seek the Fancalia’s charge.

Fancalia are found wherever Arcadia hides its secrets, from the depths of ancient, whispering woods to the peaks of mountains that touch the sky. Their presence is often marked by a subtle shift in the air, a feeling of being watched, or the sudden realization that the path one walks is no longer as it seemed.

The Fancalia weave through the ebb and flow of Arcadian life like shadows, ever present but unseen, watching over the realm’s treasures. They reveal themselves only to challenge those who seek what is protected, offering riddles, trials, or combats of wit and magic. To the observant, their interventions can sometimes be predicted, as peculiar anomalies or oddities in the landscape often betray their involvement.

NUBIFOR

Type Eternal; Size Gargantuan; Ethics Autonomy

Level 15 (EL 17); DC 29

Initiative +35

Speed 30; Fly 40

Senses Darkvision 75’, Nightvision 150’, Smokevision

Languages Aelvish, Aeolian, Arboran, Gantish, High Tongue, Low Tongue

ABILITY SCORES

STR 10; CON 6; DEX 2; INT 4; WIS 5; CHA 3

SKILLS

Acrobatics +21, Arcana +23, Athletics +30, Mental Focus +24, Nature +24, Perception +24, Planes +23, Power Manip +22, Sense Motive +23, Stealth +20, Survival +23

DEFENCE

DB +37 (Base +25; Other +7; Stat +2; Status +3); DR 15

Fort +31, Ref +21, Will +27; CR 2

HP 375; Immunity bleeding, mental, poison; Resistance mundane

FEATS/SPECIAL

Arcadian Caster, Crush, Eternal Essence, Great Fortitude, Hover, Magical Crafting, Physical Training, Power Attack, Smoke Form, Survival Instinct, Weapon Focus (Brawling)

Cloud Weaving (alteration, arcane) The Nubifor can make items using the Create action and replace clouds and mist with the required materials. The exact nature as to how this works is left to the GM.

ATTACKS

Slam +33 (agile, finesse, magical) 3d16+10 bludgeoning plus 1d6 electricity

MAGIC

A Nubifor also has a selection of innate magic.

Arcane Innate Spells DC 29 (+19); PP 20 Storm of Vengeance; PP 16 Punishing Winds; PP 12 Chain Lightning (at will); PP 8 Solid Fog; PP 4 Conjure Elemental (Air only); PP 2 Gust (at will), Obscuring Mist (Constant)

The Nubifor, as guardians of Arcadia’s celestial realms, remind all who dwell within this magical plane of the awe-inspiring power of the natural world and the delicate balance that must be maintained to preserve the beauty and harmony of creation.

SOMNICHAN#

AIR

In the mystical realm of Arcadia, where the boundaries between reality and dream blur, the Somnichan soar through the skies, embodying the purest essence of magic and inspiration. These majestic creatures are not just dragons; they are the living manifestations of Arcadia's heart and soul, their presence a catalyst for creation and transformation throughout the plane.

Somnichan are composed of shimmering magical energies, their scales iridescent, reflecting every conceivable colour and a few that defy human perception. Their wings are vast and ethereal, less substance than light, painting the sky with radiant patterns as they fly. Their eyes are deep wells of arcane power, glowing with the promise of wisdom and the depths of the universe.

Somnichan are revered as divine beings in Arcadia, symbols of the plane's endless potential and the guardians of its magical integrity. They interact with other inhabitants rarely, but when they do, it is always an event of significant magical or existential importance. Somnichan are seen as harbingers of change, their appearances often coinciding with periods of great upheaval or significant creativity.

According to Arcadian mythology, the Somnichan were born from the first dream of the universe, a vision so powerful that it gained form and substance. They are as old as the plane itself, perhaps older, having shaped its evolution and protected its essence for eons. Each Somnichan is tied to the core of Arcadia, responsible for maintaining the balance between chaos and order that defines the plane's existence.

Somnichan do not have a fixed abode; they are creatures of the sky and the spaces between worlds. They are most often seen flying high above Arcadia, wrapped in clouds and light, or during astral phenomena such as eclipses, comets, and meteor showers when their powers are at their peak.

Somnichan are creatures of impulse and inspiration, moving according to the unseen flows of magical energy that crisscross the plane. Their movements seem random but are deeply connected to the mystical currents of Arcadia. They are most active during celestial events, which amplify their already formidable powers and during times of great creativity, when new ideas and dreams bubble up from the minds of Arcadia's inhabitants.

SOMNICHAN

Type Eternal; Size Colossal; Ethics Autonomy

Level 20 (EL 22); DC 34

Initiative +45

Speed 50: Fly 150

Senses Darkvision 75 ft, Nightvision

Languages Aelvish, Arboran, High Tongue, Low Tongue, Mesnic, Nyxian, Wyrmish

ABILITY SCORES

STR 10; CON 8; DEX 4; INT 6; WIS 5; CHA 5

SKILLS

Acrobatics +26, Arcana +28, Athletics +32, Culture +28, Diplomacy +27, Meditation +27, Mental Focus +27 Nature +27, Occultism +28, Perception +27, Planes +28 Power Manip +28, Sense Motive +27, Stealth +26, Survival +27

DEFENCE

DB +48 (Base +30; Other +10; Stat +4; Status +4); DR 20

Fort +35, Ref +28, Will +32; CR 2

HP 560; Immunity bleeding, mental, poison; Resistance mundane

FEATS/SPECIAL

Accurate Spell, Arcadian Caster, Combat Reflexes, Eternal Essence, Evasion, Flyby Attack, Heighten Spell, Hover, Quicken Spell, Survival Instinct

Aureate Resonance (arcane, aura, enchantment) The very presence of the creature inspires greatness. The Somnichan can emit an innate heroism spell in a 30 feet radius that affects any creatures it chooses.

Celestial Flight 3 AP (teleportation, translocation) The Somnichan can take 3 stride actions using its fly speed and transport from one plane of existence to another. This action does not require the creature to make a Spatial Awareness (Mental Focus) check.

Dream Weave Breath 2 AP (arcane, invocation, save)

The Somnichan exhales a 30 foot cone of pure magical energy. Creatures caught in the area take 20d10 mental damage. Any creature with mental immunity instead takes force damage from this breath as it mystically aligns itself to their aura.

Using the breath weapon costs the Somnichan 20 PP and any targets may make a basic Will save to avoid damage.

ATTACKS

Bite +40 (finesse, magical) 4d20+10 force

Claws +40 (agile, finesse, magical) 4d16+10 force

Tail +40 (agile, finesse, magical) 4d20+10 bludgeoning

MAGIC

A Somnichan is an arcane caster that may also select ethereal spells.

CL 20; Spellcraft +26; PP 110

Spells 4 x Cantrips, 30 additional spells (max PP 18).

A Fancalia also has a selection of innate magic.

Arcane Innate Spells DC 36 (+26); PP 20 Timestop; PP 14 True Seeing (constant); PP 8 Telepathy (at will): PP 6 Mind Reading (at will); PP 2 Sleep (at will)

The Somnichan, as the weavers of dreams and the bearers of Arcadia's creative fire, stand as the ultimate embodiment of the plane's limitless possibilities, inspiring all who witness them to reach beyond the ordinary into the realm of the extraordinary.

NETTLEHIDE#

The Nettlehide is a colossal guardian of ancient forests, embodying the untamed power and resilience of nature. With its body covered in thick, thorny vines and bark-like skin, this gentle giant roams the deep woods, fostering growth and protecting the forest's heart from those who would harm it. Despite its intimidating presence, the Nettlehide is a creature of peace, dedicated to maintaining the balance of its ecosystem.

The Nettlehides massive frame is covered in a patchwork of rough, bark-like skin and dense, thorny vines that serve as both armour and camouflage. Small patches of moss and the occasional flowering plant grow directly from its body, a testament to its symbiotic relationship with the forest.

The Nettlehide is a solitary creature, with each individual overseeing vast tracts of wilderness. They are the shepherds of the forest, guiding the natural processes of growth, decay, and renewal. In times of imbalance or threat, they become active defenders of their territory, using their immense strength and control over plant life to remove the disturbance.

Legend holds that the Nettlehide were born from the heart of the earth itself, created as protectors of the natural world in an age long forgotten. They are revered as embodiments of the forest's will, a bridge between the material plane and the ancient spirits of nature. Stories tell of times when the Nettlehide have awakened from centuries of slumber to protect the forests from cataclysmic threats.

These guardians prefer ancient, untouched forests where the veil between the natural and the spiritual worlds is thin. They choose areas rich in life and natural magic as their homes, often near sacred groves, ancient tree circles, or natural springs imbued with mystical properties.

Nettlehides follow the rhythms of the natural world, most active during the day when they can bask in the sunlight that fuels their strength and healing abilities. They spend their days roaming their territory, nurturing the growth of the forest, and resting within the dense foliage where they blend seamlessly with the surrounding vegetation.

NETTLEHIDE

Type Plant; Size Huge; Ethics Harmony

Level 9 (EL 10); DC 23

Initiative +15

Speed 25

Senses Nightvision 140’, Tremorsense 40’

Languages Faechant, Gaian, Gantish, High Tongue

ABILITY SCORES

STR 7; CON 5; DEX -1; INT 2; WIS 4; CHA 1

SKILLS

Athletics +17, Diplomacy +11, Intimidate +11 Mental Focus +14, Nature +14, Perception +14, Stealth +8, Survival +13

DEFENCE

DB +85 (Base +80; Other +5; Stat -5; Status +5); DR 6

Fort +95, Ref +45, Will +75; CR 10

HP 180 Immunity disease, mental, poison; Resistance physical; Weakness fire; Regeneration (Fire)

FEATS/SPECIAL

Entangling Vines, Feather Step, Lightning Reflexes, Monstrous Grab, Plant Resistance, Spell Resilience, Survivalist, Toughness, Wild Stride

ATTACKS

Slam +75 (agile, finesse) 2d12+7 bludgeoning

MAGIC

A Nettlehide has the following innate magic.

Verdant Innate Spells DC 24 (+14); PP 8 Forbiddance, Speak with Plants (constant); PP 6 Stone Call, Tree Shape (at will); PP 2 Obscuring Mist (at will), Sleep, Speak with Animals (constant); PP 0 Hurling (at will), Tanglefoot (at will)

NIGHTMARE#

The Nightmare is a formidable creature steeped in the folklore and darkest fears of many cultures across various fantasy realms. It embodies the essence of terror and malevolent power, often depicted as a spectral horse that roams the night, bringing fear and misfortune wherever it treads. Cloaked in shadows and flames, the Nightmare is not just a physical being but a manifestation of psychological fear, capable of haunting dreams and turning the night into a canvas of dread.

NIGHTMARE

Type Eternal; Size Large; Ethics Malevolence

Level 7 (EL 7); DC 21

Initiative +35

Speed 40; Fly 80

Senses Darkvision 70’, Nightvision 140’, Smokevision

Languages Abyssal, Nefari, Stygian

ABILITY SCORES

STR 6; CON 3; DEX 3; INT 1; WIS 4; CHA 1

SKILLS

Acrobatics +11, Athletics +14, Intimidate +9, Mental Focus +12 Perception +12, Planes +9, Power Manip +9, Sense Motive +12, Stealth +11, Survival +11

DEFENCE

DB +24 (Base +17; Other +3; Stat +3, Status +1); DR 7

Fort +17, Ref +14, Will +18; CR 2

HP 156 Immunity Poison; Resistance fire

FEATS/SPECIAL

Alertness, Ashen Aura, Flyby Attack, Survival Instinct

ATTACKS

Hoof +16 (agile, finesse, magical) 2d8+6 bludgeoning plus 2d6 fire

MAGIC

A Nightmare also has the following innate magic.

Divinity Innate Spells DC 21 (+11); PP 14 Plane Shift (at will – self and rider); PP 8 Nightmare (at will); PP 2 Obscuring Mist (at will)

NIGHTMARE LORD

Type Eternal; Size Large; Ethics Malevolence

Level 12 (EL 12); DC 26

Initiative +45

Speed 50; Fly 100

Senses Darkvision 75’, Nightvision 150’, Smokevision

Languages Abyssal, Nefari, Stygian

ABILITY SCORES

STR 7; CON 4; DEX 4; INT 1; WIS 5; CHA 1

SKILLS

Acrobatics +17, Athletics +20, Intimidate +14 Mental Focus +18, Perception +17, Planes +13 Power Manip +13, Sense Motive +17, Stealth +16, Survival +17

DEFENCE

DB +34 (Base +22; Other +6; Stat +4; Status +2); DR 12

Fort +23, Ref +20, Will +24; CR 2

HP 233 Immunity poison; Resistance fire

FEATS/SPECIAL

Alertness, Ashen Aura, Combat Reflexes, Flyby Attack, Survival Instinct

ATTACKS

Hoof +25 (agile, finesse, magical) 3d8+7 bludgeoning plus 2d6 fire

MAGIC

A Nightmare also has the following innate magic.

Divinity Innate Spells DC 27 (+17); PP 14 Plane Shift (at will – self and rider); PP 8 Nightmare (at will); PP 6 Fireball (at will); PP 4 Invisibility (at will); PP 2 Obscuring Mist (at will)

The Nightmare typically appears as a muscular horse, shrouded in dark, smoky shadows. Its coat is jet black, absorbing light rather than reflecting it, and its eyes burn with a fiery red glow. Flames often wreath its hooves and mane, casting eerie lights and shadows as it moves.

Nightmares are typically solitary creatures, often summoned or created by powerful dark magic practitioners to serve as mounts or guardians. In the wild, they are predators of the night, instilling terror in the hearts of those who sense their presence. Their role in mythical tales is often as omens of doom or as steeds of deathly figures, contributing to their fearsome reputation.

The origins of Nightmares vary between cultures, but common themes paint them as corrupted spirits of once-noble steeds, transformed by dark magic, tragic events, or the corrupting touch of malevolent deities. They are often associated with war, death, and disaster, seen as heralds of calamity or as agents of dark gods.

Nightmares are not bound to any one habitat but are most commonly associated with haunted battlefields, ancient burial grounds, or cursed forests. They are creatures of the night and are most powerful under the cover of darkness, where their abilities to meld into shadows and invade dreams are most effective.

Nightmares roam during the nighttime hours, often drawn to places of strong negative energy or deep fear among the local populace. They are predators, but not in the traditional sense—feeding on fear and despair rather than physical sustenance. Their movements are unpredictable, guided by the unseen currents of dark emotions and psychic disturbances.

NIGHTRAY#

In the shadow-draped realms where the veil between worlds grows thin, the Nightray hunts, a creature as elusive as it is mesmerizing. This nocturnal being thrives under the cloak of darkness, its presence often heralded by a subtle, luminescent aura that mimics the tranquil beauty of the night sky. The Nightray, a guardian of the threshold between the mundane and the mystical, patrols the skies, guided by the ancient lunar magic coursing through its veins.

The Nightray possesses sleek, dark blue scales that absorb light, giving it a near-invisible appearance against the night sky. Its underbelly, however, gleams with a soft, iridescent glow reminiscent of moonlight reflecting on water. The drake's wings are adorned with feather-like scales that shimmer with a celestial radiance, and its eyes are deep, luminous pools reflecting the constellations above.

Nightrays are solitary creatures, with each drake claiming vast territories that encompass both the skies and the lands below. They are fiercely protective of these domains, especially areas rich in lunar magic or significant to the balance between the physical and ethereal worlds. Despite their formidable abilities, Nightrays are not inherently aggressive and prefer to avoid conflict, using their powers to evade or mislead rather than to confront directly.

Legends speak of the Nightray as an avatar of the moon's enigmatic will, a creature born from the first whisper of night. It is said that witnessing a Nightray is an omen of significant change or a call to heed the mysteries that lie in the darkness. In some cultures, the creature is revered as a protector, its presence a safeguard against the nightmares that lurk in the shadows.

Nightrays are found in regions where the fabric of reality is thin—ancient ruins steeped in magic, enchanted forests, and remote mountaintops untouched by time. They nest in places that offer a clear view of the heavens, often atop craggy peaks or within the hollows of ancient, gnarled trees.

Nocturnal by nature, Nightrays spend the daylight hours in a state of deep rest, often suspended in secluded, hard-to-reach locales. As dusk falls, they awaken, taking to the skies in a silent, graceful flight that carries them across their territory. They hunt by the light of the moon, feeding on creatures that bask in lunar magic or on the essence of the night itself.

NIGHTRAY

Type Wyrm; Size Medium; Ethics Equilibrium

Level 8 (EL 9); DC 22

Initiative +40

Speed 30; Fly 60

Senses Darkvision 65’, Nightvision 130’

Languages Aeolian, High Tongue, Luminal, Wyrmish

ABILITY SCORES

STR 4; CON 2; DEX 5; INT 2; WIS 3 CHA 4

SKILLS

Acrobatics +15, Athletics +14, Deception +14, Diplomacy +14 Mental Focus +13, Occultism +12, Perception +13 Power Manip +11, Sense Motive +12, Stealth +14, Survival +12

DEFENCE

DB +125 (Base +90; Other +5; Stat +25; Status +5); DR 8

Fort +15, Ref +18, Will +16; CR 1

HP 167 Immunity cold, paralysis, sleep; Regeneration (Moonlight only)

FEATS/SPECIAL

Flyby Attack, Reflective Scales, Silver Tongue, Skill Focus (Hide), Toughness

Nightray Breath 2 AP (cold, focus, invocation, save, verdant)

The Nightray breathes a 30 foot cone that inflicts 8d8 cold damage. Any targets may make a basic Reflex save to avoid damage.

ATTACKS

Bite +17 (finesse, magical) 2d8+4 piercing

Claw +17 (agile, finesse, versatile - p) 2d6+4 slashing

MAGIC

A Nightray is an ethereal caster.

CL 8; Spellcraft +12; PP 52

Spells - 2 x Cantrips, 10 additional spells (max PP 8).

NIMBLESPRING#

In the enchanted realms of the mystical forest where magic breathes through the very air, the Nimblespring prances with an elegance that captivates all who gaze upon it. These creatures are not just animals; they are the embodiment of agility and grace, gifted with magical abilities that allow them to transcend the ordinary bounds of nature.

The Nimblespring is a breathtaking sight, with a sleek, golden coat that seems to shimmer with an internal light. Its antlers are delicate and spiralled, emitting a soft magical glow. The gazelle's hooves barely touch the ground as it moves, leaving behind a trail of sparkling mist.

Nimblespring are playful and social creatures, often seen in herds within the more secluded and magical parts of the forest. They are a symbol of purity and vitality, and many cultures consider a sighting of these gazelles to be a sign of good fortune and divine favour. They play a crucial role in the ecosystem of their magical habitat, spreading life-giving energies wherever they roam.

Legend has it that the Nimblespring were first born from the joyful tears of a forest goddess, making them creatures of divine origin. They are deeply integrated into the mythology of the forest, seen as the guardians of its sacred springs and groves. Their presence is believed to ensure the health and prosperity of the forest and all who depend on it.

Nimblespring thrive in ancient, magical forests where the veil between the physical and mystical worlds is thin. They prefer areas rich in natural springs and flowering meadows, which support their mystical nature and provide them with the energy they need to perform their magical feats.

These gazelles are diurnal, most active during the hours of dawn and dusk when their magical properties are strongest. They are highly social and are often seen grooming each other or playing in meadows, their movements a dance of beauty and light. During mating season, their leaps become even more pronounced and elaborate, part of their mesmerizing courtship rituals.

NIMBLESPRING

Type Fey; Size Medium; Ethics Autonomy

Level 5 (EL 6); DC 19

Initiative +55

Speed 50

Senses Nightvision 110’

Languages Faechant, Gaian, Mesnic

ABILITY SCORES

STR 3; CON 2; DEX 5; INT 1; WIS 2; CHA 3

SKILLS

Acrobatics +13, Athletics +10, Diplomacy +10 Meditation +9, Mental Focus +9, Nature +9, Perception +9, Sense Motive +9, Stealth +12, Survival +9

DEFENCE

DB +21 (Base +13; Other +2; Stat +5; Status +1)

Fort +9, Ref +16, Will +13

HP 85 Immunity paralysis, sleep; Weakness cold iron

FEATS/SPECIAL

Feather Step, Great Fortitude, Improved Initiative, Mobility, Spell Resilience

Ether Leap

The Nimblespring gains a +20 racial bonus to all High Jump & Long Jump (Athletics) checks. Furthermore, all jump actions cost the Nimblespring 1 AP and do not provoke reactions.

ATTACKS

Hoof +9 (agile, finesse, magical) 1d6+3 bludgeoning

Slam +9 (agile, finesse, magical) 1d8+3 bludgeoning

MAGIC

A Nimblespring is an ethereal caster.

CL 4; Spellcraft +8; PP 23

Spells 2 x Cantrips, 6 additional spells (max PP 4).

A Nimblespring also has a selection of innate magic.

Ethereal Innate Spells DC 18 (+8); PP 4 Blur; PP 2 Obscuring Mist (at will), Speak with Animals (constant), Voice of Healing

The Nimblespring, with its supernatural agility and benevolent powers, brings not just beauty but a vital essence of magic to the enchanted forests it inhabits, intertwining its fate with the mystical heart of the wild.

NIXIE#

Nixies are captivating aquatic creatures, resembling small, sprite-like beings that inhabit serene water bodies such as lakes, rivers, and streams. These fey-like beings are renowned for their playful demeanour and their mystical abilities related to the aquatic environments they protect.

Nixies typically standing around 3 to 4 feet in height and have ethereal, delicate features that blend human-like traits with aquatic elements. Their skin is smooth and translucent, often reflecting the hues of their watery homes with tinges of blue and green. Hair that mimics the flowing motion of underwater plants and ranges in colours from seaweed green to the deep blue of the ocean. Their hands and feet are webbed, enhancing their swimming capabilities, and their eyes are wide and vibrant, resembling the clear waters of a pristine lake.

Nixies serve as stewards of water sources, zealously guarding the purity and safety of their domains. They interact with other aquatic life and the surrounding ecosystem with care, often preventing pollution and other disturbances. Societally, Nixies are organized in close-knit clans, typically led by the most experienced among them, who is revered for both wisdom and nurturing capabilities.

The emergence of Nixies is said to be the result of the world’s magic concentrating in water-rich areas, spontaneously giving life to these guardians of water. They are inherently magical, born from the essence of life-giving water sources, and imbued with the task of preserving the natural beauty and essential balance of their habitats.

Nixies thrive in environments where water is abundant and clean. They are particularly drawn to areas where the natural magic is strong, often near ancient springs or enchanted rivers that are hubs of fey activity. These locations are usually remote, kept secret from the more destructive races.

Nixies primarily consume a diet rich in aquatic flora and small water creatures, which they hunt using their mastery over water currents.

They are inherently social and celebrate community bonds through nightly dances on the water’s surface, which are both a display of beauty and a ritual to strengthen their communal ties.

Nixies have a unique lifecycle, where mating rituals involve elaborate water dances and the exchange of crystalline water charms, symbols of lifelong bonds.

NIXIE

Type Fey; Size Small; Ethics Equilibrium

Level 1 (EL 1); DC 15

Initiative +20

Speed 20; Swim 30

Senses Nightvision 110’

Languages Aqualis, Faechant

ABILITY SCORES

STR 0; CON 1; DEX 3; INT 1; WIS 1; CHA 4

SKILLS

Acrobatics +6, Athletics +3, Deception +7 Diplomacy +7, Handle Animal +4, Mental Focus +4, Nature +4 Perception +4, Stealth +6, Survival +4

DEFENCE

DB +13 (Base +10; Stat +3)

Fort +2, Ref +10, Will +8

HP 42 Resistance mundane; Weakness cold iron

FEATS/SPECIAL

Animal Affinity, Charismatic Caster, Spell Resilience, Weapon Finesse

ATTACKS

Claw +3 (agile, finesse, magical, versatile - p) 1d5+3 slashing

MAGIC

A Nixie is a verdant caster.

CL 1; Spellcraft +5; PP 8

Spells 2 x Cantrips, 3 additional spells (max PP 2).

A Nixie also has a selection of innate magic.

Verdant Innate Spells DC 15 (+5); PP 4 Water Breathing (at will); PP 2 Charm Kind (humanoid), Obscuring Mist (at will).

Nixies embody the spirit of water, symbolizing the nurturing yet formidable force of nature, and remind those who encounter them of the delicate balance and intrinsic value of natural water bodies.

OCEANIDH#

Beneath the shimmering waves of the ocean lies the hidden realm of the Oceanidh, an enchanting race of merfolk. These aquatic beings, known for their grace and beauty, are the guardians of the deep, living in harmony with the marine environment. The Oceanidh are rarely seen by surface dwellers, often regarded as myths or legends. Their presence is usually marked by tales of melodic songs and fleeting glimpses of their shimmering tails.

Oceanidh have the upper bodies of humans with elegant, streamlined features, while their lower halves are that of powerful, iridescent fish tails. They are typically around 6 feet in length from head to tail, with scales that reflect the colours of the ocean, ranging from deep blues and greens to vibrant corals. Their eyes are large and luminous, adapted to see clearly in the dim light of the deep sea.

Oceanidh are known for their curiosity and intelligence. They are adept swimmers, capable of moving swiftly through the water with effortless grace. Their society is rich with music and art, often communicated through hauntingly beautiful songs that can be heard echoing through the water. These songs are not only a form of expression but also serve to communicate over long distances.

The Oceanidh society is organized into clans, each led by a chieftain or a council of elders. They live in underwater cities constructed from coral and enchanted seaweed, which are both aesthetically pleasing and practical. These cities are often guarded by fierce warriors who protect their homes from intruders and sea monsters. The Oceanidh also have skilled healers and spellcasters among them, who harness the magic of the ocean.

Legends tell of the Oceanidh's origin, born from the union of ancient sea gods and humans. They are believed to possess mystical powers granted by these divine ancestors, allowing them to manipulate water and communicate with sea creatures. Stories of their encounters with sailors often end with the Oceanidh either guiding lost ships to safety or luring those with ill intent to their doom.

OCEANIDH

Type Humanoid; Size Medium; Ethics Equilibrium

Level 2 (EL 2); DC 16

Initiative +25

Speed 5; Swim 30

Senses Nightvision 110’

Languages Aqualis, Low Tongue

ABILITY SCORES

STR 2; CON 3; DEX 4; INT 0; WIS 1; CHA 1

SKILLS

Acrobatics +7, Athletics +5, Climbing +7, Nature +4, Perception +4, Stealth +8, Survival +4

DEFENCE

DB +17 (Base +12; Other +1; Stat +4); DR 1

Fort +12, Ref +8, Will +2

HP 71

FEATS/SPECIAL

Aquatic, Great Fortitude, Sudden Charge

ATTACKS

Trident +7 (thrown 20) 1d8+2 piercing

OCEANIDH HUNTER

Type Humanoid; Size Medium; Ethics Malevolence

Level 6 (EL 6); DC 110

Initiative +25

Speed 10, Swim 30

Senses Nightvision 130’

Languages Aqualis, Low Tongue

ABILITY SCORES

STR 2; CON 4; DEX 4; INT 1; WIS 3; CHA 1

SKILLS

Acrobatics +13, Athletics +11, Climbing +12, Culture +9, Nature +11, Perception +11, Stealth +12, Survival +11

DEFENCE

DB +24 (Base +16; Other +3; Stat 4; Status +1); DR 2

Fort +17, Ref +15, Will +10

HP 139

FEATS/SPECIAL

Aquatic, Favoured Terrain (Aquatic), Great Fortitude, Hunt Prey, Iron Will, Skill Focus (Track), Sudden Charge, Toughness, Trap Finder

ATTACKS

Trident +9 (+12 Hunt Prey) (thrown 20) 2d8+2 piercing

MAGIC

An Oceanidh is a verdant caster.

CL 3; Spellcraft +7; PP 10

Spells 4 spells (max PP 4).

Oceanidh are generally peaceful but can be fiercely protective of their territory. They are known to aid ships in distress, but they also punish those who harm the ocean. During the day, they are active, hunting fish and tending to their underwater gardens. At night, their songs fill the waters as they gather to share stories and celebrate their culture.

OCHRE JELLY#

Ochre Jellies are amorphous, gelatinous creatures typically found in dungeons, caves, and other dark, damp environments. These oozes are known for their ability to split into smaller copies of themselves when struck by physical attacks, making them particularly troublesome adversaries. Their acidic bodies can digest organic material quickly, enabling them to feed and move silently through their habitats.

An Ochre Jelly has a translucent, yellowish-brown body that resembles thick, gelatinous slime. It lacks a defined shape or visible sensory organs, adapting its form to its surroundings for ease of movement and attack.

Ochre Jellies are solitary creatures, lacking any form of social structure or societal roles. They are purely instinctual beings, driven by the need to consume and survive. Their presence in an area usually indicates a lack of natural predators and can be a sign of a larger ecosystem imbalance.

Ochre Jellies are thought to be the result of magical pollution or alchemical waste, given life through the chaotic influence of magic-infused environments. In some tales, they are remnants of failed magical experiments that escaped into the wild, adapting to thrive in the underground and abandoned places of the world.

Preferring darkness and moisture, Ochre Jellies thrive in environments like abandoned dungeons, sewers, and underground caverns. They can often be found near sources of organic decay, such as old battlefields or refuse dumps, which provide them with ample food.

Ochre Jellies hunt by lying in wait, camouflaging themselves against stone or earth until prey comes within reach. They then envelop and digest their prey using their acidic composition. They are mostly nocturnal, taking advantage of their indistinct shape and coloration to blend into the shadows.

OCHRE JELLY

Type Ooze; Size Large; Ethics Mindless

Level 6 (EL 5); DC 20

Initiative +0

Speed 15; Climb 10

Senses Blindsight 30’, Vibration Sense 30’

ABILITY SCORES

STR 4; CON 6; DEX -5; INT -4; WIS 1; CHA -4

SKILLS

Athletics +10, Perception +7

DEFENCE

DB +13 (Base +14; Other +3; Stat -5; Status +1)

Fort +11, Ref +0, Will +6

HP 161 Immunity acid, critical, electricity, mental, paralysis, piercing, poison, polymorph, precision, slashing, sleep, stunning

FEATS/SPECIAL

Amorphous Split, Improved Initiative, Monstrous Grab

Constrict 2d8+6 bludgeoning plus 1d6 acid

ATTACKS

Slam +11 (agile, finesse, magical) 1d10+4 bludgeoning plus 1d6 acid

Ochre Jellies, with their unique survival mechanisms and adaptive nature, pose a constant challenge for adventurers, not just as physical threats but also as puzzles to be solved, testing the resourcefulness and adaptability of those who encounter them.

OGRE#

These brutish giants are known for their immense size, raw strength, and often temperamental nature. Dwelling in the darker corners of the world—be it dense forests, mountain caves, or abandoned ruins—Ogres are as feared for their ferocity as they are shunned for their lack of cunning and crude manners.

Ogres stand between 9 and 12 feet tall, possessing a bulky and muscular frame with thick, rough skin that ranges in colour from dirty gray to deep green. Their features are coarse, with small eyes, a large nose, and a broad mouth filled with jagged teeth. Their arms are long and powerful, ending in large, gnarled hands perfect for crushing and smashing.

Ogres are typically solitary or live in small family units, rarely forming large communities. Their social interactions are simple and hierarchy is usually determined by brute strength. Despite their reputation for being dim-witted, Ogres possess a rudimentary level of intelligence, capable of setting traps and ambushing unwary travellers or small villages.

Ogres are often depicted in myths and legends as creatures to be outsmarted or overcome by heroes and adventurers. They are sometimes shown as guardians of treasures or captives, harking back to their role as obstacles in ancient tales of valour and conquest.

Ogres prefer isolated environments where they can live undisturbed. Their homes are often crude, consisting of caves, makeshift huts, or abandoned structures in the wilderness. They are territorial and will aggressively defend their chosen home from intruders.

Ogres are primarily nocturnal, hunting and foraging for food at night. They are omnivorous, with a diet that includes anything they can catch, from wild animals to unfortunate travellers. Despite their fearsome reputation, Ogres can be surprisingly stealthy, using their environment to conceal their large forms.

OGRE

Type Humanoid; Size Large; Ethics Malevolence

Level 4 (EL 3); DC 18

Initiative -5

Speed 25

Senses Darkvision 50’, Nightvision 100’

Languages Gantish

ABILITY SCORES

STR 5; CON 4; DEX -1; INT -1; WIS 0; CHA -2

SKILLS

Athletics +10, Climbing +4, Intimidate +2, Perception +4, Survival +4

DEFENCE

DB +15 (Base +14; Other +2; Stat –1); DR 4

Fort +13, Ref +5, Will +5

HP 131

FEATS/SPECIAL

Bravery, Iron Will, Power Attack, Swipe, Toughness

ATTACKS

Greatclub +11 (shove) 1d12+7 bludgeoning

Slam +11 (agile, finesse) 1d10+5 bludgeoning

Javelin +5 (thrown 30) 1d6+5 piercing

OGRE SOLDIER

Type Humanoid; Size Large; Ethics Malevolence

Level 8 (EL 8); DC 22

Initiative +25

Speed 25

Senses Darkvision 55’, Nightvision 110’

Languages Gantish

ABILITY SCORES

STR 5; CON 4; DEX 0; INT -1; WIS 1; CHA 1

SKILLS

Athletics +14, Climbing +9, Intimidate +10, Perception +9, Survival +9

DEFENCE

DB +23 (Base +18; Other +4; Status +1); DR 6/4 (Chest/Other)

Fort +17, Ref +10, Will +10

HP 187

FEATS/SPECIAL

Battle Hardened, Bravery, Combat Reflexes, Furious Focus, Improved Initiative, Iron Will, Power Attack, Swipe, Toughness

ATTACKS

Greataxe +17 (AR 2, sweep) 2d16+7 slashing

Slam +17 (agile, finesse) 2d10+5 bludgeoning

Javelin +12 (thrown 30) 2d6+5 piercing

Ogres, with their mix of brute strength and primal instincts, serve as classic antagonists in many fantasy settings, offering challenges not just in combat but in the tales of courage, cunning, and strength that are woven around them.

ORYCEPS#

In the mystical realms where the boundary between flora and fauna blurs, the Oryceps emerge as fascinating hybrid creatures. These beings combine characteristics of both mushrooms and sentient creatures, thriving in the rich, damp environments of magical forests and deep underground caverns.

Oryceps stand between 5 and 6 feet tall, possessing a humanoid shape but are made entirely of fungal components. Their bodies are composed of tough, fibrous mycelium, while their heads resemble large caps of mushrooms, varying in colour and pattern depending on their subspecies. They have no visible eyes or mouth but sense and communicate through spores.

Oryceps are highly aggressive and territorial, viewing all humanoids as potential hosts for expansion of their colonies. They are organized in a colony structure with a clear hierarchy, where the most potent Oryceps control lesser ones through pheromonal and spore signals.

Once considered a myth, the terrifying nature of the Oryceps has become a harsh reality in areas plagued by their presence. Tales of entire villages lost to the violet spore, only to rise again as grounds teeming with new Oryceps, have spread far and wide, instilling fear and prompting efforts to contain their spread.

Oryceps thrive in dark, secluded areas such as abandoned dungeons, deep forests, and especially in places where death and decay are prevalent. These environments allow them to remain hidden while fostering the growth of their colonies.

Oryceps actively seek out humanoid settlements or travellers, using their spores to infect and subdue new hosts. Following successful infections, Oryceps work quickly to establish new colonies, often overtaking entire regions if left unchecked.

When threatened, Oryceps release massive spore clouds to disable attackers and escape or to turn the situation to their advantage by infecting their aggressors.

ORYCEPS

Type Plant; Size Medium; Ethics Malevolence

Level 4 (EL 4); DC 18

Initiative +25

Speed 20

Senses Darkvision 60’, Nightvision 120’, Scent 35’

Languages Nyxian, Telepathy (100’)

ABILITY SCORES

STR 4; CON 4; DEX -3; INT 0; WIS 2; CHA 0

SKILLS

Athletics +10, Perception +8, Stealth +3, Survival +8

DEFENCE

DB +12 (Base +13; Other +2; Stat -3); DR 2

Fort +65, Ref +30, Will +50

HP 93 Immunity critical (only bleed and damage), disease, mental; Resistance cold; Weakness electricity, slashing

FEATS/SPECIAL

Iron Will, Skill Focus (Stealth)

Emit Spores 1 AP Frequency 1/min Effect The Oryceps emits spores in a 10' radius. All creatures within the radius are affected by Violet Spores. This ability triggers automatically when the creature dies.

Violet Spore (disease) Any creature that takes hit point damage from the Oryceps’ slam is subjected to this affliction.

Basic Fort, Incubation 1 minute; Stage 1 2d6 poison damage (1 day); Stage 2 6d6 poison damage and target is compelled to find the nearest Oryceps colony (1 day); Stage 3 As stage but the poison damage is 10d6; Stage 4 Death and the target becomes a fully formed Oryceps after 24 hours.

ATTACKS

Slam +9 (agile, finesse) 1d8+4 bludgeoning plus violet spore

MAGIC

An Oryceps has the following innate magic.

Verdant Innate Spells DC 18 (+8); PP 14 Dominate (at will – violet spore infected only)

PEGASUS#

The Pegasus is a majestic and iconic creature, renowned for its grace, beauty, and the striking pair of feathered wings that grant it the power of flight. This winged horse often symbolizes purity, freedom, and the spirit of adventure, capturing the hearts of many in tales and legends across various cultures.

The Pegasus typically stands about 5 to 6 feet at the shoulder with a wingspan that can reach up to 20 feet.

The Pegasus sports a sleek, muscular body covered in a coat that glistens like fresh snow under sunlight. Its wings, large and powerful, are covered in soft, downy feathers that range in shades from pure white to sky blue, reflecting the colours of the heavens.

Pegasi are highly intelligent and possess a keen sense of curiosity about the world around them. They are often sought after by adventurers and knights for their loyalty and bravery in the face of danger. In some regions, Pegasi serve as messengers and scouts, valued for their speed and ability to reach areas inaccessible by land.

The origin of the Pegasus is shrouded in the mists of the world’s creation. Some believe these creatures were born from the first storm, others say they sprang from the union of the wind and the mountains. Whatever their true origin, Pegasi are deeply revered, often seen as omens of good fortune or heralds of change.

Pegasi prefer to make their homes in high altitudes, nesting atop towering cliffs and in hidden mountain valleys. They require large territories for grazing and flying, often choosing lands that are open and adjacent to clear, deep lakes which mirror the sky above.

Pegasi are gregarious among their kind and can often be found in small herds, where they form close, familial bonds. They are protective of their young and teach them to fly from an early age. Pegasi graze on a variety of mountain flora, supplemented by magical herbs that grow only in high altitudes, which contribute to their mystical nature.

While friendly to those they trust, Pegasi are wary of strangers and can be formidable opponents if threatened, using both their hooves and wings to defend themselves.

PEGASUS

Type Beast; Size Large; Ethics Benevolence

Level 4 (EL 5); DC 18

Initiative +30

Speed 40; Fly 80

Senses Darkvision 55’, Nightvision 110’ , Scent 35’

Languages Aelvish, High Tongue, (Cannot speak)

ABILITY SCORES

STR 3; CON 3; DEX 4; INT 0; WIS 2; CHA 2

SKILLS

Acrobatics +10, Athletics +8, Perception +7, Stealth +9 Survival +7

DEFENCE

DB +20 (Base +14; Other +2; Stat +4); DR 1

Fort +14, Ref +13, Will +7

HP 117

FEATS/SPECIAL

Flyby Attack, Iron Will

ATTACKS

Hoof +10 (finesse, magical) 1d8+3 bludgeoning

Wing +10 (finesse, magical, reach 15) 1d8+3 bludgeoning

MAGIC

A Pegasus is a divinity caster.

CL 4; Spellcraft +7; PP 19

Spells 2 x Cantrips, 6 additional spells (max PP 4).

A Pegasus also has the following innate magic.

Divinity Innate Spells DC 17 (+7); PP 2 Detect Aura (at will), Speak with Animals (at will).

The Pegasus remains a symbol of purity and the quest for freedom, its ethereal presence inspiring those who seek to rise above the mundane world and touch the sublime.

PHASMUS#

In the dimmest corners of the world, where shadows converge and reality seems to waver, resides the enigmatic Phasmus. These amorphous beings possess a unique ability that sets them apart from all other creatures: the power to assume the guise of nearly any creature or object they encounter.

Phasmus’ are 5 feet in diameter and 2 feet high at the centre in their natural form, weighing approximately 400 pounds. They appear as amorphous blobs with swirling colours indicating their sensory organs, moving like oozes, slithering across surfaces, and contorting their shape as needed.

Phasmus’ excel at mimicry, able to take on the appearance of almost any creature or object, making them adept at blending into their surroundings or deceiving potential threats and prey. In its natural form, a Phasmus can extend part of its body to form a pseudopod, which it uses to strike at foes with surprising force. The colourful swirls on a Phasmus’ body function as sensory organs, allowing it to detect changes in its environment and react swiftly.

Phasmus’ are typically solitary creatures, often found alone in their chosen habitats, and are highly independent, rarely interacting with others of their kind. Due to their unique abilities, Phasmus’ are often rumoured to guard ancient secrets and treasures, using their mimicry to deter or mislead would-be intruders.

Legends suggest that Phasmus’ were created by a long-forgotten magical cataclysm, granting them their shape-shifting abilities as a means of survival in a chaotic world. Many cultures have myths and stories about shapeshifters that can be traced back to encounters with Phasmus’, adding to their mystique and elusiveness.

Phasmus’ can adapt to a wide range of environments, from dense forests and swamps to dark caves and abandoned ruins, choosing habitats where their mimicry abilities can be most effectively utilized. They often hide in plain sight, mimicking objects or creatures common to their environment, such as rocks, trees, or even mundane items left behind by adventurers.

Phasmus’ often lie in wait for prey, using their mimicry to get close before striking with their pseudopods. When moving, they do so cautiously and quietly, always aware of potential threats and opportunities for disguise.

PHASMUS

Type Aberration; Size Medium; Ethics Anarchy

Level 14 (EL 15); DC 28

Initiative +35

Speed 20; Climb 20

Senses Darkvision 65’, Scent 40’, Tremorsense 40’

Languages Telepathy only (any language)

ABILITY SCORES

STR 3; CON 4; DEX 4; INT 2; WIS 3; CHA 4

SKILLS

Acrobatics +10, Athletics +18, Culture +16, Deception +22, Diplomacy +18, Mental Focus +21, Occultism +16 Perception +21, Sense Motive +17, Stealth +22, Survival +10

DEFENCE

DB +33 (Base +20; Other +7; Stat +4; Status +2)

Fort +22, Ref +22, Will +24; CR 2

HP 213 Immunity bleeding, paralysis, poison, polymorph, sleep, stun; Resistance physical; Regeneration

FEATS/SPECIAL

Alien Mind, Alertness, Blind Fight, Combat Reflexes, Great Fortitude, Lightning Reflexes, Mobility

Phasmus Telepathy (mental)

The Phasmus can mentally communicate with sentient creatures that it can sense or that it has stored (Study Target). When the Phasmus uses its innate Shapechange spell (see below), it still cannot converse and retains all of its immunities and resistances, gaining none of those of the new form.

ATTACKS

Slam +85 (agile, finesse, magical) 2d8+3 bludgeoning

MAGIC

A Phasmus also has the following innate magic.

Ethereal Innate Spells DC 28 (+18); PP 18 Shapechange (constant); PP 8 Dimension Door; PP 6 Misty Step, Sonic Bolt (at will)

Mysterious and elusive, Phasmus’ are rarely seen in their natural form, making their true nature a subject of speculation and myth among those who have heard tales of their existence.

PHOENIX#

The Phoenix stands as a symbol of rebirth, immortality, and enduring spirit. This majestic bird is known for its cycle of death and rebirth, rising anew from its ashes with renewed youth and vigour. A creature of fire and air, the Phoenix embodies themes of transformation and eternal renewal.

The Phoenix is a majestic creature with a sleek, muscular body and a wingspan exceeding 20 feet, adorned with vibrant feathers that shimmer in hues of red, orange, and gold, as if aflame. Its broad, powerful wings resemble flames flickering in the air, and they emit a soft, distant roar when beating. The Phoenix's regal head features piercing, luminous eyes ranging from fiery orange to molten gold, exuding intelligence and ancient wisdom. Its long, flowing tail leaves a trail of spark-like embers in flight, while a subtle aura of heat surrounds it, carrying a faint scent of ozone and spice, enhancing its mythic presence.

The Phoenix is a solitary creature, typically found alone or occasionally in the presence of a mate. Due to its long life and rebirth cycle, it is often seen as a wise and ancient being, revered by many cultures as a symbol of the sun, renewal, and eternal life.

While friendly to those they trust, Pegasi are wary of strangers and can be formidable opponents if threatened, using both their hooves and wings to defend themselves.

Myths surrounding the Phoenix describe it as a guardian of formidable power, often associated with the sun and celestial fire. The bird's tears are said to have healing properties, and merely witnessing its rebirth can inspire awe and reverence. Many stories use the Phoenix as a motif for the heroes' journeys, symbolizing their growth, transformation, and triumph over adversity.

Phoenixes prefer warm, dry environments, such as arid deserts and volcanic regions, where they can nest in solitude. They are often associated with places that are hard to reach or hidden from the eyes of the unwary, such as high mountain peaks or inside active volcanoes.

The Phoenix feeds primarily on incense and aromatic herbs, which contribute to the bird's fiery nature and the sweet scent of its ashes. Phoenixes are not social birds but may occasionally be seen with a mate. Their interactions with other creatures are rare, reserved for moments of significant need or when their territories are threatened.

The reproduction cycle of a Phoenix is unique, as it is reborn from its own ashes. It is believed that Phoenixes can find or attract a mate through a mystical call that resonates through the fire of their rebirth.

PHOENIX

Type Elemental; Size Gargantuan; Ethics Harmony

Level 15 (EL 17); DC 29

Initiative +55

Speed 30; Fly 80

Senses Darkvision 75’, Nightvision 150’

Languages Aelvish, Aeolian, High Tongue, Ignic, Low Tongue, Luminal, Solari, Wyrmish

ABILITY SCORES

STR 6; CON 5; DEX 6; INT 6; WIS 5; CHA 5

SKILLS

Acrobatics +24, Athletics +24, Diplomacy +23, Intimidate +20, Mental Focus +23, Nature +23, Perception +25, Planes +23, Power Manip +23, Sense Motive +22, Stealth +23, Survival +22

DEFENCE

DB +41 (Base +25; Other +7; Stat +6; Status +3); DR 6

Fort +25, Ref +26, Will +24; CR 2

HP 325 Immunity bleeding, fire, paralysis, poison, sleep Resistance mundane; Weakness cold, evil Regeneration (Cold/Evil)

FEATS/SPECIAL

Aura of Fire, Combat Reflexes, Flyby Attack, Iron Will, Magic Dispelling, Mobility, Quicken Spell

Reborn from the Ashes (healing, soul, verdant)

When a Phoenix dies it becomes a pile of smouldering ashes. After 1 minute, the ashes reform into a new Phoenix as if it had been restored with a Resurrection spell.

ATTACKS

Bite +28 (finesse, magical) 3d12+6 piercing plus 4d6 fire

Claw +28 (agile, finesse, magical, versatile - p) 3d10+6 slashing plus 4d6 fire

Fire Ray +28 (range 100) 3d10+6 fire

MAGIC

A Phoenix also has the following innate magic.

Verdant Innate Spells DC 30 (+20); PP 16 Heal; PP 10 Flame Strike; PP 8 Remove Curse, Wall of Fire; PP 4 See Invisible (constant); PP 2 Detect Aura (constant), Restoration; PP 0 Light

The Phoenix, as a creature of myth and fantasy, serves as a powerful symbol within stories and campaigns, bringing with it themes of endurance, rebirth, and transformation—inspiring both awe and admiration in those who encounter it in the fantastical realms.

PIXIE#

Pixies are enchanting, diminutive fey creatures known for their mischievous and playful nature. They inhabit the more whimsical corners of fantasy realms, thriving in environments rich with magic and natural beauty. Often depicted as small, childlike beings with delicate wings, pixies embody the spirit of untamed freedom and joy.

Pixies are about 2 feet tall, often portrayed with an ethereal beauty, having delicate features and sparkling eyes full of mirth and curiosity. They have iridescent wings resembling those of butterflies or dragonflies, which shimmer in the light. Their attire is typically made from natural materials like leaves, flower petals, and cobwebs, adding to their whimsical look.

Pixies are inherently linked to the health of their natural surroundings, often acting as guardians of sacred groves, enchanted springs, and ancient woodlands. They are deeply playful and enjoy interacting with other creatures, albeit in a light-hearted and sometimes perplexing manner.

In the lore of many lands, pixies are seen as benign spirits of nature, sometimes helping lost travellers, other times leading them astray for their amusement. They are integral to the ecosystem of their homes, helping plants grow and animals thrive through their magical influence.

Pixies prefer lush, vibrant environments where magic is strong, such as old growth forests, misty meadows, and flowering glades. Their homes are typically hidden from the larger world, crafted ingeniously within nature, such as in hollowed-out mushrooms or in the boughs of ancient trees.

Pixies generally sustain themselves on nectar, pollen, and the dew from leaves, embodying a diet as light as they are.

They are highly social among their own kind and enjoy the company of other fey creatures. Pixies often gather in large numbers for celebrations that are marked by dancing, singing, and revelry.

Pixies celebrate their mates with elaborate aerial dances and the exchange of gifts found in nature, often coinciding with lunar cycles or seasonal changes.

PIXIE

Type Fey; Size Small; Ethics Anarchy

Level 5 (EL 6); DC 19

Initiative +35

Speed 15; Fly 40

Senses Nightvision 120’

Languages Aelvish, Faechant, Gaian, Low Tongue, Mesnic

ABILITY SCORES

STR -1; CON 1; DEX 5; INT 3; WIS 2; CHA 3

SKILLS

Acrobatics +13, Athletics +6, Culture +11, Deception +11 Handle Animal +10, Nature +10, Perception +10 Power Manip +10, Sense Motive +9, Stealth +13, Survival +9

DEFENCE

DB +20 (Base +12; Other +2; Stat +5; Status +1)

Fort +6, Ref +16, Will +13

HP 80 Resistance mundane; Weakness cold iron

FEATS/SPECIAL

Charismatic Caster, Magic Dispelling, Skill Focus (Hide), Spell Resilience, Toughness, Weapon Finesse, Weapon Focus (Bow)

ATTACKS

Shortsword +6 (agile, finesse, magical, versatile - P) 1d6+6 slashing

Shortbow +7 (deadly, magical, 2-h, quick load, range 60) 1d6+1 piercing

MAGIC

A Pixie is a verdant caster with a rather unique casting ability. All of the Pixies spells (not innate or cantrips) are cast as part of making a Strike action with a bow. If the strike actions hits it target, it is affected as normal for that spell and the attack inflicts no damage. If the strike action inflicts a critical hit, any saving throw DC is increased by 1 per level of severity of the inflicted critical. No further affects of the critical are applied.

Finally, all of the Pixies spells are Heightened automatically.

CL 5; Spellcraft +8; PP 23

Spells - Cantrips Dancing Lights, Ghost Sound; PP 2 Charm Animal, Charm Kind, Fear, Sleep; PP 4 Hold Animal, Insanity; PP 6 Hold Kind

A Pixie also has a selection of innate magic.

Verdant Innate Spells DC 18 (+8); PP 4 Entangle, Fairy Fire, Invisibility (self only); PP 2 Self Mirage, Shield.

Pixies, with their vibrant spirits and mystical presence, add a layer of magic and mystery to the forests and glades they inhabit, reminding all of the whimsy and wonder hidden in the natural world.

PRIMALS#

The four elemental planes of existence encompass the raw foundations of reality: the Plane of Air, an endless expanse of sky filled with floating islands and tumultuous winds; the Plane of Earth, a vast interconnected labyrinth of rock and soil where light is a rarity; the Plane of Fire, a blazing realm of ever-shifting lava and ceaseless flames; and the Plane of Water, a boundless ocean with neither surface nor seabed, illuminated by bioluminescent organisms. These pure, elemental domains teem with respective inhabitants like air elementals and cloud giants, subterranean xorn, fiery efreeti, and deep-sea krakens, each shaped by and adapted to their unyielding environments.

In the four elemental planes, the raw essence of each element is magnified and given form, creating worlds that are both breathtakingly beautiful and perilously dangerous.

PLANE OF AIR

The Elemental Plane of Air is an endless expanse of blue sky, filled with swirling clouds and mighty storms. Here, the air is both a gentle breeze and a fierce hurricane, ever-changing and unpredictable. Floating islands of solidified clouds serve as homes to the denizens of this plane, including the noble djinn and the mischievous air mephits. The air itself seems alive, whispering secrets and carrying the scent of distant realms. Adventurers may find themselves soaring alongside colossal sky whales or navigating the treacherous currents of a perpetual thunderstorm.

PLANE OF EARTH

The Elemental Plane of Earth is a vast and unyielding realm of solid rock, precious gems, and hidden caverns. This subterranean world is a labyrinth of tunnels and chambers, illuminated by the glow of luminous crystals and veins of molten metal. Titans of stone and iron, such as the stoic dao and the industrious earth elementals, dwell here, shaping the land with their immense strength. The very ground pulses with the heartbeat of the planet, a testament to the ancient and eternal nature of this plane. Here, the treasures of the earth are abundant, but so too are the dangers, with earthquakes and cave-ins lurking around every corner.

PLANE OF FIRE

The Elemental Plane of Fire is a realm of intense heat and constant conflagration, where the landscape is dominated by rivers of molten lava and towering volcanoes. The sky burns with a perpetual twilight, casting everything in hues of red and orange. Inhabitants of this plane, such as the fiery efreeti and the blazing fire elementals, revel in the flames, their forms dancing amidst the inferno. The air shimmers with heat, and the very ground threatens to scorch those who dare to tread upon it. It is a place of raw power and destruction, where the forge of creation and the pyre of annihilation coexist in a delicate balance.

PLANE OF WATER

The Elemental Plane of Water is an endless ocean, with no surface or bottom, just a boundless expanse of water in all directions. It is a world of constant fluid motion, where currents and tides dictate the flow of life. The plane is populated by a myriad of aquatic beings, including the regal marids and the playful water elementals. Schools of iridescent fish and colossal sea monsters glide through the depths, while shimmering coral reefs provide shelter and beauty. The water here is imbued with a sense of tranquillity and depth, offering both serenity and peril to those who venture into its vast, liquid embrace.

PRIMAL TYPES

Primals are beings of raw elemental energy, each embodying the pure essence of their respective element. They serve as guardians of the natural order, existing in various sizes to accommodate different roles and levels of power. Here are the descriptions and stat blocks for each type and size of Primal.

AIR PRIMALS

Air Primals are the embodiment of wind and sky, swirling masses of transparent energy that dance with the breezes and storms. They are swift and elusive, often appearing as whirlwinds or gentle zephyrs, their forms constantly shifting and undulating. These beings are the essence of freedom and change, whispering secrets of the sky and carrying the scent of far-off places. They guard the skies and high places, ensuring the balance of air currents and weather patterns.

EARTH PRIMALS

Earth Primals are the manifestation of stone and soil, solid and unyielding forces that embody the stability and strength of the ground beneath our feet. They are slow but immensely powerful, their bodies composed of rock and mineral. These guardians of the earth are often seen as ancient and wise, their presence a reminder of the enduring and unchanging nature of the land. They are the protectors of mountains, caves, and forests, maintaining the balance of nature and ensuring the fertility of the soil.

FIRE PRIMALS

Fire Primals are the living embodiment of flame, burning with an intensity that consumes everything in their path. They are vibrant and fierce, often appearing as blazing infernos or gentle flickers of light. These beings are the essence of destruction and renewal, their flames capable of both devastation and purification. Fire Primals are guardians of the hearth and the forge, symbolizing the transformative power of fire in the natural world. They are both feared and revered, their presence a symbol of power and change.

WATER PRIMALS

Water Primals are the essence of fluidity and life, shifting forms of pure liquid that flow and crash like the tides and storms of the sea. They are graceful and adaptable, their bodies constantly in motion, reflecting the ever-changing nature of water. These beings are the embodiment of tranquillity and fury, their moods as changeable as the oceans. Water Primals are guardians of rivers, lakes, and seas, ensuring the purity and balance of water sources. They are revered as the givers of life and the bringers of storms, their presence a symbol of the cycle of life.

AIR PRIMALS#

AIR

Whirling through the skies with ethereal grace, the Primal of Air is a being of pure elemental energy. Its form is ever-changing, a swirling vortex of wind and mist, occasionally taking on shapes reminiscent of wings and faces that seem to disappear as quickly as they form. It moves with unmatched speed and agility, a whisper on the breeze or a raging storm, embodying the very essence of the air itself.

AIR PRIMAL - BRIEZ

Type Elemental; Size Small; Ethics Anarchy

Level 3 (EL 3); DC 17

Initiative +50

Speed Fly 60

Senses Darkvision 55’, Nightvision 110’

Languages Aeolian

ABILITY SCORES

STR 2; CON 2; DEX 5; INT -2; WIS 1; CHA 0

SKILLS

Acrobatics +9, Athletics +5, Climbing +8, Perception +4 Stealth +8

DEFENCE

DB +19 (Base +13; Other +1; Stat +5); DR 1

Fort +10, Ref +15, Will +6; CR 2

HP 71; Immunity bleeding, electricity, paralysis, poison, sleep

FEATS/SPECIAL

Elusive Movement, Hover, Improved Initiative, Lightning Reflexes

Air Blast Magic 2 AP (air, verdant)

The primal may make an air blast attack (see below) combining it with any one verdant innate spell that it has knowledge of. If the spell has the attack trait, it uses the primals attack bonus rather than innate bonus when making the attack.

ATTACKS

Air Blast +6 (magical, push, range 60) 1d6+2 bludgeoning

Slam +9 (agile, finesse, magical) 1d6+2 bludgeoning

MAGIC

A Briez also has the following innate magic.

Verdant Innate Spells DC 15 (+5); PP 2 Gust (at will).

AIR PRIMAL - GAYL

Type Elemental; Size Medium; Ethics Anarchy

Level 7 (EL 8); DC 21

Initiative +50

Speed Fly 80

Senses Darkvision 60’, Nightvision 120’

Languages Aeolian

ABILITY SCORES

STR 15; CON 15; DEX 20; INT -10; WIS 10; CHA 0

SKILLS

Acrobatics +12, Athletics +8, Climbing +9, Perception +8, Stealth +9

DEFENCE

DB +25 (Base +17; Other +3; Stat +4; Status +1); DR 2

Fort +15, Ref +18, Will +11; CR 2

HP 136; Immunity bleeding, electricity, paralysis, poison, sleep

FEATS/SPECIAL

Elusive Movement, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Weapon Finesse

Air Blast Magic 2 AP (air, verdant)

The primal may make an air blast attack (see below) combining it with any one verdant innate spell that it has knowledge of. If the spell has the attack trait, it uses the primals attack bonus rather than innate bonus when making the attack.

ATTACKS

Air Blast +13 (magical, push, range 60) 2d8+3 bludgeoning

Slam +14 (agile, finesse, magical) 2d8+3 bludgeoning

MAGIC

A Gayl also has the following innate magic.

Verdant Innate Spells DC 20 (+10); PP 4 Deflections (at will); PP 2 Gust (at will), Obscuring Mist (at will).

AIR PRIMAL - STOURM

Type Elemental; Size Large; Ethics Anarchy

Level 11 (EL 12); DC 25

Initiative +55

Speed Fly 100

Senses Darkvision 65’, Nightvision 130’

Languages Aeolian

ABILITY SCORES

STR 4; CON 4; DEX 4; INT -1; WIS 3; CHA 0

SKILLS

Acrobatics +15, Athletics +15, Climbing +15, Perception +13, Stealth +14

DEFENCE

DB +32 (Base +21; Other +5; Stat +4; Status +2); DR 2

Fort +20, Ref +22, Will +18; CR 2

HP 229; Immunity bleeding, electricity, paralysis, poison, sleep

FEATS/SPECIAL

Elusive Movement, Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Toughness

Air Blast Magic 2 AP (air, verdant)

The primal may make an air blast attack (see below) combining it with any one verdant innate spell that it has knowledge of. If the spell has the attack trait, it uses the primals attack bonus rather than innate bonus when making the attack.

ATTACKS

Air Blast +20 (magical, push, range 20) 2d10+4 bludgeoning

Slam +20 (agile, finesse, magical) 2d10+4 bludgeoning

MAGIC

A Stourm also has the following innate magic.

Verdant Innate Spells DC 25 (+15); PP 6 Wall of Wind (at will); PP 4 Deflections (at will); PP 2 Gust (at will), Obscuring Mist (at will).

AIR PRIMAL - TEMPAST

Type Elemental; Size Huge; Ethics Anarchy

Level 15 (EL 16); DC 29

Initiative +55

Speed Fly 120

Senses Darkvision 65’

Languages Aeolian, Low Tongue

ABILITY SCORES

STR 5; CON 5; DEX 4; INT 0; WIS 3; CHA 0

SKILLS

Acrobatics +20, Athletics +19, Climbing +17, Nature +12, Perception +20, Planes +10, Stealth +16, Survival +12

DEFENCE

DB +39 (Base +25; Other +7; Stat +4; Status +3); DR 3

Fort +125, Ref +130, Will +110; CR 4

HP 330; Immunity bleeding, electricity, paralysis, poison, sleep

FEATS/SPECIAL

Elusive Movement, Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Surge of Speed, Toughness, Whirlwind

Air Blast Magic 2 AP (air, verdant)

The primal may make an air blast attack (see below) combining it with any one verdant innate spell that it has knowledge of. If the spell has the attack trait, it uses the primals attack bonus rather than innate bonus when making the attack.

ATTACKS

Air Blast +27 (magical, push, range 20) 3d12+5 bludgeoning

Slam +27 (agile, finesse, magical) 3d12+4 bludgeoning

MAGIC

A Tempest also has the following innate magic.

Verdant Innate Spells DC 30 (+20); PP 8 Lightning Bolt (at will); PP 6 Wall of Wind (at will); PP 4 Deflections (at will); PP 2 Gust (at will), Obscuring Mist (at will).

EARTH PRIMALS#

EARTH

Emerging from the depths of the earth, the Primal of Earth is a titan of stone and soil. Its hulking form is composed of rocks, minerals, and gems, constantly shifting and grinding as it moves. It embodies the raw power and stability of the ground beneath our feet, a silent guardian of the land's secrets.

EARTH PRIMAL - PEBBAL

Type Elemental; Size Small; Ethics Anarchy

Level 3 (EL 3); DC 17

Initiative +5

Speed 25; Burrow 25

Senses Darkvision 55’, Tremorsense 30’

Languages Gaian

ABILITY SCORES

STR 4; CON 4; DEX 0; INT -2; WIS 1; CHA -1

SKILLS

Acrobatics +3, Athletics +7, Climbing +3, Perception +4 Stealth +3, Survival +4

DEFENCE

DB +14 (Base +13; Other +1); DR 4

Fort +14, Ref +8, Will +6; CR 2

HP 87; Immunity acid, bleeding, paralysis, poison, sleep

FEATS/SPECIAL

Earth Glide, Earthbound, Great Fortitude, Toughness

ATTACKS

Slam +8 (agile, finesse, magical) 1d6+4 bludgeoning

MAGIC

A Pebbal also has the following innate magic.

Verdant Innate Spells DC 17 (+7); PP 2 Stone Shield (at will).

EARTH PRIMAL - STOWN

Type Elemental; Size Medium; Ethics Anarchy

Level 7 (EL 7); DC 21

Initiative +10

Speed 25; Burrow 25

Senses Darkvision 60’, Tremorsense 35’

Languages Gaian

ABILITY SCORES

STR 5; CON 4; DEX 0; INT -2; WIS 2; CHA -1

SKILLS

Acrobatics +5, Athletics +12, Climbing +5, Perception +7, Stealth +5, Survival +7

DEFENCE

DB +21 (Base +17; Other +3; Status +1); DR 8

Fort +18, Ref +12, Will +11; CR 2

HP 153; Immunity acid, bleeding, paralysis, poison, sleep

FEATS/SPECIAL

Earth Glide, Earthbound, Great Fortitude, Power Attack, Toughness

ATTACKS

Slam +15 (agile, finesse, magical) 2d8+5 bludgeoning

MAGIC

A Stown also has the following innate magic.

Verdant Innate Spells DC 21 (+11); PP 4 Acid Bolt (at will); PP 2 Cure, Stone Shield (at will).

EARTH PRIMAL - MAOTON

Type Elemental; Size Large; Ethics Anarchy

Level 11 (EL 11); DC 25

Initiative +10

Speed 30; Burrow 30

Senses Darkvision 60’, Tremorsense 35’

Languages Gaian

ABILITY SCORES

STR 7; CON 5; DEX 0; INT -2; WIS 2; CHA -1

SKILLS

Acrobatics +6, Athletics +17, Climbing +8, Perception +10, Stealth +7, Survival +10

DEFENCE

DB +28 (Base +21; Other +5; Status +2); DR 8

Fort +24, Ref +16, Will +15; CR 2

HP 240; Immunity acid, bleeding, paralysis, poison, sleep

FEATS/SPECIAL

Earth Glide, Earthbound, Great Fortitude, Physical Training Power Attack, Toughness

ATTACKS

Slam +23 (agile, finesse, magical) 2d10+7 bludgeoning

Rock +16 (range 120) 2d8+7 bludgeoning

MAGIC

A Maoton also has the following innate magic.

Verdant Innate Spells DC 26 (+16); PP 6 Stone Call (at will); PP 4 Acid Bolt (at will); PP 2 Cure, Stone Shield (at will).

EARTH PRIMAL - AERPH

Type Elemental; Size Huge; Ethics Anarchy

Level 15 (EL 15); DC 29

Initiative +10

Speed 30; Burrow 30

Senses Darkvision 60’, Tremorsense 35’

Languages Gaian

ABILITY SCORES

STR 9; CON 6; DEX -1; INT -1; WIS 2; CHA 0

SKILLS

Acrobatics +10, Athletics +24, Climbing +12, Perception +14, Stealth +11, Survival +15

DEFENCE

DB +34 (Base +25; Other +7; Status +3, Stat -1); DR 12

Fort +29, Ref +19, Will +19; CR 4

HP 355; Immunity acid, bleeding, paralysis, poison, sleep

FEATS/SPECIAL

Earth Glide, Earthbound, Great Fortitude, Monstrous Grab, Physical Training Power Attack, Toughness

ATTACKS

Slam +31 (agile, finesse, magical) 3d12+9 bludgeoning

Rock +21 (range 120) 3d10+7 bludgeoning

MAGIC

An Aerph also has the following innate magic.

Verdant Innate Spells DC 155 (+105); Weave 5 Wall of Stone (at will); Weave 3 Stone Call (at will); Weave 2 Acid Bolt (at will); Weave 1 Cure (3/day), Stone Shield (at will).

FIRE PRIMALS#

FIRE

A blazing inferno given form, the Primal of Fire is a living embodiment of flame and heat. It dances and crackles with an intense, mesmerizing energy, its form constantly shifting between a humanoid shape and a roaring blaze. This creature represents the destructive and purifying power of fire, a force of nature that consumes all in its path.

FIRE PRIMAL - EMBA

Type Elemental; Size Small; Ethics Anarchy

Level 3 (EL 3); DC 17

Initiative +35

Speed 50

Senses Darkvision 65’, Nightvision 130’

Languages Ignic

ABILITY SCORES

STR 1; CON 2; DEX 4; INT -2; WIS 3; CHA 0

SKILLS

Acrobatics +7, Athletics +4, Climbing +7, Perception +6 Stealth +7, Survival +6

DEFENCE

DB +18 (Base +13; Other +1; Stat +4); DR 1

Fort +12, Ref +12, Will +8; CR 2

HP 81; Immunity bleeding, fire, paralysis, poison, sleep; Weakness cold, water

FEATS/SPECIAL

Great Fortitude, Mobility, Smokevision, Toughness

Fiery Death (fire, invocation, save)

When the creature dies it explodes in a 10' emanation inflicting 3d6 fire damage. All affected creatures must make a basic Reflex save.

ATTACKS

Fiery Slam +8 (agile, finesse, magical, persistent +1) 1d6+1 fire

Fiery Blast +8 (magical, range 60) 1d4+1 fire

MAGIC

An Emba also has the following innate magic.

Verdant Innate Spells DC 15 (+5); PP 2 Burning Hands (at will).

FIRE PRIMAL - FLAIM

Type Elemental; Size Medium; Ethics Anarchy

Level 7 (EL 7); DC 21

Initiative +35

Speed 40

Senses Darkvision 65’

Languages Ignic

ABILITY SCORES

STR 2; CON 3; DEX 4; INT -1; WIS 3; CHA 0

SKILLS

Acrobatics +11, Athletics +9, Climbing +11, Perception +9, Stealth +10, Survival +9

DEFENCE

DB +25 (Base +17; Other +3, Stat +4, Status +1); DR 1

Fort +17, Ref +18, Will +12; CR 2

HP 101; Immunity bleeding, fire, paralysis, poison, sleep; Weakness cold, water

FEATS/SPECIAL

Great Fortitude, Lightning Reflexes, Mobility, Smokevision, Toughness

Fiery Death (fire, invocation, save)

When the creature dies it explodes in a 10' emanation inflicting 7d6 fire damage. All affected creatures must make a basic Reflex save.

ATTACKS

Fiery Slam +14 (agile, finesse, magical, persistent +2) 2d8+2 fire

Fiery Blast +14 (magical, range 60) 2d5+2 fire

MAGIC

A Flaim also has the following innate magic.

Verdant Innate Spells DC 20 (+10); PP 4 Fire Bolt (at will); PP 2 Burning Hands (at will).

FIRE PRIMAL - INTHENO

Type Elemental; Size Large; Ethics Anarchy

Level 11 (EL 11); DC 21

Initiative +30

Speed 30; Fly 10

Senses Darkvision 65’, Nightvision 130’

Languages Ignic

ABILITY SCORES

STR 3; CON 4; DEX 3; INT -1; WIS 3; CHA 0

SKILLS

Acrobatics +12, Athletics +12, Climbing +12, Perception +12, Planes +8, Stealth +11, Survival +11

DEFENCE

DB +31 (Base +21; Other +5; Stat +3; Status +2); DR 2

Fort +22, Ref +21, Will +16; CR 2

HP 239; Immunity bleeding, fire, paralysis, poison, sleep; Weakness cold, water

FEATS/SPECIAL

Great Fortitude, Lightning Reflexes, Mobility, Smokevision, Toughness II

Fiery Death (fire, invocation, save)

When the creature dies it explodes in a 10' emanation inflicting 11d6 fire damage. All affected creatures must make a basic Reflex save.

ATTACKS

Fiery Slam +19 (agile, finesse, magical, persistent +3) 2d10+3 fire

Fiery Blast +19 (magical, range 60) 2d6+3 fire

MAGIC

An Intheno also has the following innate magic.

Verdant Innate Spells DC 25 (+15); PP 6 Fireball (at will); PP 4 Fire Bolt (at will); PP 2 Burning Hands (at will).

FIRE PRIMAL - PYROCLAS

Type Elemental; Size Huge; Ethics Anarchy

Level 15 (EL 15); DC 29

Initiative +25

Speed 30; Fly 20

Senses Darkvision 65’, Nightvision 130’

Languages Ignic, Low Tongue

ABILITY SCORES

STR 5; CON 4; DEX 2; INT 0; WIS 3; CHA 0

SKILLS

Acrobatics +16, Athletics +19, Climbing +16, Perception +17, Planes +13, Stealth +15, Survival +16

DEFENCE

DB +37 (Base +25; Other +7; Stat +2; Status +3); DR 3

Fort +26, Ref +24, Will +22; CR 4

HP 325; Immunity bleeding, fire, paralysis, poison, sleep; Weakness cold, water

FEATS/SPECIAL

Great Fortitude, Iron Will, Lightning Reflexes, Mobility, Smokevision, Toughness

Fiery Death (fire, invocation, save)

When the creature dies it explodes in a 10' emanation inflicting 15d6 fire damage. All affected creatures must make a basic Reflex save.

ATTACKS

Fiery Slam +24 (agile, finesse, magical, persistent +4) 3d12+5 fire

Fiery Blast +24 (magical, range 60) 3d8+4 fire

MAGIC

A Pyroclas also has the following innate magic.

Verdant Innate Spells DC 29 (+19); PP 8 Wall of Fire (at will); PP 6 Fireball (at will); PP 4 Fire Bolt (at will); PP 2 Burning Hands (at will).

WATER PRIMALS#

AQUATIC WATER

Flowing and surging with the power of the ocean, the Primal of Water is a creature of fluid grace and immense strength. Its form shifts between a humanoid figure and a swirling mass of water, reflecting the ever-changing nature of its element. It embodies the tranquillity and fury of water, from gentle streams to raging tsunamis.

WATER PRIMAL - DROPP

Type Elemental; Size Small; Ethics Anarchy

Level 3 (EL 3); DC 17

Initiative +25

Speed 20; Swim 60

Senses Darkvision 55’, Nightvision 110’

Languages Aqualis

ABILITY SCORES

STR 2; CON 3; DEX 4; INT -2; WIS 1; CHA 0

SKILLS

Acrobatics +8, Athletics +5, Climbing +7, Perception +4 Stealth +7

DEFENCE

DB +18 (Base +13; Other +1; Stat +4); DR 1

Fort +13, Ref +12, Will +6; CR 2

HP 46; Immunity bleeding, paralysis, poison, sleep;

Resistance fire

FEATS/SPECIAL

Great Fortitude, Whirlpool

Soak 1 AP (verdant, warding, water)

The elemental extinguishes all fires within a 5-foot radius. It automatically puts out all non-magical fires and attempts to counteract magical fires.

ATTACKS

Slam +8 (agile, finesse, magical, water) 1d6+2 bludgeoning

MAGIC

A Dropp also has the following innate magic.

Verdant Innate Spells DC 16 (+6); PP 2 Obscuring Mist (at will).

WATER PRIMAL - WAIVE

Type Elemental; Size Medium; Ethics Anarchy

Level 7 (EL 7); DC 21

Initiative +20

Speed 20; Swim 60

Senses Darkvision 55’, Nightvision 110’

Languages Aqualis

ABILITY SCORES

STR 3; CON 4; DEX 3; INT -1; WIS 1; CHA 0

SKILLS

Acrobatics +10, Athletics +10, Climbing +10, Perception +7, Stealth +9; Survival +7

DEFENCE

DB +24 (Base +17; Other +3; Stat +3; Status +1); DR 2

Fort +18, Ref +17, Will +10; CR 2

HP 143; Immunity bleeding, paralysis, poison, sleep;

Resistance fire

FEATS/SPECIAL

Great Fortitude, Lightning Reflexes, Whirlpool

Soak 1 AP (verdant, warding, water)

The elemental extinguishes all fires within a 10-foot radius. It automatically puts out all non-magical fires and attempts to counteract magical fires.

ATTACKS

Slam +13 (agile, finesse, magical, water) 2d8+3 bludgeoning

MAGIC

A Waive also has the following innate magic.

Verdant Innate Spells DC 21 (+11); PP 4 Quench (at will); PP 2 Obscuring Mist (at will)

WATER PRIMAL - TYDAL

Type Elemental; Size Large; Ethics Anarchy

Level 11 (EL 11); DC 25

Initiative +25

Speed 15; Swim 80

Senses Darkvision 60’, Nightvision 120’

Languages Aqualis

ABILITY SCORES

STR 4; CON 5; DEX 3; INT -1; WIS 2; CHA 0

SKILLS

Acrobatics +13, Athletics +14, Climbing +13, Perception +11, Stealth +12; Survival +11

DEFENCE

DB +31 (Base +21; Other +5; Stat +3; Status +2); DR 2

Fort +23, Ref +21, Will +17; CR 2

HP 240; Immunity bleeding, paralysis, poison, sleep;

Resistance fire

FEATS/SPECIAL

Great Fortitude, Iron Will, Lightning Reflexes, Toughness, Whirlpool

Soak 1 AP (verdant, warding, water)

The elemental extinguishes all fires within a 20-foot radius. It automatically puts out all non-magical fires and attempts to counteract magical fires.

Watery Blast 2 AP (save, verdant, warding, water)

The elemental releases a powerful burst of water which affects all creatures within its Whirlpool. All affected creatures take 6d10+6 bludgeoning damage with a basic Fortitude save. A creature that fails its save is pushed back 20 feet or 30 feet on a fumble. This ability can only be used again once the elemental has spent an entire turn without taking any actions with the attack trait.

ATTACKS

Slam +20 (agile, finesse, magical, water) 2d10+4 bludgeoning

MAGIC

A Tydal also has the following innate magic.

Verdant Innate Spells DC 26 (+16); PP 6 Crashing Torrent (at will); PP 4 Quench (at will); PP 2 Obscuring Mist (at will)

WATER PRIMAL - SYNARMI

Type Elemental; Size Huge; Ethics Anarchy

Level 15 (EL 15); DC 29

Initiative +20

Speed 10; Swim 100

Senses Darkvision 60’, Nightvision 120’

Languages Aqualis

ABILITY SCORES

STR 5; CON 6; DEX 2; INT 0; WIS 2; CHA 0

SKILLS

Acrobatics +15, Athletics +18, Climbing +15, Nature +15, Perception +14, Planes +12, Stealth +14; Survival +14

DEFENCE

DB +37 (Base +25; Other +7; Stat +2; Status +3); DR 3

Fort +28, Ref +24, Will +21; CR 4

HP 309; Immunity bleeding, paralysis, poison, sleep;

Resistance fire

FEATS/SPECIAL

Combat Reflexes, Great Fortitude, Iron Will, Lightning Reflexes, Toughness, Whirlpool

Soak 1 AP (verdant, warding, water)

The elemental extinguishes all fires within a 40-foot radius. It automatically puts out all non-magical fires and attempts to counteract magical fires.

Watery Blast 2 AP (save, verdant, warding, water)

The elemental releases a powerful burst of water which affects all creatures within its Whirlpool. All affected creatures take 10d10+10 bludgeoning damage with a basic Fortitude save. A creature that fails its save is pushed back 20 feet or 30 feet on a fumble. This ability can only be used again once the elemental has spent an entire turn without taking any actions with the attack trait.

ATTACKS

Slam +27 (agile, finesse, magical, water) 3d12+5 bludgeoning

MAGIC

A Synarmi also has the following innate magic.

Verdant Innate Spells DC 31 (+21); PP 8 Hydraulic Torrent (at will); PP 6 Crashing Torrent (at will); PP 4 Quench (at will); PP 2 Obscuring Mist (at will)

RAT#

In the dimly lit corners of ancient ruins and the shadowy recesses of urban alleyways, the giant rat makes its home. These oversized rodents are notorious for their cunning and tenacity, thriving in environments that others find inhospitable. With an insatiable appetite and a propensity to spread disease, giant rats are a menace to both adventurers and common folk alike.

RAT SWARM

Type Animal (swarm); Size Large; Ethics Animal

Level 2 (EL 2); DC 16

Initiative +20

Speed 30; Climb 10; Swim 10

Senses Nightvision 110’, Scent 30’

ABILITY SCORES

STR -1; CON 2; DEX 3; INT -4; WIS 1; CHA -3

SKILLS

Acrobatics +7, Perception +5, Stealth +6, Survival +4

DEFENCE

DB +16 (Base +12; Other +1; Stat +3)

Fort +11, Ref +14, Will +2

HP 89; Immunity Critical Hits, Precision Damage, Mental Effects, Reactions provoked by movement; Resistance Physical; Weakness Area Damage

FEATS/SPECIAL

Lightning Reflexes, Swarm

Rat Bites 1 AP 1d6+1 piercing

Effect Each enemy in the rat swarm’s space takes 1d6+1 piercing damage with a basic Reflex save. Any target that takes damage from the attack is also subjected to Filth Fever.

A writhing mass of countless tiny bodies, a rat swarm is a living tide of filth and fury. These swarms can overrun the unprepared, biting and clawing with a thousand tiny fangs. They are often encountered in the deepest, darkest sewers or abandoned structures, where they nest and multiply unchecked.

GIANT RAT

Type Animal; Size Small; Ethics Animal

Level 1 (EL 0); DC 15

Initiative +25

Speed 25

Senses Nightvision 120’, Scent 35’

ABILITY SCORES

STR 0; CON 3; DEX 3; INT -4; WIS 2; CHA -1

SKILLS

Acrobatics +6, Athletics +3, Climbing +6, Perception +5 Stealth +5, Survival +4

DEFENCE

DB +14; (Base +11; Stat +3)

Fort +11, Ref +11, Will +2

HP 48

FEATS/SPECIAL

Weapon Finesse

ATTACKS

Bite +20 (finesse) 1d6+3 piercing plus Filth Fever

Giant rats are the monstrous kin of the common rat, swollen to terrifying proportions and imbued with a sinister cunning. These creatures often serve as the vanguard of larger infestations, their presence indicating a significant threat. They are not merely larger but possess a malevolent intelligence that makes them formidable opponents.

RAVEN#

Ravens are intelligent and resourceful birds, often associated with omens and mysticism. Their glossy black feathers and piercing eyes make them a striking presence in the wild. Known for their cunning and ability to mimic sounds, ravens are often found near settlements and areas rich in history and magic.

RAVEN SWARM

Type Animal (swarm); Size Huge; Ethics Animal

Level 3 (EL 2) ; DC 85

Initiative +35

Speed 10; Fly 40

Senses Nightvision 140’

ABILITY SCORES

STR 0; CON 0; DEX 15; INT -20; WIS 20; CHA 0

SKILLS

Acrobatics +40, Climbing +40, Perception +45(65), Stealth +40, Survival +45

DEFENCE

DB +85 (Base +65; Other +5; Stat +15)

Fort +50, Ref +75, Will +30

HP 74; Immunity Critical Hits, Precision Damage, Mental, Reactions provoked by movement; Resistance Physical 8; Weakness Area Damage 2

FEATS/SPECIAL

Keen Sight, Lightning Reflexes, Swarm

Raven Beaks 1 AP 1d8+1 piercing

Effect Each enemy in the raven swarm’s space takes 1d8 piercing damage with a basic Reflex save.

If a creature takes a serious or higher severity critical from these attacks, they are also blinded until the end of the next turn.

A raven swarm is a dark, swirling mass of black feathers and beady eyes, moving with eerie coordination. These flocks of ravens can be both awe-inspiring and terrifying, their collective presence often seen as a portent of doom. In large numbers, their cawing and wingbeats can be deafening, and their sharp beaks can inflict serious harm.

RAVEN

Type Animal; Size Tiny; Ethics Animal

Level 1 (EL 1); DC 15

Initiative +35

Speed 10; Fly 40

Senses Nightvision 130’

ABILITY SCORES

STR -3; CON 1; DEX 4; INT -4; WIS 3; CHA 0

SKILLS

Acrobatics +7, Climbing +7, Perception +8, Stealth +7 Survival +6

DEFENCE

DB +15; (Base +11; Stat +4)

Fort +9, Ref +12, Will +3

HP 36

FEATS/SPECIAL

Keen Sense, Weapon Finesse

Magpie A raven is adept at stealing small objects. It can use its Acrobatics skill to make Pick Pocket (Thievery) checks.

ATTACKS

Bite +4 (finesse) 1d5+4 piercing

The raven stat block provided can serve as a versatile template for all birds of the crow family, often referred to as corvids, which include ravens, crows, magpies, and jays.

ROC#

Soaring through the skies with wings that blot out the sun, the Roc is a legendary bird of immense size and power. Revered and feared in equal measure, Rocs are majestic creatures that rule the skies and the peaks of the tallest mountains. Tales of their grandeur have been passed down through generations, often describing them as protectors of the highlands and terror to those who trespass their domains.

Rocs are colossal birds, with wingspans reaching up to 200 feet. Their feathers are typically a mix of dark browns, blacks, and shades of gold, giving them a regal yet intimidating appearance. A Roc’s beak is strong and curved, capable of tearing through the toughest of hides, while their talons are sharp and powerful, able to grasp and lift creatures as large as elephants. Their eyes are keen and piercing, able to spot prey from miles away.

Rocs are solitary creatures, often seen alone or in mating pairs. They are highly territorial, fiercely defending their nests, which are usually located on the highest mountain peaks or secluded cliffs. Despite their fearsome reputation, Rocs are known to be nurturing parents, carefully tending to their eggs and young. They are carnivorous, hunting large game such as elephants, deer, and other sizeable land animals.

In various cultures, Rocs are often depicted as symbols of power and freedom. Some legends speak of heroes who have befriended a Roc, riding them into battle or on epic quests. Rocs are also sometimes considered guardians of ancient treasures, their nests said to contain riches gathered over centuries.

Many ancient texts and myths reference the Roc, often attributing their origin to the whims of the gods or as remnants from a bygone age when giants roamed the earth. They are frequently mentioned in the same breath as dragons and other mythical beasts, regarded as both a challenge and a wonder to behold.

Rocs prefer remote and elevated habitats, such as mountain ranges, high plateaus, and towering cliffs. Their nests are constructed from large tree trunks, bones, and other sturdy materials, forming enormous aeries that can withstand the harshest of weather conditions.

ROC

Type Animal; Size Colossal; Ethics Animal

Level 15 (EL 16); DC 145

Initiative +45

Speed 20; Fly 60

Senses Nightvision 130’

ABILITY SCORES

STR 50; CON 25; DEX 10; INT -20; WIS 15; CHA 0

SKILLS

Acrobatics +110, Athletics +150, Climbing +85, Perception +130(150), Stealth +110, Survival +115

DEFENCE

DB +165 (Base +125; Other +15; Stat +10; Status +15); DR 2

Fort +135, Ref +120, Will +95

HP 414

FEATS/SPECIAL

Flyby Attack, Improved Initiative, Iron Will, Keen Sight, Monstrous Grab, Skill Focus (Perception), Toughness

ATTACKS

Bite +135 (finesse, magical) 2d16+15 piercing

Claw +125 (agile, finesse, versatile - p) 2d16+10 slashing

Wing +125 (finesse) 2d16+15 bludgeoning

Rocs are diurnal, active during the day and resting at night. They are masterful hunters, using their impressive wingspan to glide effortlessly and swoop down on prey with deadly precision. When not hunting, they spend their time patrolling their territory or tending to their nests.

SALAMANDER#

Emerging from the heart of the volcano, this fiery humanoid lizard embodies the essence of molten fury. With scales that shimmer like molten metal and eyes that blaze with an inner fire, it strikes fear into the hearts of those who dare to trespass in its domain. This creature is both a formidable warrior and a living embodiment of the volcanic power that birthed it.

SALAMANDER

Type Elemental; Size Medium; Ethics Anarchy

Level 7 (EL 7); DC 21

Initiative +25

Speed 20

Senses Darkvision 60’, Nightvision 120’

Languages Ignic, Low Tongue

ABILITY SCORES

STR 4; CON 4; DEX 3; INT 2; WIS 2; CHA 1

SKILLS

Acrobatics +10, Athletics +11, Climbing +10, Deception +8, Intimidate +8, Perception +12, Planes +9, Sense Motive +9, Stealth +13

DEFENCE

DB +24 (Base +17; Other +3; Stat +3; Status +1); DR 4

Fort +16, Ref +15, Will +13; CR 2

HP 143; Immunity bleeding, fire, paralysis, poison, sleep; Weakness cold

FEATS/SPECIAL

Cleave, Iron Will, Monstrous Grab, Power Attack, Skill Focus (Awareness)

ATTACKS

Bite +14 (finesse, magical) 2d8+4 piercing plus 1d6 fire

Claw +14 (agile, finesse, versatile - p) 2d6+4 slashing plus 1d6 fire

Tail +14 (agile, finesse, magical) 2d8+4 bludgeoning plus 1d6 fire

Ranseur +15 (disarm, magical, reach) 2d12+6 piercing plus 1d4 fire

The fiery humanoid lizard stands upright with a muscular build, covered in scales that radiate heat and glow in hues of red, orange, and yellow. Its eyes glow like molten lava, and its mouth, when open, reveals a furnace of intense heat. It has clawed hands and feet, a long tail, and sharp teeth that can easily rend flesh.

Fiercely territorial and aggressive, this creature guards its volcanic home with unwavering vigilance. It is a solitary being, coming together with others of its kind only during mating seasons.

Highly intelligent, it uses the terrain to its advantage, ambushing intruders and utilizing its fiery abilities to devastating effect.

These creatures dwell in volcanic regions, residing in lava tubes, magma chambers, and other geothermal hotspots. Their presence often signals increased volcanic activity and the sudden appearance of geysers and hot springs.

Primarily nocturnal, they patrol their territories under the cover of darkness. Carnivorous by nature, they hunt creatures that can withstand the heat of their environment. While aggressive, they are not mindless and prefer to intimidate intruders rather than engage in unnecessary combat.

SALAMAXIS

Type Elemental; Size Medium; Ethics Anarchy

Level 10 (EL 12); DC 24

Initiative +25

Speed 25

Senses Darkvision 60’, Nightvision 120’

Languages High Tongue, Ignic, Low Tongue

ABILITY SCORES

STR 4; CON 5; DEX 3; INT 3; WIS 2; CHA 3

SKILLS

Acrobatics +12, Athletics +13, Climbing +12, Deception +12, Intimidate +12, Nature +11, Perception +16, Planes +12 Power Manip +17, Sense Motive +11, Stealth +12

DEFENCE

DB +30 (Base +20; Other +5; Stat +3; Status +2); DR 4

Fort +20, Ref +18, Will +16; CR 2

HP 195; Immunity bleeding, fire, paralysis, poison, sleep; Weakness cold

FEATS/SPECIAL

Cleave, Combat Casting, Empower Spell, Extend Spell, Iron Will, Power Attack, Skill Focus (Awareness)

ATTACKS

Bite +19 (finesse, magical) 2d8+4 piercing plus 1d6 fire

Staff +20 (double, hand & a half, magical, trip) 2d8+4 bludgeoning plus 1d4 fire

MAGIC

A Salamaxis is a verdant caster.

CL 8; Spellcraft +13; PP 40

Spells 2 x Cantrips, 9 additional spells (max PP 8).

A Salamaxis also has the following innate magic.

Verdant Innate Spells DC 25 (+15); PP 8 Wall of Fire; PP 6 Fireball; PP 4 Fire Bolt (at will).

The Salamaxis, revered as a shaman of the volcanic realms, wields both the power of fire and ancient mystical wisdom, embodying the fierce spirit of molten earth.

SEQUOIA ALLIUM#

In the shadowy recesses of ancient forests, where the canopy is dense and the soil rich with the detritus of centuries, an enormous plant creature known as the Sequoia Allium has emerged. This gargantuan being combines the familiar form of a garlic plant with a terrifyingly large and animated presence. Legends whisper of its creation by a vengeful nature spirit, intent on guarding the sacred groves from unwelcome trespassers.

Towering over 20 feet, the Sequoia Allium resembles a colossal garlic plant. Its 'head' is an enormous garlic bulb, from which thick, pungent sap leaks. The body is composed of intertwined roots and leaves, forming a sturdy yet flexible structure. Vines sprout from its sides, tipped with thorny spikes and capable of whipping and ensnaring foes.

The creature's body is a blend of deep greens and earthy browns, with the bulb exhibiting a pale, almost luminescent white streaked with veins of purple.

The tale of the Sequoia Allium is one of both beauty and horror. Once a humble garlic plant, it was transformed by a curse laid upon the land by a betrayed forest spirit. This curse twisted the plant into a monstrous form, infusing it with the spirit's wrath and sorrow. Now, the Sequoia Allium roams the forest, a living embodiment of nature's fury, punishing those who dare to desecrate the sacred grounds it watches over.

SEQUOIA ALLIUM

Type Plant; Size Gargantuan; Ethics Animal

Level 12 (EL 12); DC 26

Initiative +25

Speed 20

Senses Nightvision 120’, Tremorsense 40’

ABILITY SCORES

STR 8; CON 8; DEX -1; INT -3; WIS 2; CHA -3

SKILLS

Athletics +20, Mental Focus +15, Perception +14, Stealth +10, Survival +10

DEFENCE

DB +26 (Base +19; Other +6; Stat -1, Status +2); DR 4

Fort +25, Ref +10, Will +16; CR 1

HP 327 Immunity critical (damage and bleed only), mental, paralysis, poison, stunning; Resistance cold, physical (bludgeoning); Weakness fire; Regeneration 12 (Fire)

FEATS/SPECIAL

Entangling Vines, Improved Initiative, Power Attack

Garlic Breath 2 AP (focus, invocation, poison, save, verdant) The creature exhales a 60' a cone of toxic garlic fumes that inflict 8d8 poison damage with a basic Fortitude save.

Be aware that this breath weapon affects vampires normally and bypasses their immunity to poison.

ATTACKS

Slam +100 (agile, finesse, magical) 2d16+8 bludgeoning

Vine +100 (grab, reach 30) 2d12+12 bludgeoning

MAGIC

A Sequoia Allium has the following innate magic.

Verdant Innate Spells DC 105 (+55); PP 8 Speak with Plants (at will),; PP 6 Call Lightning, Wall of Thorns.

SHADES#

EVIL INCORPOREAL

Shades are the sinister embodiments of darkness and death, entities born from the most profound shadows and the deepest fears. These malevolent beings are remnants of powerful creatures or souls that have been twisted and corrupted by the abyss, their very essence transformed into pure malice and darkness. Unlike typical undead, Shades possess an intrinsic connection to the shadows, granting them powers that transcend the boundaries of the physical and the spectral. Their presence brings an unnerving chill, sapping warmth and hope from their surroundings, as if the very light is afraid to shine in their vicinity.

Shades originate from the darkest corners of the universe, often arising in places tainted by great evil or immense suffering. They can be the remnants of powerful sorcerers who delved too deeply into forbidden magic, or the spirits of mighty warriors who fell in despair and were consumed by the abyss. These beings retain a fragment of their former power, now amplified and twisted by the darkness that binds them.

Shades are not mere shadows but complex entities composed of both physical and ethereal elements. Their forms are semi-transparent, shifting and flickering as if they are made of living darkness. They can manipulate shadows to their advantage, becoming nearly invisible in dim light or complete darkness. This ability makes them exceptional hunters and formidable foes, capable of striking fear into even the bravest of hearts.

Shades do not form societies in the conventional sense, as they are often solitary creatures driven by an insatiable hunger for life force and fear. However, they are known to gather in loose hierarchies, led by the most powerful among them. These gatherings are often centred around ancient ruins, cursed sites, or places of great historical tragedy where the veil between the living and the dead is thinnest.

The hierarchy among Shades is typically based on power and age. Older and more potent Shades dominate the weaker ones, using their superior strength and mastery of shadow magic to command and control. Despite their individualistic nature, Shades can cooperate when it serves their interests, especially when orchestrating large-scale assaults on the living or defending their dark domains from intruders.

The primary motivation of Shades is the consumption of life force. They are driven by an insatiable hunger that can never be fully satisfied. This hunger often leads them to seek out densely populated areas, ancient battlefields, and sites of great tragedy where they can find ample sources of life to feed upon.

Beyond their basic need to feed, Shades are often driven by the remnants of their former selves. A Shade that was once a powerful sorcerer might seek out ancient tomes of forbidden magic, while a warrior Shade might be drawn to sites of martial prowess and conflict. These motivations make them unpredictable and dangerous, as their goals can vary greatly depending on their origins.

Encounters with Shades are typically marked by fear and dread. Their very presence is enough to instil a deep sense of unease in even the most seasoned adventurers. When interacting with the living, Shades often employ psychological tactics, using their abilities to create an atmosphere of terror and hopelessness.

While some Shades might engage in direct combat, many prefer to weaken their prey through fear and exhaustion before striking. They use their shadow manipulation and invisibility to stalk their victims, waiting for the perfect moment to drain their life force.

Despite their malevolent nature, some rare individuals have been known to communicate with Shades, often at great personal risk. These interactions usually involve the exchange of forbidden knowledge or dark pacts, with the Shade offering its power in return for a steady supply of life force or assistance in achieving its goals.

SHADESHADE
Shade TypeLevel
Shade Stalker16
Shade Walker14
Shade Wing12
Shade Wraith20
Soul Shade22

Shades are among the most feared and enigmatic creatures in the world of the living. Their connection to darkness and their insatiable hunger for life force make them a constant threat. Understanding their nature, motivations, and abilities is crucial for those who dare to face them, as even the smallest mistake can lead to a fate worse than death. In the end, the battle against Shades is not just a struggle for survival, but a fight to preserve the very light and hope that defines life itself.

THE SHADESCAPE

The Shadescape co-exists alongside the Material Plane and is a mockery of what exists there. This plane, also known as the Plane of Shadow, offers a parallel reflection of reality, cast in shadowy hues. In this mysterious expanse, the familiar takes on an uncanny twist, as everything is bathed in subdued tones and elongated shadows. The Shadescape serves as both a conduit and a barrier between worlds, offering a path of transit between planes. Yet, it remains a place of peril and intrigue, where the boundaries of light and darkness blur, and the echoes of what was and what could be reverberate. Within the Shadescape, secrets and shadows dance, awaiting the brave and the curious to uncover their mysteries and navigate the uncharted waters of this dimly lit domain.

SHADE STALKER#

Shade Stalkers are the silent assassins of the darkness, blending seamlessly into the shadows as they hunt their prey. They are known for their cunning and patience, often lying in wait for the perfect moment to strike. Their blade-like claws and spectral form make them deadly opponents.

Shade Stalkers are humanoid figures composed entirely of swirling shadows. Their bodies are semi-transparent, constantly shifting and flickering as if they are made of living darkness. They possess elongated, claw-like fingers that can rend flesh and spirit alike. Their eyes glow faintly, a haunting reminder of their malevolent nature. When they move, they do so with an unnatural grace and silence, their forms merging with the shadows around them.

Shade Stalkers are whispered legends among those who dwell near the darkest forests and ancient ruins. These malevolent entities are the embodiment of fear and shadow, existing where light dares not tread. Villagers tell tales of silent figures that glide through the night, their forms flickering in and out of sight like phantoms. It is said that to see a Shade Stalker is to glimpse the essence of darkness itself.

These creatures are not born but created, often from the souls of those who met their end in despair and betrayal. Legends speak of assassins, betrayed lovers, and fallen warriors who, unable to find peace, were consumed by the abyss and transformed into Shade Stalkers. This origin gives them an innate understanding of fear and stealth, which they use to hunt their prey with unerring precision.

Shade Stalkers thrive in places where the veil between the worlds is thin, such as ancient battlefields, forgotten crypts, and shadowy forests. These locations resonate with the residual energies of death and sorrow, providing a perfect hunting ground for these predators. They are known to haunt the ruins of ancient civilizations, drawn to the lingering echoes of past glories and tragedies.

Encounters with Shade Stalkers often begin with a sense of unease, as if the shadows themselves are watching. Victims report hearing whispers in the darkness and feeling an inexplicable chill before the attack. Shade Stalkers are patient hunters, preferring to instil fear and confusion before striking. They relish the terror of their prey, feeding off the fear as much as the life force.

SHADE STALKER

Type Undead; Size Medium; Ethics Nihilism

Level 16 (EL 16); DC 30

Initiative +70

Speed 40

Senses Darkvision 80’, Nightvision, Life Sense 30’

Languages Abyssal, High Tongue, Low Tongue, Mesnic, Nefari, Sharuk, Thanatos, Wyrmish

ABILITY SCORES

STR 4; CON 6; DEX 8; INT 6; WIS 6; CHA 5

SKILLS

Acrobatics +29, Athletics +24, Climbing +26, Culture +24, Deception +25, Diplomacy +23, Intimidate +23 Mental Focus +25, Perception +27, Planes +23 Power Manip +23, Religion +23, Sense Motive +25, Stealth +29, Survival +25, Thievery +29

DEFENCE

DB +45 (Base +26; Other +8; Stat +8; Status +3)

Fort +24, Ref +29, Will +21; CR 2

HP 269; Immunity bleeding, death effects, disease, mundane, paralysis, poison, precision, sleep, stunning; Resistance cold; Weakness electricity, good

FEATS/SPECIAL

Agile Strikes, Alertness, Aura of Despair, Combat Awareness, Combat Reflexes, Deadly Training, Evasion, Incorporeal, Practised Killer, Shadowing, Shadowy, Sneak Attack (6d6), Subtle, Weapon Finesse

ATTACKS

Soul Claws +28 (agile, finesse, magical) 3d6+8 force plus 2d6 secondary cold and life drain

MAGIC

A Shade Stalker has a selection of innate magic.

Divinity Innate Spells DC 32 (+22); PP 16 Heal; PP 8 Phantasmal Killer, Shadow Step (at will); PP 4 Create Undead, Darkness (at will), Invisibility (at will); PP 2 Fear (at will); PP 0 Orb of Cold (at will).

Shade Stalkers, with their blend of stealth, cunning, and malevolence, embody the very essence of the darkness they inhabit. They are the unseen threat, the silent hunter, and the embodiment of fear itself. To understand them is to glimpse the depths of the abyss, where light is a distant memory and shadows hold dominion over all.

SHADE WALKER#

The Shade Walker is a towering figure of darkness, exuding an aura of pure terror. It moves with an unnatural grace, its form constantly shifting and flickering as if made from living shadows. The Shade Walker’s presence drains the vitality of those nearby, leaving only lifeless husks in its wake.

Shade Walkers are colossal humanoid figures composed entirely of swirling shadows. Their forms are in constant flux, shifting and flickering as if made from living darkness. The only constant feature is their glowing white eyes, which pierce through the gloom with a malevolent intensity. Their sheer size and unsettling presence make them a terrifying sight to behold.

Shade Walkers are among the most feared and enigmatic of the undead, embodying the purest essence of darkness and dread. These towering figures of shadow and despair are remnants of powerful beings, twisted and corrupted by the abyss until they became entities of pure malevolence. Their very presence saps the warmth and hope from their surroundings, leaving only a chilling void.

Shade Walkers originate from souls that suffered immense torment or betrayal in life, their spirits unable to find peace. Over time, the bitterness and hatred festered, transforming them into creatures of living darkness. They are often linked to places of great tragedy or profound evil, where the veil between the living and the dead is thin.

Shade Walkers are solitary entities, driven by an insatiable hunger for life force and fear. They are methodical in their movements, often stalking their prey with unnerving patience. Unlike other shades that prefer stealth and subtlety, Shade Walkers revel in the terror they inspire, using their immense power to overwhelm and destroy.

Encounters with Shade Walkers are rare and often catastrophic. These entities are drawn to sites of great power or significance, where they can wreak havoc and feed on the despair of those who cross their path. They are relentless in their pursuit of life force, and their very presence can turn the tide of battles, spreading fear and chaos among enemy ranks.

SHADE WALKER

Type Undead; Sze Huge; Ethics Nihilism

Level 14 (EL 14); DC 28

Initiative +45

Speed 40

Senses Darkvision 75’, Nightvision, Life Sense 25’

Languages Abyssal, High Tongue, Low Tongue, Nefari, Nyxian, Thanatos

ABILITY SCORES

STR 6; CON 6; DEX 4; INT 5; WIS 5; CHA 4

SKILLS

Acrobatics +22, Athletics +24, Climbing +22, Culture +23, Intimidate +22, Mental Focus +23, Perception +23 Religion +23, Sense Motive +23, Stealth +22, Survival +23

DEFENCE

DB +33 (Base +20; Other +7; Stat +4; Status +2)

Fort +25, Ref +20, Will +24; CR 2

HP 311; Immunity bleeding, death effects, disease, mundane, paralysis, poison, precision, sleep, stunning; Resistance cold; Weakness electricity, good

FEATS/SPECIAL

Alertness, Aura of Despair, Combat Awareness, Combat Reflexes, Incorporeal, Monstrous Grab, Power Attack, Practised Killer, Shadowing, Shadowy, Shadow Touch, Subtle, Toughness II

ATTACKS

Soul Claws +23 (agile, finesse, magical) 2d10+6 force plus 2d6 secondary cold and life drain

MAGIC

A Shade Walker has a selection of innate magic.

Divinity Innate Spells DC 29 (+19); PP 16 Heal; PP 4 Create Undead, Darkness (at will); PP 2 Dark Tendrils (at will), Fear (at will); PP 0 Orb of Cold (at will).

Shade Walkers, with their blend of overwhelming power and insidious dread, are the ultimate embodiment of shadow and fear. To face one is to confront the deepest, darkest aspects of the abyss, where light is a distant memory and despair reigns supreme.

SHADE WING#

Shade Wings are among the most feared denizens of the darkness, their malevolent forms gliding silently through the night. These creatures are born of shadows and nightmares, their very essence woven from the fabric of fear. Known for their eerie silence and deadly precision, Shade Wings are relentless hunters of the living, their presence heralding doom and despair.

Shade Wings originate from the corrupted souls of those who perished in profound anguish or betrayal. Over centuries, these spirits are twisted and transformed by the abyss, emerging as predators of the night. They are often linked to ancient sites of dark magic or places steeped in sorrow, where the boundary between the living world and the shadow realm is thinnest.

Shade Wings resemble enormous, shadowy bats, their bodies semi-transparent and constantly shifting as if made from living darkness. Their wings are vast and membranous, allowing them to glide silently through the air. The most striking feature of a Shade Wing is its glowing red eyes, which pierce through the gloom with a malevolent intensity. These eyes are often the last thing seen by their prey before the fatal strike.

Shade Wings are solitary by nature, driven by an insatiable hunger for life force. They are patient and methodical hunters, using their ability to blend into the shadows to stalk their prey undetected. Unlike other creatures of the night that rely on brute force, Shade Wings prefer to instil fear and weaken their victims before delivering the final blow. Their primary targets are those who wander alone or are vulnerable, making them particularly feared among travellers and solitary adventurers.

Encounters with Shade Wings are often brief and fatal. These creatures strike from the darkness, using their silent glide and shadow meld abilities to remain undetected until it is too late. Those who survive such encounters often speak of the overwhelming fear they felt, as if the darkness itself had come alive to claim them. Shade Wings are particularly feared in regions where the nights are long and the shadows deep, as these environments provide the perfect hunting grounds for these malevolent predators.

In many cultures, the appearance of a Shade Wing is seen as an omen of death and despair. Ancient texts and folklore often depict them as servants of dark gods or manifestations of the night itself. Some tales tell of heroes who managed to defeat a Shade Wing, only to find themselves haunted by its vengeful spirit. These legends serve as a grim reminder of the dangers that lurk in the shadows, waiting to claim the unwary and the unprepared.

SHADE WING

Type Undead; Sze Huge; Ethics Nihilism

Level 12 (EL 14); DC 140

Initiative +50

Speed 10; Fly 50

Senses Darkvision 75’, Nightvision, Life Sense 25’

Languages Abyssal, High Tongue, Low Tongue, Mesnic, Nefari, Sharuk, Thanatos

ABILITY SCORES

STR 6; CON 5; DEX 5 INT 4; WIS 5; CHA 2

SKILLS

Acrobatics +21, Athletics +22, Climbing +21, Culture +20, Intimidate +18, Mental Focus +17, Perception +21 Sense Motive +21, Stealth +21, Survival +21

DEFENCE

DB +32 (Base +19; Other +6; Stat +5; Status +2)

Fort +22, Ref +19, Will +22; CR 2

HP 251; Immunity bleeding, death effects, disease, mundane, paralysis, poison, precision, sleep, stunning; Resistance cold; Weakness electricity, good

FEATS/SPECIAL

Alertness, Aura of Despair, Combat Awareness, Combat Reflexes, Flyby Attack, Incorporeal, Monstrous Grab, Shadowing, Shadowy, Shadow Touch, Subtle

Silent Glide Shade Wings can move through the air without making a sound, allowing them to approach their prey undetected. This ability grants them advantage on Stealth checks and makes them nearly impossible to hear.

ATTACKS

Soul Bite +21 (agile, finesse, magical) 2d12+6 force plus 2d6 secondary cold and shadow hand

Soul Claws +21 (agile, finesse, magical) 2d10+6 force plus 2d6 secondary cold and shadow hand

MAGIC

A Shade Wing has a selection of innate magic.

Divinity Innate Spells DC 27 (+17); PP 16 Heal; PP 4 Chill Storm, Create Undead, Darkness (at will), Invisibility (at will); PP 2 Fear (at will); PP 0 Orb of Cold (at will).

Shade Wings, with their blend of stealth, cunning, and malevolence, embody the purest essence of darkness. They are the unseen terror, the silent predator, and the embodiment of fear itself. To encounter a Shade Wing is to face the shadow of death, where light is a distant memory and the only certainty is the darkness.

SHADE WRAITH#

Shade Wraiths are the spectral remnants of powerful sorcerers corrupted by their own dark magic. These ghostly entities drift through the shadows, their forms insubstantial and ghostly. Known for their mastery of necromantic spells, Shade Wraiths are both feared and reviled, leaving a trail of death and despair in their wake.

Ghostly, humanoid figures with tattered robes that seem to billow in an unseen wind. Their forms are faintly glowing and translucent, with eyes that burn with a cold, blue flame. Their hands are skeletal, and their presence is accompanied by an aura of cold and decay.

Shade Wraiths are the lingering echoes of sorcerers who delved too deeply into forbidden magic. In their pursuit of power, they succumbed to the corrupting influence of the abyss, their bodies and souls twisted into forms of pure malevolence. These spectral beings drift through the shadows, eternally bound to the darkness they once sought to command.

Shade Wraiths are feared for their mastery of necromantic magic. They can raise the dead, manipulate shadows, and drain the life force from the living with a mere touch. Their ghostly forms allow them to pass through solid objects and evade most physical attacks, making them nearly impossible to combat using conventional means.

The presence of a Shade Wraith is heralded by a profound chill and an overwhelming sense of dread. Those who encounter them report hearing whispers in the darkness and feeling an inexplicable pull towards despair. Shade Wraiths are known to haunt ancient ruins, abandoned castles, and sites of great tragedy, drawn to the lingering echoes of death and suffering.

In life, these sorcerers sought knowledge and power at any cost, often performing unspeakable rituals and making dark pacts with otherworldly entities. Their transformations into Shade Wraiths are seen as both a curse and a fulfilment of their dark ambitions, as they gain immense power but are forever bound to the shadows.

Despite their malevolent nature, Shade Wraiths retain a fragment of their former intellect. They are cunning and strategic, often employing other undead creatures as minions to carry out their will. Some legends speak of Shade Wraiths that command entire legions of the dead, their spectral armies marching under the cover of darkness to wreak havoc on the living.

Encounters with Shade Wraiths are rare and often deadly. Adventurers who seek to challenge these entities must be well-prepared, armed with knowledge of their weaknesses and the means to counter their necromantic powers. Light and radiant magic are particularly effective against them, as they disrupt the connection between the Shade Wraith and the shadows.

SHADE WRAITH

Type Undead; Size Medium; Ethics Nihilism

Level 20 (EL 21); DC 180

Initiative +60

Speed 30; Fly 40

Senses Darkvision 80’, Nightvision, Life Sense 30’

Languages Abyssal, High Tongue, Low Tongue, Mesnic, Nefari, Sharuk, Thanatos, Wyrmish

ABILITY SCORES

STR 3; CON 5; DEX 6; INT 6; WIS 6; CHA 6

SKILLS

Arcana +27, Athletics +24, Climbing +26, Culture +26, Deception +26, Intimidate +26, Meditation +26 Mental Focus +28, Occultism +26, Perception +32, Planes +26, Power Manip +26, Religion +26, Sense Motive +26 Stealth +32, Survival +26

DEFENCE

DB +45 (Base +25; Other +10; Stat +6; Status +4)

Fort +30, Ref +28, Will +31; CR 2

HP 305; Immunity bleeding, death effects, disease, mundane, paralysis, poison, precision, sleep, stunning; Resistance cold; Weakness electricity, good

FEATS/SPECIAL

Aura of Death, Aura of Despair, Combat Awareness, Combat Reflexes, Empower Spell, Extend Spell, Faultless Casting, Incorporeal, Quicken Spell, Reach Spell, Shadowy, Weapon Finesse

ATTACKS

Soul Claws +31 (agile, finesse, magical) 3d6+6 force plus 2d6 secondary cold and shadow hand

MAGIC

A Shade Wraith is a divinity caster but may select spells from any tradition.

CL 16; Spellcraft +22; PP 88

Spells 2 x Cantrips, 20 additional spells (max PP 16).

A Shade Wraith also has the following innate magic.

Divinity Innate Spells DC 36 (+26); PP 16 Heal; PP 14 Umbral Blast; PP 8 Shadow Step (at will); PP 4 Create Undead (at will), Darkness (at will), Invisibility (at will); PP 2 Fear (at will); PP 0 Orb of Cold (at will).

Shade Wraiths embody the ultimate corruption of power and knowledge. They are a grim reminder of the dangers that come with seeking forbidden magic and the price one might pay for delving too deeply into the dark arts. To face a Shade Wraith is to confront the very essence of death and despair, where only the strongest and most determined can hope to survive.

SOUL SHADE#

The Soul Shade is an ancient and powerful entity, a remnant of a time when darkness reigned supreme. These colossal beings are the epitome of malevolence, capable of draining the very essence of life and light from the world around them. Soul Shades are feared for their ability to plunge entire regions into darkness, their presence a harbinger of death and despair.

The Soul Shade is a massive figure exuding darkness, with a body composed of swirling shadows and ethereal wisps. Its eyes are two voids of emptiness, absorbing all light. Its form is ever-shifting, with tendrils of shadow extending from its body, reaching out hungrily for the life force of the living.

Soul Shades are ancient horrors, their existence tied to the primordial darkness that predates creation. Legends tell of these entities emerging from the shadows to consume entire civilizations, leaving behind nothing but lifeless husks and eternal night. They are the antithesis of life and light, their presence a blight upon the world.

The Soul Shade's ability to eclipse the sun is particularly feared, as it can bring about an unnatural darkness that saps the strength and morale of even the bravest warriors. In this darkness, the Soul Shade moves with terrifying speed and precision, its tendrils lashing out to drain the life force of any who dare to oppose it.

Soul Shades are often linked to catastrophic events in history, such as the fall of ancient empires and the destruction of great cities. Their appearances are sporadic and unpredictable, making them all the more terrifying. When a Soul Shade emerges, it heralds a period of great suffering and despair, as the light itself seems to flee before its advance.

In the rare instances where a Soul Shade has been confronted and defeated, it has always been through the combined efforts of the greatest heroes and the most powerful magic. The knowledge of how to combat these entities is often lost to time, hidden away in ancient tomes and guarded by those who remember the devastation they can wreak.

Despite their overwhelming power, Soul Shades are not invulnerable. They have a particular vulnerability to radiant energy and divine magic, which can disrupt their connection to the shadows and weaken their form. However, gathering the strength and courage to face such a foe is a monumental task, one that few are willing or able to undertake.

SOUL SHADE

Type Undead; Size Colossal; Ethics Nihilism

Level 22 (EL 26); DC 36

Initiative +60

Speed 60; Fly 80

Senses Darkvision 80’, Nightvision 160’, Life Sense 60’

Languages Abyssal, High Tongue, Mesnic, Nefari, Nyxian, Sharuk, Thanatos, Wyrmish

ABILITY SCORES

STR 3; CON 5; DEX 6 INT 6; WIS 6; CHA 6

SKILLS

Arcana +34, Athletics +31, Culture +30, Deception +34, Intimidate +34, Meditation +29, Mental Focus +29 Occultism +27, Perception +34, Planes +27, Power Manip +32, Religion +27, Sense Motive +27, Stealth +34

DEFENCE

DB +46 (Base +25; Other +11; Stat +6; Status +4)

Fort +30, Ref +28, Will +31; CR 4

HP 551; Immunity bleeding, death effects, disease, mundane, paralysis, poison, precision, sleep, stunning; Resistance cold; Weakness good, silver

FEATS/SPECIAL

Aura of Death, Aura of Despair, Combat Awareness, Combat Reflexes, Fast Attack, Honed Reflexes, Incorporeal, Resolve, Shadow Hand, Shadowy, Souldrinker, Vital Strike, Weapon Finesse

Darkness Unleashed 2 AP (essence, save, soul)

Area 60' radius; PP Cost 10; Effect The Soul Shade can unleash a wave of darkness. All creatures within the area must make a basic Will save to avoid 10d10 essence damage. A target is also Stunned 1 if they fail the save and Stunned 2 if they fumble.

Soul Eclipse 10 minutes (aura, darkness, save, soul)

Area 1 mile radius; Effect The Soul Shade can blot out the sun or other significant light sources within the radius, plunging the area into magical darkness for 1 hour. All creatures in the darkness take at the beginning of their turn must make a Fortitude save:

Critical The creature takes 2d6 essence damage

Success The creature takes 4d6 essence damage

Partial The creature takes 4d6 essence damage and a Minor critical

Failure The creature takes 6d6 essence damage and a Serious critical

Fumble The creature takes 6d6 essence damage and a Deadly critical.

ATTACKS

Soul Claws +32 (agile, finesse, magical) 3d16+10 force plus 4d6 secondary cold and shadow hand

Shadowy Tendril +29(agile, grab, reach 40’) 3d10+10 essence plus shadow hand

MAGIC

A Soul Shade also has the following innate magic.

PP 50; Divinity Innate Spells DC 36 (+26); PP 20 Soul Destruction; PP 16 Heal; PP 14 Plane Shift (at will), True Seeing (constant), Umbral Blast; PP 4 Create Undead (at will), Darkness (at will), PP 2 Animate Dead (at will); Fear (at will); PP 0 Orb of Cold (at will).

The presence of a Soul Shade is a dire omen, signalling the approach of darkness and death. To face a Soul Shade is to stand against the very essence of despair, where the light is but a fleeting memory and the shadows reign supreme.

SHADOW#

INCORPOREAL

In the dim light of the twilight hour, a chilling presence stirs. Shadows twist and elongate, pulling themselves free from their natural anchors to become living darkness. These creatures, known as undead shadows, are born from the sorrow and malevolence of those who perished in the absence of light. They glide silently across the land, their very essence drawing warmth and life from all who cross their path.

Undead shadows appear as wispy, ethereal forms, barely more than dark silhouettes against the night. They lack defined features, their forms constantly shifting and undulating as if made from the darkest smoke. Their eyes, if they can be called that, are voids of deeper blackness, absorbing all light.

These entities are driven by an insatiable hunger for the warmth of the living. They are drawn to sources of life, particularly preferring to haunt places with residual energy, such as battlefields or sites of great tragedy. Undead shadows avoid direct sunlight, preferring the cover of night or darkened interiors to move and hunt.

Legends speak of these creatures as harbingers of doom, signs that an area is cursed or forsaken. They are often invoked in tales to scare children into coming home before dark. Some cultures believe that undead shadows are the remnants of those denied passage to the afterlife, cursed to wander in eternal darkness.

Undead shadows are most commonly found in areas with low light, such as dense forests, abandoned ruins, and subterranean passages. They are known to congregate around places with strong ties to death and suffering.

They exhibit a predatory nature, stalking their prey with eerie patience. Once they have chosen a target, they move with uncanny speed and silence, seeking to drain the life force from their victim with a mere touch. They communicate through a series of eerie whispers and sighs, barely audible over the sound of rustling leaves or distant echoes.

SHADOW

Type Undead; Size Medium; Ethics Malevolence

Level 4 (EL 5); DC 18

Initiative +30

Speed Fly 30

Senses Darkvision 60’, Life Sense 40’

Languages Nyxian, Thanatos

ABILITY SCORES

STR -4; CON 0; DEX 4; INT 1; WIS 2; CHA 2

SKILLS

Acrobatics +10, Climbing +10, Deception +8, Perception +10, Sense Motive +8, Stealth +10, Survival +8

DEFENCE

DB +19 (Base +13; Other +2; Stat +4)

Fort +9, Ref +10, Will +11; CR 1

HP 77; Immunity bleeding, cold, mundane, paralysis, poison, sleep; Weakness divine

FEATS/SPECIAL

Incorporeal, Keen Sense, Shadow Hand, Shadowy, Subtle, Undead Spawn, Weapon Finesse

ATTACKS

Soul Touch +9 (finesse) 1d8+4 essence plus shadow hand.

DREAD SHADOW

Type Undead; Size Medium; Ethics Malevolence

Level 8 (EL 8); DC 110

Initiative +40

Speed Fly 40

Senses Darkvision 65’ Life Sense 45’

Languages Aelvish, Nyxian, Thanatos

ABILITY SCORES

STR -4; CON 1; DEX 5; INT 2; WIS 3 CHA 2

SKILLS

Acrobatics +16, Climbing +16, Deception +13, Perception +16, Religion +14, Sense Motive +14, Stealth +16, Survival +14

DEFENCE

DB +26 (Base +16; Other +4; Stat +5; Status +1)

Fort +14, Ref +15, Will +16; CR 2

HP 117; Immunity bleeding, cold, mundane, paralysis, poison, sleep; Weakness divine

FEATS/SPECIAL

Agile Strikes, Incorporeal, Keen Sense, Shadow Hand, Shadowy, Subtle, Undead Spawn, Weapon Finesse

ATTACKS

Soul Touch +15 (finesse) 2d8+5 negative plus shadow hand.

SHAMBLER#

In the dense, untamed wilderness, where light struggles to penetrate the thick canopy, there lies a deceptive predator known as the Shambler. At first glance, it appears to be nothing more than a mound of decaying plant matter, a common sight in the undergrowth. However, this carnivorous plant is anything but ordinary. Its seemingly innocuous appearance belies its deadly nature, lurking in wait for unsuspecting prey to wander too close.

The Shambler resembles a large, amorphous heap of weeds, vines, and decomposed flora, blending seamlessly with the forest floor. Its outer layer is a tangled mass of moss and lichen, providing perfect camouflage. Beneath this disguise lies a network of fibrous tendrils, strong enough to ensnare and crush most creatures. When agitated or hunting, it reveals its maw—lined with sharp, thorn-like teeth capable of rending flesh.

Ambush predators by nature, Shamblers remain stationary for long periods, conserving energy until potential prey is within reach. They are patient and relentless, capable of remaining still for days, even weeks. When prey is detected, the Shamblers tendrils spring to life, latching onto its victim with surprising speed and strength. It then drags the prey into its maw, where digestion begins.

In tales and myths, the Shambler is often depicted as a guardian of ancient, hidden places, feared and revered by those who dwell in the forest. Some cultures believe it to be a manifestation of nature's wrath, punishing those who disrespect the wilderness. Druids and other nature worshippers might seek out Shamblers to observe their unique predatory behaviours and possibly harness their natural stealth abilities.

Shamblers thrive in dense forests, swamps, and other areas rich in vegetation. They prefer humid environments where their plant-like structure can absorb moisture directly from the air. Their presence is often indicated by an unusually high number of decaying animal remains in the vicinity, a stark contrast to the otherwise vibrant flora.

SHAMBLER

Type Plant; Size Large; Ethics Equilibrium

Level 6 (EL 5); DC 20

Initiative +15

Speed 20; Swim 20

Senses Nightvision 120’, Darkvision 60’ Tremorsense 35’

ABILITY SCORES

STR 6; CON 5; DEX 1; INT -2; WIS 2; CHA -2

SKILLS

Athletics +15, Perception +11, Stealth +10, Survival +11

DEFENCE

DB +19 (Base +14; Other +3; Stat -1, Status +1); DR 6

Fort +16, Ref +6, Will +12; CR 2

HP 143 Immunity disease, mental, poison; Resistance physical; Weakness fire; Regeneration 6 (Fire)

FEATS/SPECIAL

Iron Will, Monstrous Grab, Natural Camouflage, Power Attack

Constrict 1 AP 1d10+9 bludgeoning

ATTACKS

Slam +13 (agile, finesse, grab) 1d10+6 bludgeoning

MAGIC

A Shambler has the following innate magic.

Verdant Innate Spells DC 105 (+55); PP 4 Entangle (at will) PP 0 Tanglefoot (at will)

MITE SWARM

Type Animal (swarm); Size Large; Ethics Animal

Level 2 (EL 2); DC 16

Initiative +20

Speed 10; Fly 20

Senses Nightvision

ABILITY SCORES

STR -1; CON 2; DEX 4; INT -4; WIS 0; CHA -2

SKILLS

Acrobatics +7, Climbing +7, Perception +3, Stealth +7

DEFENCE

DB +17 (Base +12; Other +1; Stat +4)

Fort +11, Ref +15, Will +1

HP 89; Immunity critical hits, precision damage, mental, reactions provoked by movement; Resistance targeted Weakness area damage

FEATS/SPECIAL

Lightning Reflexes, Swarm

Mite Bites 1 AP 1d4+1 piercing

Effect Each enemy in the mite swarm’s space takes damage with a basic Reflex save.

In the intricate ecosystem of the dense forests where Shamblers dwell, another form of life thrives—tiny, industrious creatures known as Mite Swarms. These diminutive beings form small, cooperative groups, living symbiotically on the massive Shamblers, contributing to the natural balance of their shared environment.

SHARK#

Sharks, the apex predators of the ocean, have long captured the imagination and fear of humans. These ancient creatures, with their sleek bodies and razor-sharp teeth, have roamed the seas for millions of years, adapting to a vast array of environments from shallow coral reefs to the darkest abyssal depths. Known for their unmatched hunting prowess, sharks play a crucial role in maintaining the balance of marine ecosystems.

SHARK

Type Animal; Size Large; Ethics Animal

Level 4 (EL 3); DC 18

Initiative +35

Speed Swim 40

Senses Nightvision 110’, Scent 30’, Blood Scent

ABILITY SCORES

STR 6 CON 4; DEX 2; INT -4; WIS 1; CHA -4

SKILLS

Athletics +12, Perception +6, Stealth +6, Survival +6

DEFENCE

DB +18 (Base +14; Other +2; Stat +2); DR 1

Fort +15, Ref +13, Will +4

HP 121

FEATS/SPECIAL

Aquatic, Improved Initiative, Swim by Attack, Tear Flesh, Toughness

ATTACKS

Bite +11 (finesse) 1d10+6 piercing

The shark has a streamlined body with a prominent dorsal fin, multiple rows of razor-sharp teeth, and a smooth, greyish-blue skin that allows it to glide effortlessly through water.

Sharks are apex predators, relying on their keen senses to detect and ambush prey. They can smell blood from miles away and are attracted to disturbances in the water.

MAGNUSLAMNIA

Type Animal; Size Gargantuan; Ethics Animal

Level 14 (EL 13); DC 28

Initiative +40

Speed Swim 80

Senses Nightvision 120’, Scent 60’, Blood Scent

ABILITY SCORES

STR 10 CON 6; DEX 2; INT -4; WIS 2; CHA -4

SKILLS

Athletics +28, Perception +20, Stealth +20, Survival +20

DEFENCE

DB +35 (Base +24; Other +7; Stat +2; Status +2); DR 4

Fort +27, Ref +23, Will +15

HP 369

FEATS/SPECIAL

Aquatic, Improved Initiative, Swim by Attack, Swallow, Tear Flesh, Toughness

ATTACKS

Bite +27 (finesse) 2d16+10 piercing

Lurking in the uncharted depths of the world's oceans, the ancient giant shark, known as the Magnuslamnia, is a behemoth of unimaginable size and ferocity. This prehistoric predator, a relic from a bygone era, strikes fear into the hearts of sailors and adventurers alike.

SKELETON#

Skeletons are the eerie remnants of the once-living, animated by dark magic or cursed energies. Devoid of flesh and sinew, these bony horrors clatter and clank with every movement, their hollow eye sockets glowing with an unnatural light. In the TRG universe, they serve as a grim reminder of mortality and the dark powers that can twist death into a mockery of life.

Skeletons are collections of bones, held together by an unseen force. Their bones are often yellowed with age, and they might wear tattered remnants of armour or clothing from their previous life. Their eyes emit a ghostly glow, often indicating the presence of necromantic magic.

Skeletons are typically mindless and obey the commands of their creator. They are relentless in combat, knowing no fear or fatigue.

In battle, skeletons are straightforward attackers, using their bony limbs or weapons they might still wield from their former life. They can be formidable in numbers, overwhelming foes through sheer persistence.

SKELETON WARRIOR

Type Undead; Size Medium; Ethics Mindless

Level 1 (EL 1); DC 15

Initiative +20

Speed 30

Senses Darkvision 55’, Lifesense 35’

ABILITY SCORES

STR 3; CON 4; DEX 3; INT -5; WIS 1; CHA -5

SKILLS

Acrobatics +4, Athletics +6, Climbing +6, Perception +2 Stealth +4

DEFENCE

DB +14 (Base +11; Stat +3)

Fort +10, Ref +6, Will +1

HP 69; Immunity bleeding, cold, death effects, disease, fatigue, mental, paralysis, poison, sleep, stunning; Resistance electricity, fire, physical (bludgeoning)

FEATS/SPECIAL

Toughness

ATTACKS

Claw +4 (agile, finesse, versatile - p) 1d6+3 slashing

Broadsword +4 1d8+3 slashing

Composite Shortbow +4 (AR 1, deadly, propulsive, quick load, range 60) 1d6+1 piercing

SKELETON CHAMPION

Type Undead; Size Medium; Ethics Mindless

Level 4 (EL 4); DC 90

Initiative +20

Speed 30

Senses Darkvision 55’, Lifesense 25’

ABILITY SCORES

STR 4; CON 4; DEX 3; INT -5; WIS 5; CHA -5

SKILLS

Acrobatics +7, Athletics +10, Climbing +9, Perception +5, Stealth +7

DEFENCE

DB +19(20) (Base +14; Other +2, Shield +1; Stat +3)

Fort +13, Ref +9, Will +4

HP 111; Immunity bleeding, cold, death effects, disease, fatigue, mental, paralysis, poison, sleep, stunning; Resistance electricity, fire, piercing, slashing

FEATS/SPECIAL

Combat Reflexes, Toughness

ATTACKS

Claw +10 (agile, finesse, versatile - p) 1d6+4 slashing

Broadsword +10 1d8+4 slashing

Composite Shortbow +9 (AR 1, deadly, propulsive, quick load, range 60) 1d6+2 piercing

SNAKE#

Their scales glisten with an unnatural sheen, and their eyes, cold and calculating, betray an intelligence that surpasses that of ordinary beasts. Legends tell of serpents that can mesmerize with a gaze; their venom potent enough to fell the mightiest of creatures. Encountering a snake in the depths of a forest or the shadows of a dungeon is often a harbinger of peril, a silent reminder of nature's lethal beauty and the ever-present threat lurking in the underbrush.

VIPER

Type Animal; Size Tiny; Ethics Animal

Level 1 (EL 1); DC 15

Initiative +45

Speed 20; Climb 20; Swim 20

Senses Nightvision 110’ , Scent 30’

ABILITY SCORES

STR -3; CON 1; DEX 4; INT -4; WIS 1; CHA -2

SKILLS

Acrobatics +6, Climbing +6, Perception +4, Stealth +9 Survival +4

DEFENCE

DB +15 (Base +11; Stat +4); DR 2

Fort +45, Ref +60, Will +5

HP 36

FEATS/SPECIAL

Improved Initiative, Weapon Finesse

Snake Venom (poison) Any creature that takes damage from the bite of the Viper is subjected to their venom.

Basic Fort, Duration 6 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d10 poison damage (1 round)

ATTACKS

Bite +4 (finesse) 1d5+4 piercing plus Snake Venom

The venomous Viper is a common yet feared inhabitant of various landscapes. Its reputation is well-earned, with a potent venom capable of felling even large creatures. Often encountered in the wilderness, this serpent is known for its aggressive nature when threatened.

SAND SERPENT

Type Animal; Size Medium; Ethics Animal

Level 3 (EL 3); DC 17

Initiative +45

Speed 20; Climb 20; Swim 20

Senses Nightvision 110’, Scent 30’

ABILITY SCORES

STR 1; CON 3; DEX 4; INT -4; WIS 1; CHA -2

SKILLS

Acrobatics +8, Athletics +4, Climbing +6, Perception +5 Stealth +8, Survival +4

DEFENCE

DB +18 (Base +13; Other +1; Stat +4); DR 2

Fort +13, Ref +16, Will +3

HP 84

FEATS/SPECIAL

Improved Initiative, Lightning Reflexes, Weapon Finesse

Snake Venom (poison) Any creature that takes damage from the bite of the Viper is subjected to their venom.

Basic Fort, Duration 6 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d10 poison damage (1 round)

ATTACKS

Bite +7 (finesse) 1d8+4 piercing plus Snake Venom

Adapted to the harsh conditions of the desert, the Sand Serpent is a master of camouflage and patience. It buries itself in the sand, waiting for unsuspecting prey to pass by. Its scales blend perfectly with the sandy environment, making it nearly invisible.

CONSTRICTOR

Type Animal; Size Large; Ethics Animal

Level 6 (EL 6); DC 20

Initiative +45

Speed 20; Climb 20; Swim 20

Senses Nightvision 120’, Scent 35’

ABILITY SCORES

STR 6; CON 4; DEX 3; INT -4; WIS 2; CHA -2

SKILLS

Acrobatics +10, Athletics +15, Climbing +8, Perception +8, Stealth +9, Survival +8

DEFENCE

DB +23 (Base +16; Other +3; Stat +3; Status +1); DR 2

Fort +17, Ref +16, Will +7

HP 159

FEATS/SPECIAL

Constrict, Improved Initiative, Monstrous Grab, Toughness

ATTACKS

Bite +13 (finesse, grab) 1d10+6 piercing

In the lush, vibrant jungles, the Jungle Constrictor silently prowls. This large, powerful snake relies on its strength to overpower prey, wrapping around them with crushing force. Despite its size, it moves with surprising grace and silence through the dense foliage.

MOUNTAIN SERPENT

Type Animal; Size Gargantuan; Ethics Animal

Level 11 (EL 10); DC 25

Initiative +40

Speed 25; Climb 25; Swim 25

Senses Nightvision 120’, Scent 35’, Tremorsense 35’

ABILITY SCORES

STR 8; CON 6; DEX 2; INT -4; WIS 2; CHA -2

SKILLS

Acrobatics +13, Athletics +20, Climbing +8, Perception +16, Stealth +15, Survival +12

DEFENCE

DB +30 (Base +21; Other +5; Stat +2; Status +2); DR 6

Fort +24, Ref +20, Will +12

HP 321

FEATS/SPECIAL

Constrict, Improved Initiative, Monstrous Grab, Toughness

Snake Venom (poison) Any creature that takes damage from the bite of the Viper is subjected to their venom.

Basic Fort, Duration 6 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d10 poison damage (1 round)

ATTACKS

Bite +21 (finesse, grab) 2d16+8 piercing plus Snake Venom

High in the rugged mountain ranges, the Giant Mountain Serpent rules the rocky cliffs and caves. This massive serpent is a force of nature, using its immense size and strength to dominate its territory. Legends speak of this snake as both a guardian and a harbinger, its presence altering the landscape itself.

SOULAESS#

EVIL ORDER

In the deepest recesses of the Fade lies Hades, a realm of perpetual darkness and suffering, where the tormented souls of the damned are condemned to eternal agony. It is from this sinister plane that the Soulaess emerge, a collective of malevolent beings forged from the very essence of despair and deceit. The Soulaess are not mere inhabitants of Hades; they are its emissaries, born from the swirling mists and boiling rivers of blood that define their hellish home.

The Soulaess embody the essence of necromancy and treachery. Each of these entities is a manifestation of the darkest emotions and thoughts, feeding on fear, sorrow, and pain. Their existence is a testament to the ceaseless torment that pervades Hades, and their presence in the mortal realms spreads this anguish like a plague. Though they vary greatly in power and form, all Soulaess share a common purpose: to extend the reach of their infernal domain and perpetuate the cycle of suffering that gives them life.

These creatures are shadowy, insidious, and relentless. They infiltrate societies, manipulate individuals, and orchestrate events that lead to chaos and despair. Whether it is through direct confrontation or subtle machinations, the Soulaess thrive on the misery of others. They are solitary by nature but often gather in covens to amplify their necromantic powers, becoming an unstoppable force of darkness.

The Soulaess are feared and reviled across all realms. Legends of their cruelty and cunning are whispered in hushed tones, warnings passed down through generations to keep the unwary vigilant. To encounter a Soulaess is to face the very embodiment of hopelessness and dread, a confrontation that few survive unscathed.

In the hierarchy of evil, the Soulaess stand as potent symbols of the power of despair. They are eternal, their influence stretching across time and space, leaving behind a trail of broken spirits and shattered lives. To oppose the Soulaess is to stand against the darkness itself, a daunting challenge that requires the greatest of courage and strength. Yet, even in the face of such overwhelming evil, there are those who rise to the challenge, determined to push back the shadows and bring light to the darkest corners of existence.

THE FADE

The Fade is a realm of darkness and chaos, where malevolent forces thrive and primal emotions run rampant. Each plane within The Fade exudes its own twisted aura, ranging from desolate pits to fiery abysses. Inhabitants here are shaped by the raw energies of their environment, often embodying the darker aspects of existence.

HADES

EVIL ORDER

Hades is a sinister realm where only the souls of the damned reside, enveloped in unending darkness and choked by thick, sulphurous mists. This evil plane echoes with the constant screams of torment, creating a daunting atmosphere of fear and hopelessness. Guarded by ghastly boatmen with eyes glowing ominously, the rivers here are turbulent flows of boiling blood and ichor, designed not to ferry souls to tranquillity but deeper into realms of excruciating agony. The most notorious of these rivers, the Styx, serves as a vortex that traps souls in a relentless cycle of pain and oblivion.

The mists in this domain are an oppressive force, swirling violently and forming menacing faces that whisper threats of unceasing torment. This realm is structured like a vast, twisted labyrinth, where the wretched spirits are doomed to wander endlessly, searching for an escape that does not exist.

In Hades, each moment is an eternity of suffering, with every soul bound to an infinite journey through landscapes designed for perpetual punishment, forever removed from any semblance of peace or redemption.

SOULAESSSOULAESS
Soulaess TypeLevel
Mortivor14
Nocturnus10
Noxmortis18
Queldor8
Reaver20
Tenebrax6
Violith3
Wrathmorta12

MORTIVOR#

In the dark and malevolent hierarchy of the Soulaess, the Nocturnus stands as a figure of both terror and authority. Known as the lieutenants of the Soulaess, the Nocturnus wield significant power, both in combat and in the execution of their dark missions. Their presence is a shadow that looms large over the battlefield, a harbinger of the Soulaess's insidious influence and unrelenting drive towards chaos and destruction.

The Mortivor are created through a horrific process that melds the souls of the damned with the essence of the abyss, resulting in creatures that are part flesh, part shadow, and wholly terrifying. Their bodies are encased in dark, chitinous armour that seems to pulse with a malevolent life of its own. This armour is not only a formidable defence but also a symbol of the endless torment that fuels their strength.

On the battlefield, the Mortivor are unmatched in their brutality. They wield enormous, shadow-forged weapons that can cleave through armour and bone with ease. Their attacks are driven by a primal fury, and they fight with a single-minded determination to obliterate their enemies. Those who face a Mortivor in combat often find themselves overwhelmed by the sheer force of its blows, as well as the unyielding terror that accompanies them.

But the Mortivor are not just mindless brutes. They possess a cunning intelligence that makes them formidable tacticians. They often lead lesser Soulaess and undead troops, coordinating attacks with ruthless efficiency. Their ability to instil fear and despair in their foes only adds to their effectiveness, breaking the will of their enemies even before the first strike is made.

Legends of the Mortivor are whispered among those who have survived encounters with these monstrous beings. Tales of their unrelenting pursuit, their devastating strength, and their unholy resilience are passed down as grim warnings. To see a Mortivor is to look into the abyss itself, a chilling reminder of the unending darkness that the Soulaess seek to spread across all realms.

MORTIVOR

Type Eternal; Size Large; Ethics Exploitation

Level 14 (EL 17); DC 28

Initiative +30

Speed 30; Fly 40

Senses Darkvision 70’, Life Sense 50’, Nightvision 140’

Languages Abyssal, Low Tongue, Nefari, Stygian, Thanatos

ABILITY SCORES

STR 8; CON 7; DEX 2; INT 3; WIS 4; CHA 4

SKILLS

Athletics +26, Diplomacy +22, Intimidate +22 Mental Focus +22, Perception +22, Planes +21 Power Manip +21, Religion +21, Sense Motive +21 Stealth +20, Survival +22

DEFENCE

DB +35 (Base +24; Other +7; Stat +2; Status +2); DR 14

Fort +30, Ref +20, Will +25; CR 2

HP 323; Immunity cold, disease, essence, poison; Weakness good

FEATS/SPECIAL

Aura of Despair, Eternal Essence, Great Fortitude, Penetrating Strikes, Souldrinker, Sudden Charge, Survival Instinct, Toughness II, Weapon Focus (Axe)

ATTACKS

Slam +29 (agile, finesse, magical) 3d10+8 bludgeoning plus 2d6 essence

Greataxe +30 (magical, penetrating, sweep) 3d16+12 slashing plus 2d6 essence

MAGIC

A Mortivor also has the following innate magic.

Divinity Innate Spells DC 28 (+18); PP 16 Heal PP 14 Hand of the Reaper, Heal; PP 8 Telepathy (at will) PP 4 Control Undead (at will), Create Undead (at will), See Invisible (constant), PP 2 Animate Dead (at will); Command (at will), Detect Aura (at will).

In the annals of history, the Mortivor are recorded as the vanguard of the Soulaess invasions, their appearances marking the fall of entire civilizations. They are relentless, indomitable, and terrifyingly efficient in their mission to enforce the will of the Soulaess. In the face of such overwhelming darkness, even the most stalwart defenders of the light must muster all their courage and strength, knowing that to falter before a Mortivor is to invite certain doom.

NOCTURNUS#

In the dark and twisted hierarchy of the Soulaess, the Mortivor stand out as brutal enforcers, embodying raw power and relentless ferocity. Forged from the deepest depths of Hades, these beings serve as the iron fist of the Soulaess, crushing any opposition with their overwhelming might. Their presence on the battlefield is often a harbinger of inevitable doom, as their mere existence strikes fear into the hearts of even the bravest warriors.

The Nocturnus are not merely brute enforcers; they are cunning strategists and masters of shadow manipulation. Their forms are tall and imposing, covered in an armour-like exoskeleton made of hardened shadow, which grants them both formidable protection and an eerie, spectral appearance. Their eyes burn with a fierce crimson light, piercing through the darkness and striking fear into the hearts of their enemies.

Legends speak of the Nocturnus as commanders who lead bands of lesser Soulaess and undead into battle, orchestrating their movements with precision and ruthless efficiency. They are often at the forefront of major incursions into the mortal realms, using their tactical acumen to outmanoeuvre and crush those who stand against the Soulaess. Their spectral weapons, forged from the very essence of darkness, are feared for their ability to slice through flesh and spirit alike.

Despite their fearsome combat capabilities, the true power of the Nocturnus lies in their ability to instil dread and manipulate the battlefield. They can summon shadows to obscure vision, create illusions to deceive their foes, and generate an aura of fear that saps the courage of even the bravest warriors. Those who face a Nocturnus often find themselves overwhelmed not just by the physical threat they pose, but by the psychological warfare they wage.

The Nocturnus are also known for their role as inquisitors and enforcers within the Soulaess ranks. They are tasked with rooting out disobedience and ensuring that the will of their dark masters is carried out without question. Their ability to command and control lesser Soulaess makes them both feared and respected among their peers, solidifying their place in the upper echelons of the Soulaess hierarchy.

NOCTURNUS

Type Eternal; Size Large; Ethics Exploitation

Level 10 (EL 13); DC 24

Initiative +35

Speed 30; Fly 50

Senses Darkvision 70’, Life Sense 50’, Nightvision 140’

Languages Abyssal, Low Tongue, Nefari, Stygian, Thanatos

ABILITY SCORES

STR 5; CON 4; DEX 3; INT 3; WIS 4; CHA 4

SKILLS

Athletics +19, Diplomacy +16, Intimidate +18 Mental Focus +16, Perception +16, Planes +15 Power Manip +15, Religion +15, Sense Motive +16 Stealth +11, Survival +11

DEFENCE

DB +30 (Base +20; Other +5; Stat +3; Status +2); DR 10

Fort +21, Ref +17, Will +21; CR 2

HP 215; Immunity cold, disease, essence, poison; Weakness good

FEATS/SPECIAL

Alertness, Aura of Despair, Combat Reflexes, Eternal Essence, Natural Leader, Souldrinker, Survival Instinct, Toughness, Weapon Focus

ATTACKS

Slam +20 (agile, finesse, magical) 2d8+5 bludgeoning plus 1d6 essence

Soul Mace +21 (balanced, magical, shove) 2d8+9 force plus 1d6 essence

Soul Blast +18 (focus, range 30) 2d10+10 essence

MAGIC

A Nocturnus also has the following innate magic.

Divinity Innate Spells DC 24 (+14); PP 8 Mirage Terrain (at will), Telepathy (at will); PP 4 Control Undead (at will), Create Undead, Darkness (at will), Phantom Steed, See Invisible (constant), PP 2 Animate Dead (at will); Cure, Obscuring Mist (at will).

Whispers of the Nocturnus's deeds spread far and wide, tales of their brutal efficiency and unyielding resolve becoming the stuff of nightmares. Entire villages have been known to fall silent at the mere rumour of a Nocturnus sighting, their inhabitants too terrified to venture out after dark. For to encounter a Nocturnus is to confront the embodiment of the Soulaess's darkest ambitions—a relentless force of shadow and death that leaves nothing but despair and ruin in its wake.

NOXMORTIS#

Amid the shadowy ranks of the Soulaess, the Noxmortis stand as grim necromancers, wielding the power of death with unparalleled mastery. These beings are among the most feared within the hierarchy, for they command legions of the undead and possess the ability to drain the life force from the living. The Noxmortis are not just warriors; they are architects of despair, orchestrating the fall of civilizations through their dark rituals and necromantic prowess.

The Noxmortis are created through a forbidden rite that binds the soul of a powerful sorcerer to the essence of Hades itself. This unholy fusion results in a being of immense magical power, capable of raising vast armies of the dead and bending them to its will. Their bodies are tall and skeletal, with flesh like aged parchment stretched over their bones, and their eyes glow with a sickly green light that seems to pierce through the very fabric of reality.

On the battlefield, the presence of a Noxmortis is a dire omen. They are often found at the heart of the Soulaess's most ambitious campaigns, their necromantic abilities turning the tide of battle by raising the fallen as undead soldiers. These reanimated minions fight with relentless fervour, bolstered by the Noxmortis' dark magic and unwavering will. The Noxmortis themselves prefer to remain at a distance, unleashing devastating spells and commanding their undead thralls with precise and deadly efficiency.

The Noxmortis are not just combatants; they are also master strategists and planners. Their deep understanding of death and the arcane allows them to anticipate the movements of their enemies and counter them with chilling precision. They weave intricate webs of deception and manipulation, often working behind the scenes to weaken their foes long before the first clash of swords. Their ability to instil fear and hopelessness is as potent a weapon as their necromantic spells.

Tales of the Noxmortis are whispered in fearful tones, passed down through generations as warnings of the darkness that lurks in the shadows. Villages have been known to fall into silent despair at the mere rumour of a Noxmortis's approach, their inhabitants too terrified to fight back. To face a Noxmortis is to confront death itself, an encounter few survive and even fewer forget.

NOXMORTIS

Type Eternal; Size Medium; Ethics Exploitation

Level 18 (EL 20); DC 32

Initiative +65

Speed 30; Fly 60

Senses Darkvision 85’, Life Sense 65’, Nightvision

Languages Abyssal, Aelvish, Aesirian, High Tongue, Low Tongue, Nefari, Pyroclan, Solari, Stygian, Thanatos

ABILITY SCORES

STR 2; CON 4; DEX 6; INT 8; WIS 7; CHA 8

SKILLS

Acrobatics +24, Arcana +28, Athletics +17, Crafting +26 Culture +26, Deception +26, Intimidate +26, Medicine +27, Meditation +27, Mental Focus +27, Occultism +25 Perception +24, Planes +25, Power Manip +31, Religion +24 Sense Motive +26, Stealth +23, Survival +24

DEFENCE

DB +46 (Base +28; Other +9; Stat +6; Status +3); DR 18

Fort +29, Ref +28, Will +32; CR 3

HP 297; Immunity cold, disease, essence, poison; Weakness good

FEATS/SPECIAL

Aura of Death, Eternal Essence, Extend Spell, Heighten Spell, Quicken Spell, Reach Spell, Souldrinker, Survival Instinct, True Caster

ATTACKS

Soul Touch +33 (finesse) 4d8+2 essence

MAGIC

A Noxmortis is a divinity caster but may select spells from any tradition.

CL 16; Spellcraft +25; PP 116

Spells 4 x Cantrips, 22 additional spells (max PP 16).

A Noxmortis also has the following innate magic.

Divinity Innate Spells DC 35 (+25); PP 16 Heal; PP 14 True Seeing (constant); PP 8 Telepathy (at will); PP 4 Create Undead (at will), Control Undead (at will), See Invisible (at will); PP 2 Animate Dead (at will).

In the annals of history, the Noxmortis are recorded as harbingers of great calamities, their necromantic rituals bringing plagues, famines, and wars that have reshaped entire regions. They are the unseen hands that guide the Soulaess's most devastating plans, their influence stretching far beyond the battlefield. The legacy of the Noxmortis is one of unending terror and death, a reminder of the relentless and malevolent force that the Soulaess represent.

For those who dare to oppose the Noxmortis, the challenge is daunting. These necromancers are not easily defeated, their dark magic and undead armies creating formidable obstacles. Yet, in the face of such overwhelming darkness, there are those who rise to the challenge, driven by a determination to push back the shadows and restore light to the world. The battle against the Noxmortis is one of courage, resilience, and the indomitable spirit of those who refuse to succumb to despair.

QUELDOR#

The Queldor are a fearsome breed within the ranks of the Soulaess, known for their unique ability to ensnare and dominate their foes with spectral chains. These chains are not merely physical restraints but extensions of the Queldor's own malevolent will, capable of draining the life force and spirit of those they bind. The sight of a Queldor on the battlefield is enough to send shivers down the spine of even the most hardened warriors, for they know that escape from its grasp is nearly impossible.

Forged in the depths of Hades, the Queldor are the embodiment of torment and control. Their creation involves a dark ritual that binds a soul of exceptional cruelty and cunning with the essence of the abyss, resulting in a creature that thrives on the suffering of others. Queldor are often tasked with capturing and tormenting high-value targets, ensuring that these unfortunate souls are brought back to Hades for an eternity of agony.

Physically, Queldor are imposing figures draped in ethereal chains that glow with a ghostly light. These chains seem to have a life of their own, writhing and shifting constantly, ready to strike at a moment's notice. The Queldor's eyes are dark orbs of energy, reflecting the malevolence that fuels their existence. Their movements are accompanied by the ominous rattling of their chains, a sound that heralds doom for their enemies.

In battle, the Queldor are relentless and strategic. They use their spectral chains to ensnare foes from a distance, immobilizing them and draining their life force over time. Once a target is bound, the Queldor can manipulate the chains to pull them closer, making escape nearly impossible. This ability to control the battlefield makes the Queldor invaluable to the Soulaess, as they can effectively neutralize key threats and sow chaos among enemy ranks.

The Queldor's chains are not just tools of restraint; they are weapons of psychological warfare. Those ensnared by these spectral bonds experience visions of their deepest fears and regrets, amplified by the Queldor's malevolent will. This psychological torment often breaks the spirit of their captives long before the physical pain becomes unbearable, making the Queldor's job all the easier.

QUELDOR

Type Eternal; Size Large; Ethics Exploitation

Level 8 (EL 10); DC 22

Initiative +20

Speed 30; Fly 40

Senses Darkvision 60’, Life Sense 40’, Nightvision 120’

Languages Low Tongue, Stygian, Thanatos

ABILITY SCORES

STR 5; CON 4; DEX 2; INT 1; WIS 2; CHA 3

SKILLS

Athletics +12, Intimidate +10, Meditation +9 Mental Focus +13, Perception +13, Planes +9, Power Manip +9, Religion +10, Sense Motive +10, Stealth +10, Survival +8

DEFENCE

DB +25 (Base +18; Other +4; Stat +2; Status +1); DR 8

Fort +21, Ref +14, Will +17; CR 2

HP 149; Immunity cold, disease, essence, poison; Weakness good

FEATS/SPECIAL

Great Fortitude, Monstrous Grab (chain), Paralyzing Gaze, Souldrinker, Survival Instinct, Toughness, Weapon Focus (chain)

ATTACKS

Slam +17 (agile, finesse, magical) 2d10+5 bludgeoning plus 1d6 essence

Spectral Chain +18 (disarm, finesse, grab, magical, trip) 2d10+5 force plus 1d6 essence

MAGIC

A Queldor has the following innate magic.

Divinity Innate Spells DC 20 (+10); PP 8 Telepathy (at will); PP 4 Control Undead (at will), See Invisible (constant), PP 2 Animate Dead (at will); Detect Aura (at will).

Legends of the Queldor are passed down as cautionary tales among those who have encountered the Soulaess. Stories of entire battalions brought to their knees by a single Queldor, their soldiers ensnared and dragged into the shadows, serve as grim reminders of the creature's power. To face a Queldor is to confront a nightmare made flesh, a being of unrelenting darkness that thrives on the suffering of the living.

Despite their fearsome reputation, Queldor are also known for their cunning and intelligence. They are not mindless brutes but strategic thinkers who use their abilities to maximum effect. This makes them not only dangerous foes but also valuable assets to the Soulaess's broader plans of conquest and domination.

REAVER#

Among the ranks of the Soulaess, the Reaver stands as an embodiment of relentless pursuit and unyielding determination. These towering behemoths, standing at an imposing 10 feet tall, are clad in intricate black plate armour that exudes an aura of dread and power. The Reaver's armour is adorned with dark, arcane runes that seem to pulse with a life of their own, reflecting the malevolent energy that fuels these fearsome warriors.

The Reaver is a creature of singular focus. Once it has determined its target, it will follow them across any terrain, through any obstacle, driven by an unholy resolve to see its mission to completion. This relentless nature makes the Reaver a terrifying adversary, as there is no escape from its pursuit. The stories of those who have been hunted by a Reaver are few and far between, for most do not survive to tell the tale.

Physically, the Reaver is a formidable opponent. Its black plate armour provides exceptional protection while also enhancing its already considerable strength. The Reaver wields a massive, jagged greatsword, a weapon that radiates a menacing aura and is capable of cleaving through both armour and flesh with ease. The Reaver's eyes, glowing with an ominous light beneath its horned helmet, strike fear into the hearts of those who meet its gaze.

The Reaver's presence on the battlefield is unmistakable. It moves with a grim purpose, ignoring all but its chosen target. Its movements are precise and unyielding, a testament to the dark magic that animates its form. The Reaver's relentless pursuit is accompanied by an aura of dread that saps the courage of even the bravest warriors, leaving them vulnerable to its devastating attacks.

Legends of the Reaver are whispered in hushed tones among those who have encountered the Soulaess. These stories speak of the Reaver's unrelenting nature, its ability to track its prey across great distances, and its sheer, unstoppable force. To be marked by a Reaver is to be sentenced to a fight for one's life, a battle that only the strongest and most determined can hope to survive.

REAVER

Type Eternal; Size Large; Ethics Exploitation

Level 20 (EL 24); DC 34

Initiative +40

Speed 30 (all movement types)

Senses Darkvision 70’, Life Sense 50’, Nightvision

Languages Aelvish, Low Tongue, Stygian, Thanatos

ABILITY SCORES

STR 8; CON 8; DEX 4; INT 2; WIS 4; CHA 4

SKILLS

Acrobatics +20, Athletics +34, Intimidate +25, Meditation +20, Mental Focus +25, Perception +30, Planes +18 Power Manip +18, Religion +20, Sense Motive +20, Stealth +25, Survival +25

DEFENCE

DB +48 (Base +30; Other +10; Stat +4; Status +4); DR 30

Fort +35, Ref +28, Will +31; CR 4

HP 455; Immunity cold, disease, essence, poison; Resistance mundane; Weakness good; Regeneration 20 (Divine)

FEATS/SPECIAL

Armoured Counter, Assess Tracks, Aura of Death, Aura of Despair, Combat Reflexes, Eternal Essence, Fast Attack, Furious Focus, Honed Reflexes, Penetrating Strikes, Power Attack, Souldrinker, Survival Instinct, Toughness III

Relentless Pursuit (insight) The Reaver can track a chosen target unerringly, ignoring all magical and non-magical means of concealment. It can sense the direction of its target as long as it is on the same plane.

Unstoppable Force (invocation) The Reaver bypasses all resistance with its melee attacks.

Reaver Blade (alteration, soul) The Reavers sword is an extension of its will and can be dismissed or summoned as a free action. It is also impervious to damage. Finally, any additional HP damage inflicted by a critical injury become Soul Drain instead.

ATTACKS

Slam +38 (agile, finesse, magical) 4d10+8 bludgeoning plus 3d6 essence

Reaver Blade +38 (keen, magical, penetrating, serrated) 8d8+18 slashing plus 3d6 essence

MAGIC

A Reaver also has the following innate magic.

Divinity Innate Spells DC 34 (+17); PP 14 True Seeing (constant), Umbral Blast; PP 8 Telepathy (at will); PP 6 Cold Ball (at will); PP 4 Control Undead (at will), See Invisible (constant).

In the annals of history, the Mortivor are recorded as the vanguard of the Soulaess invasions, their appearances marking the fall of entire civilizations. They are relentless, indomitable, and terrifyingly efficient in their mission to enforce the will of the Soulaess. In the face of such overwhelming darkness, even the most stalwart defenders of the light must muster all their courage and strength, knowing that to falter before a Mortivor is to invite certain doom.

TENEBRAX#

INCORPOREAL

In the eerie darkness of the Soulaess hierarchy, the Tenebrax stand as sinister entities that thrive on fear and suffering. These malevolent beings are the nightmare weavers of the Soulaess, haunting the dreams of the living and feeding off their terror. The Tenebrax are drawn to places of great tragedy and sorrow, where they can revel in the lingering anguish and despair, growing stronger with each terrified whisper and each fearful glance cast their way.

The Tenebrax are born from the darkest corners of Hades, where the screams of the damned echo eternally and the air is thick with the stench of decay. Their creation involves a ritual that binds the essence of nightmares to a soul condemned for its cruelty and deceit. This unholy fusion results in a being that exists partly in the physical world and partly in the realm of nightmares, able to move between the two with ease.

Physically, the Tenebrax appear as wraith-like figures cloaked in flowing, tattered shrouds of darkness. Their faces are featureless voids, but their eyes burn like dim coals, glowing with an unholy light that seems to pierce the soul. Their presence is often heralded by a sudden chill in the air and the faint sound of whispers, as if the shadows themselves are speaking.

In their role as nightmare weavers, the Tenebrax possess the ability to invade the dreams of the living. They can manipulate these dreams, turning them into horrific visions that sap the strength and will of their victims. Those who fall under the Tenebrax's spell often wake in a cold sweat, their minds filled with lingering fear and their bodies weakened by the ordeal. This ability to instil terror from afar makes the Tenebrax a formidable threat, as they can strike without ever revealing their true form.

On the battlefield, the Tenebrax use their powers of illusion and fear to devastating effect. They can create phantasmal images that confuse and disorient their enemies, causing them to see friends as foes and to flee from imagined horrors. These illusions are so convincing that even the most seasoned warriors find themselves questioning their senses. The Tenebrax's ability to sow chaos and panic makes them invaluable assets in any Soulaess incursion, turning the tide of battle through sheer psychological warfare.

TENEBRAX

Type Eternal; Size Medium; Ethics Exploitation

Level 6 (EL 8); DC 20

Initiative +35

Speed Fly 40

Senses Darkvision 55’, Life Sense 30’, Nightvision

Languages Low Tongue, Stygian, Thanatos

ABILITY SCORES

STR -2; CON 2; DEX 5; INT 1; WIS 2; CHA 2

SKILLS

Acrobatics +14, Deception +11, Mental Focus +11 Perception +11, Power Manip +10, Religion +11 Sense Motive +11, Stealth +14, Survival +11

DEFENCE

DB +115 (Base +80; Other +5; Stat +25; Status +5); DR 6

Fort +10, Ref +16, Will +7; CR 2

HP 105; Immunity cold, disease, essence, mental, poison; Weakness good

FEATS/SPECIAL

Elusive Movement, Eternal Essence, Souldrinker, Stealthy Strike, Survival Instinct, Weapon Finesse

Fearful Power (aura, mental, soul) The Tenebrax draws inspiration from creatures that currently have the frightened condition. Any creature that gains the frightened condition within a 30' radius of the Tenebrax increases the value of the condition by 1. Furthermore, the Tenebrax gains a status bonus to all of its attacks and DB equal to the highest frightened value within this radius.

ATTACKS

Soul Touch +12 (finesse, magical) 1d8+5 essence.

MAGIC

A Tenebrax has the following innate magic.

Divinity Innate Spells DC 18 (+8); PP 8 Nightmare (at will), Telepathy (at will); PP 4 Control Undead (at will), See Invisible (constant), PP 2 Animate Dead (at will); Fear (at will).

Legends of the Tenebrax are rife with tales of madness and despair. Entire villages have been known to fall into silent ruin, their inhabitants driven to insanity by the relentless nightmares inflicted upon them. Those who encounter a Tenebrax and live to tell the tale often speak of the creature's chilling presence and the overwhelming sense of dread that accompanies it. To face a Tenebrax is to confront the darkest aspects of one's own mind, a battle that few can hope to win.

Despite their fearsome reputation, the Tenebrax are not without cunning and intelligence. They are master manipulators, capable of weaving intricate plots to achieve their dark goals. They often work in the shadows, unseen and unheard, until the moment they choose to strike. This makes them not only terrifying foes but also elusive ones, difficult to predict and even harder to confront.

VIOLITH#

From the darkest recesses of Hades emerge the Violith, twisted embodiments of violence and spite. These malevolent beings are spawned from the eddies of angry and warped souls within the oppressive mists of their infernal homeland. The Violith constantly hunger for mortal souls and revel in creating suffering and chaos, driven by an insatiable desire to inflict pain.

The Violith are grotesque in appearance, resembling writhing spheres of teeth, spines, and fins. Their bodies are a chaotic amalgamation of various forms of petty death, lacking the focused power of their more potent kin but making up for it with sheer ferocity and malice. Numerous gnashing mouths filled with razor-sharp teeth are scattered across their form, always ready to bite and tear at anything unfortunate enough to come within reach. Their eyes, glowing with a malevolent red light, are scattered randomly across their bodies, giving them a disorienting and unsettling appearance.

Despite their relatively low standing among the Soulaess, the Violith's relentless nature and their ability to incite fear and despair make them formidable foes. They hover ominously, their movements accompanied by the constant chattering of their teeth and the unsettling rustle of their spines. This cacophony, combined with their grotesque appearance, creates an aura of dread that saps the courage of even the bravest warriors.

The Violith are not solitary creatures; they often hunt in packs, coordinating their attacks to overwhelm their prey. Their ability to communicate telepathically allows them to strategize and adapt quickly, making them a dangerous force despite their individual weaknesses. They are drawn to places of suffering and death, where they can feed on the souls of the departed and revel in the lingering despair.

VIOLITH

Type Eternal; Size Small; Ethics Exploitation

Level 3 (EL 5); DC 17

Initiative +25

Speed Fly 40

Senses Darkvision 55’, Life Sense 25’, Nightvision

Languages Stygian

ABILITY SCORES

STR -1; CON 2; DEX 4; INT -1; WIS 1; CHA 2

SKILLS

Acrobatics +9, Athletics +3, Deception +5, Mental Focus +5, Perception +6, Stealth +9, Survival +4

DEFENCE

DB +18 (Base +13; Other +1; Stat +4); DR 3

Fort +12, Ref +11, Will +11; CR 2

HP 71; Immunity cold, disease, mental, essence, poison; Weakness good

FEATS/SPECIAL

Eternal Essence, Frightful Aura, Souldrinker, Survival Instinct, Weapon Finesse

ATTACKS

Bite +8 (finesse, magic) 1d6+4 piercing plus 1d6 essence

Spines +40 (AR 2, range 40) 1d6+2 piercing plus 1d6 essence

MAGIC

A Violith has the following innate magic.

Divinity Innate Spells DC 14 (+4); PP 8 Telepathy (at will); PP 4 See Invisible (constant).

Legends of the Violith are whispered among those who have encountered the Soulaess, tales of villages ravaged and heroes brought low by these relentless predators. Survivors speak of the Violith's unending pursuit, their gnashing teeth and malevolent eyes haunting their nightmares long after the encounter. To face a Violith is to confront a creature driven by pure malice, a relentless harbinger of pain and death.

In the grand scheme of the Soulaess's dark designs, the Violith serve as the vanguard of terror, spreading fear and weakening the resolve of their enemies. Their presence is a constant reminder of the unending torment that awaits those who fall prey to the Soulaess. For those who dare to oppose them, the Violith represent an ever-present threat, a force of malevolent chaos that can strike from the shadows at any moment.

WRATHMORTA#

In the shadowy depths of Hades, where the mists of despair and agony swirl endlessly, the Wrathmorta prowls the desolate landscapes. This large skeletal bird is a harbinger of doom, feared and revered for its role as a soul collector. Known among the Soulaess for its relentless pursuit of the dead, the Wrathmorta gathers souls to fuel the dark machinations of its masters, spreading fear and dread wherever it flies.

The Wrathmorta is a ghastly sight, its skeletal frame covered in tattered, shadowy feathers that seem to absorb the light around it. Its long, curved beak is designed to pierce through both flesh and spirit, while its hollow eyes glow with an eerie, otherworldly light, piercing the darkness with a chilling gaze. Its vast, skeletal wings allow it to glide silently through the air, a spectral presence that moves with both grace and menace.

Standing at an imposing height with a wingspan that can envelop its prey in darkness, the Wrathmorta is etched with ancient runes that symbolize its eternal servitude to the Soulaess. The creature's movements are both graceful and terrifying, a silent reminder of the fate that awaits all living beings. As it soars through the night, the Wrathmorta's presence is often accompanied by a chilling wind and an overwhelming sense of dread.

The Wrathmorta's primary role is that of a soul harvester. It tirelessly scours battlefields and places of death, drawn to the newly departed and the suffering of the living. The souls it collects are taken back to Hades, where they are used to empower the Soulaess and further their dark ambitions. The Wrathmorta's ability to see and track souls within a vast radius makes it an efficient and terrifying collector, ensuring that no soul escapes its grasp.

Despite its fearsome appearance and grim purpose, the Wrathmorta is a creature of intelligence and strategy. It often targets leaders and key figures in battle, knowing that their loss will sow chaos and demoralize their followers. Its necrotic scream and the aura of dread it exudes can turn the tide of battle, causing even the bravest warriors to falter and flee.

WRATHMORTA

Type Eternal; Size Large; Ethics Exploitation

Level 12 (EL 15); DC 26

Initiative +45

Speed 20; Fly 60

Senses Darkvision 70’, Life Sense 70’, Nightvision

Languages Abyssal, Low Tongue, Stygian, Thanatos

ABILITY SCORES

STR 4; CON 3; DEX 5; INT 2; WIS 4; CHA 3

SKILLS

Acrobatics +17, Athletics +16, Deception +15, Intimidate +15 Mental Focus +16, Perception +16, Planes +14 Power Manip +14, Religion +16, Sense Motive +16, Stealth +17, Survival +16

DEFENCE

DB +35 (Base +22; Other +6; Stat +5; Status +2); DR 12

Fort +22, Ref +21, Will +23; CR 2

HP 231; Immunity bleeding, cold, disease, essence, poison; Resistance physical (bludgeoning); Weakness good

FEATS/SPECIAL

Alertness, Aura of Despair, Combat Reflexes, Eternal Essence, Natural Leader, Souldrinker, Survival Instinct, Toughness, Weapon Focus

Necrotic Scream 2 AP (disease, ethereal, focus, save, soul)

The Wrathmorta unleashes a terrifying scream. All creatures within 30 feet must make a basic Fort save to avoid 6d8 sonic damage. The scream is also laced with the power of hades and inflicts an additional 2d6 essence damage on a result of failure or less.

Soul Harvest 0 AP (divinity, healing, soul) Trigger A creature dies within 60 feet of the Wrathmorta.

The Wrathmorta immediately gains healing equivalent to that of a cure or restoration spell warped to a PP cost equal to the creature’s level.

ATTACKS

Bite +24 (finesse, magic) 3d10 piercing plus 2d6 essence

Claw +24 (agile, finesse, versatile - p) 3d8+4 slashing plus 2d6 negative

MAGIC

A Wrathmorta has the following innate magic.

Divinity Innate Spells DC 26 (+16); PP 8 Telepathy (at will) PP 6 Speak with Dead (at will); PP 4 Control Undead (at will), See Invisible (constant), PP 2 Animate Dead (at will); Deathwatch (at will).

Legends of the Wrathmorta are whispered in hushed tones among those who have encountered the Soulaess. Tales of its relentless pursuit and the souls it has harvested serve as grim reminders of the inevitability of death and the horrors that lie beyond. To see the Wrathmorta is to know that one's end is near, a chilling realization that leaves even the stoutest hearts trembling.

In the annals of the Soulaess's dark history, the Wrathmorta is recorded as a key figure in their conquests, its soul-collecting missions critical to their continued dominance. For those who dare to oppose the Soulaess, the Wrathmorta represents an ever-present threat, a spectral predator from which there is no escape. Its role as a harbinger of doom and a collector of souls ensures that its legend will endure, a constant reminder of the darkness that waits beyond the veil of life.

SPECTRE#

INCORPOREAL

In the realms of darkness, where light dares not tread, a chilling presence roams silently. These beings, neither living nor fully dead, are the remnants of tragic souls who met their end in despair or betrayal. Their existence is marked by an insatiable thirst for the warmth of the living, driven by an unending sorrow that binds them to the mortal plane. Spectres glide effortlessly through walls and shadows, their ethereal whispers sending shivers down the spines of those unfortunate enough to sense their presence.

Spectres appear as translucent, ghostly figures often resembling their former selves in life, though twisted by the torment of their death. Their forms are perpetually shrouded in a faint, otherworldly glow that pulses with a cold light. They have no physical body, making them immune to most physical attacks, and their touch drains the very essence of life from their victims.

Spectres are driven by a powerful compulsion to seek out the living. They are drawn to places where life flourishes, often haunting locations tied to their past or places of significant emotional resonance. Their presence is heralded by an unnatural chill and the feeling of being watched. They are relentless and will pursue their quarry through walls and barriers, undeterred by physical obstacles.

Spectres have no society of their own, as they are solitary beings bound by their own suffering. They may occasionally be found in the company of other undead or dark creatures, drawn together by mutual malevolence or by the bidding of a more powerful entity.

Legends speak of spectres as warnings from the afterlife, souls who have unfinished business or who seek retribution for wrongs done to them in life. Some cultures believe that spectres are bound to specific objects or places, and destroying these anchors can release their spirits. However, this is often easier said than done, as identifying and reaching these anchors can be a daunting task.

Spectres are most commonly found in abandoned buildings, ancient ruins, graveyards, and other places associated with death and decay. They avoid sunlight and are rarely seen during the day, preferring the cover of night or the darkness of enclosed spaces.

SPECTRE

Type Undead; Size Medium; Ethics Malevolence

Level 7 (EL 8); DC 21

Initiative +50

Speed Fly 40

Senses Darkvision 70’, Life Sense 35’

Languages Low Tongue, Thanatos

ABILITY SCORES

STR -4; CON 4; DEX 6; INT 0; WIS 4; CHA 4

SKILLS

Acrobatics +13, Climbing +10, Intimidate +11, Perception +14, Sense Motive +14, Stealth +16, Survival +13

DEFENCE

DB +25 (Base +15; Other +3; Stat +6; Status +1)

Fort +16, Ref +17, Will +18

HP 129; Immunity bleeding, poison, sleep, disease, paralysis, mundane, precision, soul drain, stunning, subdual; Resistance all damage (force, positive)

FEATS/SPECIAL

Frightful Aura, Incorporeal, Iron Will, Lightning Reflexes, Sunlight Weakness, Weapon Finesse

Corruption 0 AP (curse, divinity, enchantment, mental)

If the Spectre inflicts a critical injury to a living creature with its soul touch, it is healed of 5 HP and the target creature must attempt a level based Will save to avoid becoming corrupted.
Critical The creature is unaffected and is temporarily immune to spectral corruption for 1 minute.
Success The damage of the attack becomes Soul Drain.
Failure As success and the creature succumbs to the corruption and becomes a spectral thrall temporarily. The creature is controlled by the Spectre, obeying the Spectre 's telepathic or spoken orders, though a spectral thrall does not obey obviously self-destructive orders. This lasts until the end of the thrall's next turn, at which point it is no longer controlled but becomes injured 10 for 1 hour.
Fumble As failure, but the duration is unlimited. The thrall can attempt a new Will save at the end of each of its turns; on a success, it is no longer controlled by the Spectre but becomes injured 10 for 1 hour.

Desperation Frenzy If a Spectre goes more than a month without inflicting negative damage on a living humanoid, it becomes desperate and feral. This state causes it to shift ethics from malevolence to anarchy, lose control of any corrupted thralls it has, and become quickened. The Spectre can use its additional action solely to perform vile touch Strikes against humanoid targets. Upon inflicting any amount of negative damage to a living humanoid, the Spectre reverts to malevolence, loses its quickened status, though any previously controlled thralls remain free.

ATTACKS

Soul Touch +14 (agile, finesse) 1d8+6 essence plus corruption.

SPHINX#

The enigmatic Sphinx is a creature of mystery and wisdom, a guardian of ancient secrets and forgotten knowledge. Its imposing presence combines the majestic features of a lion with the grace and intelligence of a human. Often found in places of great historical significance, Sphinxes serve as both protectors and challengers to those who seek to uncover the truths of the past. Their riddles and tests are legendary, known to grant passage or bestow curses based on the answers given.

The Sphinx has the body of a lion, powerful and muscular, covered in golden fur that shimmers in the sunlight. Its head is that of a human, often depicted with regal features, a serene expression, and a crown of elaborate headdress. Wings sprout from its back, grand and feathered, capable of lifting its massive form into the air.

Sphinxes are known for their calm and contemplative nature. They prefer to observe and ponder rather than act hastily. However, they can be fiercely protective and aggressive when guarding their domains.

Typically solitary, Sphinxes value their solitude and are rarely seen in the company of others, except during mating seasons or rare gatherings of knowledge exchange.

Sphinxes are ancient beings, believed to be as old as the civilizations that once revered them as divine. Legends speak of their creation by gods or powerful wizards to serve as eternal guardians of sacred places and treasures.

Sphinxes dwell in ruins, temples, and libraries of old. They favour locations that resonate with historical and magical significance, often situated in remote and hard-to-reach areas.

SPHINX

Type Beast; Size Large; Ethics Equilibrium

Level 10 (EL 11); DC 24

Initiative +25

Speed 35; Fly 40

Senses Darkvision 70’, Nightvision

Languages Aelvish, Faechant, Gantish, High Tongue, Low Tongue, Mesnic, Sharuk, Wyrmish

ABILITY SCORES

STR 6; CON 3; DEX 1; INT 5; WIS 4; CHA 4

SKILLS

Acrobatics +15, Arcana +19, Athletics +20, Deception +18, Diplomacy +18, Intimidate +18, Linguistics +19 Meditation +18, Mental Focus +18, Nature +14 Occultism +19, Perception +18, Power Manip +19 Sense Motive +18

DEFENCE

DB +28 (Base +20; Other +5; Stat +1, Status +2); DR 4

Fort +20, Ref +16, Will +15; CR 1

HP 205 Immunity charm, sleep; Resistance mundane;

FEATS/SPECIAL

Alertness, Bardic Lore, Fast Attack, Iron Will, Pouncing Assault, Resolve, Toughness

Riddle Master The Sphinx can pose a riddle to those who seek to pass or gain knowledge. Failure to answer allows the Sphinx to place a Geas upon the target with no saving throw. The target must agree to the use of this ability before the riddle is posed.

ATTACKS

Claw +21 (agile, finesse, magical, versatile - p) 2d8+6 slashing

MAGIC

A Sphinx is an ethereal caster.

CL 10; Spellcraft +14; PP 64

Spells 2 x Cantrips, 14 additional spells (max PP 10).

A Sphinx also has the following innate magic.

Ethereal Innate Spells DC 24 (+14); PP 4 Tongues (at will).

SPIDER#

Spiders are a versatile and varied group of creatures, ranging from swarms of tiny arachnids to massive, solitary hunters. These creatures thrive in a variety of environments, from dark forests to ancient ruins, and even other dimensions. They are known for their agility, venom, and often cunning tactics. Spiders can be both natural and magical in origin, and their presence often signifies danger and intrigue.

SPIDER SWARM

Type Animal (swarm); Size Large; Ethics Animal

Level 2 (EL 2); DC 16

Initiative +35

Speed 20; Climb 20

Senses Nightvision 100’, Tremorsense 25’ (web only)

ABILITY SCORES

STR -2; CON 0; DEX 3; INT -4; WIS 0; CHA 0

SKILLS

Acrobatics +6, Climbing +6, Perception +3, Stealth +6

DEFENCE

DB +16 (Base +12; Other +1; Stat +3)

Fort +9, Ref +14, Will +1

HP 41; Immunity critical hits, precision damage, mental, reactions provoked by movement; Resistance targeted; Weakness area damage

FEATS/SPECIAL

Improved Initiative, Lightning Reflexes, Swarm

Spider Bites 1 AP 1d6 piercing

Effect Each enemy in the spider swarm’s space takes damage with a basic Reflex save. Any criticals inflicted by this attack cause poison criticals.

A writhing mass of tiny spiders, the swarm moves with an eerie cohesion, each member acting as part of a greater whole. These swarms can overwhelm creatures many times their size, using their numbers to bite and inject venom.

GIANT SPIDER

Type Animal; Size Medium; Ethics Animal

Level 1 (EL 1); DC 15

Initiative +30

Speed 25; Climb 25

Senses Darkvision 60’, Nightvision 120’, Tremorsense 30’ (web only)

ABILITY SCORES

STR 2; CON 1; DEX 4; INT -4; WIS 2; CHA -2

SKILLS

Acrobatics +7, Athletics +4, Climbing +6, Perception +4 Stealth +7, Survival +3

DEFENCE

DB +15 (Base +11; Stat +4)

Fort +9, Ref +12, Will +1

HP 56; Immunity mental, poison

FEATS/SPECIAL

Weapon Finesse

Spider Venom (poison) Any creature that takes damage from the bite of the spider is subjected to their venom.

Basic Fort, Duration 6 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d10 poison damage (1 round)

ATTACKS

Bite +4 (finesse) 1d8+4 piercing plus venom

MONSTROUS SPIDER

Type Animal; Size Large; Ethics Animal

Level 6 (EL 6); DC 20

Initiative +40

Speed 30; Climb 30

Senses Darkvision 60’, Nightvision 120’, Tremorsense 30’ (web only)

ABILITY SCORES

STR 6; CON 4; DEX 2; INT -4; WIS 2; CHA -2

SKILLS

Acrobatics +9, Athletics +13, Perception +11, Stealth +11, Survival +9

DEFENCE

DB +22 (Base +16; Other +3; Stat +2, Status +1)

Fort +17, Ref +15, Will +7

HP 149

FEATS/SPECIAL

Improved Initiative

Spider Venom (poison) Any creature that takes damage from the bite of the spider is subjected to their venom.

Basic Fort, Duration 6 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d10 poison damage (1 round)

ATTACKS

Bite +13 (finesse) 1d10+6 piercing plus venom

Web +45 (range 60) a target struck by the web is immobilised and must make Escape checks to free themselves.

Lurking in the shadows, the Giant Spider is a formidable predator, capable of ensnaring prey many times its size in its vast webs. Its venomous bite can incapacitate even the most robust adventurers.

GREY SPIDER

Type Beast; Size Large; Ethics Animal

Level 7 (EL 8); DC 21

Initiative +60

Speed 40; Climb 20

Senses Darkvision 55’, Nightvision 110’, Tremorsense 25’ (web only)

ABILITY SCORES

STR 5; CON 2; DEX 4; INT -1; WIS 4; CHA -1

SKILLS

Acrobatics +14, Athletics +15, Mental Focus +14 Perception +14, Stealth +14, Survival +14

DEFENCE

DB +25 (Base +17; Other +3; Stat +4, Status +1)

Fort +16, Ref +16, Will +10

HP 149; Immunity mental

FEATS/SPECIAL

Evasion, Improved Initiative, Practised Killer

Phase 1 AP (focus, translocation)

The creature can shift into the grey. It can shift back at any time and can observe the prime plane from the grey. 
Spider Venom (poison) Any creature that takes damage from the bite of the spider is subjected to their venom.

Basic Fort, Duration 6 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d10 poison damage (1 round)

ATTACKS

Bite +15 (finesse, magical) 2d10+5 piercing plus venom

Web +14 (range 60) a target struck by the web is immobilised and must make Escape checks to free themselves.

The Grey Spider is a mystical arachnid that can phase between dimensions. Known for its ghostly appearance, it strikes from the ethereal plane, making it a dangerous foe to predict or combat.

INFERNO SPIDER

Type Beast; Size Large; Ethics Malevolence

Level 10 (EL 11); DC 24

Initiative +35

Speed 30; Climb 30

Senses Darkvision 65’, Nightvision 130’, Tremorsense 30’

ABILITY SCORES

STR 5; CON 4; DEX 4; INT -2; WIS 3; CHA -1

SKILLS

Acrobatics +18, Athletics +19, Climbing +18, Mental Focus +17, Perception +17, Stealth +18, Survival +17

DEFENCE

DB +31 (Base +20; Other +5; Stat +4, Status +2); DR 4

Fort +21, Ref +19, Will +12; CR 1

HP 165; Immunity fire, Weakness cold

FEATS/SPECIAL

Aura of Heat, Natural Leaper, Power Attack

Fire Breath 2 AP (fire, focus, invocation, save, verdant)

The creature breathes flames that deal 10d6 fire damage to all creatures in a 20-foot cone with a basic reflex save to avoid. 
Spider Venom (poison) Any creature that takes damage from the bite of the spider is subjected to their venom.

Basic Fort, Duration 6 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d10 poison damage (1 round)

ATTACKS

Bite +20 (finesse, magical) 2d10+7 piercing plus venom

The Inferno Spider is a rare and terrifying arachnid that dwells in volcanic regions. Its body radiates intense heat, and it can spew fire to incinerate its prey.

STORM CROW#

The sky darkens and a chill wind picks up, the sure signs that a Storm Crow is near. These magnificent creatures have long been subjects of folklore and fear, their presence signalling the arrival of powerful tempests. Their feathers, a mesmerizing blend of dark blue and silver, glisten like the surface of a stormy sea, casting an ominous sheen as they glide through the heavens.

The Storm Crow boasts an impressive wingspan of up to 20 feet, with feathers that shimmer in hues of dark blue and silver, reminiscent of stormy skies. Its eyes glow with an eerie, electric blue light, and its beak and talons are sharp, metallic, and often crackling with static energy.

Solitary and territorial, Storm Crows are rarely seen in flocks. They are highly intelligent and can be both cunning predators and fierce defenders of their nests.

Storm Crows are often depicted in the ancient carvings and tapestries of coastal and mountainous civilizations, revered as both protectors and destroyers. Some believe they are the physical embodiment of the storm gods, sent to punish or bless the land below. In times of drought, desperate villagers might perform elaborate rituals, hoping to attract the attention of a Storm Crow and bring much-needed rain.

Despite their fearsome reputation, Storm Crows are not inherently malevolent. They maintain a delicate balance within their domain, ensuring that no single force of nature overwhelms the region. Their deep, resonant calls can be heard echoing through the valleys during storms, a haunting melody that stirs both awe and dread in those who listen.

Young adventurers are often warned not to chase after these elusive birds, as many have lost their lives trying to capture a glimpse of a Storm Crow's nest. Nestled high atop jagged peaks or within the branches of the tallest trees, these nests are said to be woven with strands of pure lightning, capable of incinerating any who dare approach without the proper respect.

To encounter a Storm Crow is to witness the raw power and beauty of nature itself. Whether they bring destruction or relief, these majestic birds remind all who see them of the untamed forces that govern the world.

STORM CROW

Type Beast; Size Large; Ethics Equilibrium

Level 12 (EL 14); DC 26

Initiative +35

Speed 10; Fly 80

Senses Darkvision 65’, Nightvision 130’

Languages Aeolian, Mesnic, Wyrmish (cannot speak)

ABILITY SCORES

STR 6; CON 5; DEX 4; INT 1; WIS 3; CHA 2

SKILLS

Acrobatics +16, Athletics +18, Climbing +12, Mental Focus +15, Perception +21, Stealth +18, Survival +17

DEFENCE

DB +34 (Base +22; Other +6; Stat +4, Status +2); DR 3

Fort +24, Ref +21, Will +14

HP 245; Immunity electricity; Resistance cold

FEATS/SPECIAL

Flyby Attack, Keen Sight

Thunder Strike 2 AP (auditory, focus, save, verdant)

The Storm Crow can unleash a powerful scream in a 60’ cone that mimics the sound of thunder, dealing 4d10 sonic damage potentially deafening creatures for 1d4 rounds. Targets make a basic Fort save to resist the damage with any failure deafening the target.

ATTACKS

Bite +105 (finesse, magical) 3d10+6 piercing

Claw +105 (agile, finesse, magical, versatile - p) 3d8+6 slashing

MAGIC

A Storm Crow is a Verdant caster.

CL 12; Spellcraft +85; PP 65

Spells 2 x Cantrip, 18 additional spells (max PP 12).

A Storm Crow also has the following innate magic.

Verdant Innate Spells DC 135 (+85); PP 16 Ball Lightning Heal; PP 6 Call Lightning (at will); PP 4 Invisibility PP 0 Light (at will).

THORNKIN#

Among the dense underbrush of ancient forests, where light barely pierces the canopy, the Thornkin lurk in shadowy silence. These enigmatic beings, resembling twisted amalgamations of plant and animal, blend seamlessly into their surroundings, using their thorn-covered bodies to ward off threats and ensnare prey. They are both feared and revered by those who venture into their domain, as their presence signals both danger and the rich vitality of the untamed wilds.

Thornkin are medium-sized creatures, typically standing about 5 to 6 feet tall. Their bodies are covered in tough, bark-like skin interspersed with sharp thorns that can range from a few inches to over a foot in length. Their limbs are sinewy and vine-like, allowing them to move with surprising agility through their forest homes. Their eyes, glowing faintly with a bioluminescent hue, give them excellent night vision. Thornkin have no mouths in the traditional sense; instead, they absorb nutrients through their root-like feet, which can burrow into the soil.

Thornkin are solitary by nature, though they are known to form loose communities when environmental conditions are harsh. They are nocturnal, preferring to hunt under the cover of darkness. Their primary diet consists of small animals and unwary travellers, which they ensnare with their thorny tendrils. Despite their predatory habits, Thornkin are also guardians of the forest, fiercely protecting their territory from any who would seek to harm it.

In the rare instances where Thornkin gather, they form hierarchical structures based on age and size. The oldest and largest among them, often called the Elder Thorn, leads these gatherings. Younger Thornkin learn the ways of the forest from their elders, ensuring the preservation of their kind and their habitat.

Legends speak of the Thornkin as ancient guardians, spirits of the forest given physical form. It is said that they were once peaceful beings, but centuries of conflict with encroaching civilizations turned them into the fearsome predators they are today. Some believe that appeasing the Thornkin with offerings of rare plants or precious stones can earn their favour, though few are brave enough to try.

THORNKIN

Type Plant; Size Medium; Ethics Equilibrium

Level 6 (EL 6); DC 20

Initiative +20

Speed 20; Climb 15

Senses Darkvision 55’, Nightvision 110’, Tremorsense 25’

Languages Faechant, Low Tongue (cannot speak)

ABILITY SCORES

STR 2; CON 4; DEX 3; INT 0; WIS 1; CHA -2

SKILLS

Acrobatics +7, Athletics +10, Perception +10, Stealth +10, Survival +9

DEFENCE

DB +21 (Base +14; Other +3; Stat +3; Status +1)

Fort +15, Ref +10, Will +9

HP 82; Immunity critical (only bleed and damage), disease, mental; Resistance cold, physical (slashing); Weakness fire

FEATS/SPECIAL

Entangling Vines, Lightning Reflexes, Natural Camouflage

Thorny Defence (save)

Creatures that hit the Thornkin with melee attacks take 1d6 piercing damage with a basic Reflex save to avoid.

ATTACKS

Thorn Slash +10 (agile, finesse, magical, versatile - p) 2d6+2 piercing

A Thornkin stands before you, its body a twisted network of woody vines and sharp thorns. Its glowing eyes peer through the foliage, assessing every movement with predatory intent. Each step it takes is deliberate, its root-like feet sinking into the ground as if drawing strength from the very earth. In the dim light, the Thornkin's form seems to blur with the surrounding vegetation, an almost ghostly presence in the heart of the forest.

Thornkin inhabit deep, ancient forests where the canopy is thick and the underbrush dense. They prefer areas with rich soil, where their root-like feet can easily draw nutrients. These forests are often home to a variety of other plant and animal life, creating a complex and vibrant ecosystem.

Thornkin are ambush predators, lying in wait for their prey. They use their keen senses to detect movement and their thorny bodies to entangle and immobilize their victims. During the day, they remain hidden, blending perfectly with the surrounding flora. At night, they become more active, stalking through the forest in search of food.

TITAN#

From the dawn of time, the Titans have stood as silent sentinels over the world, their immense forms blending seamlessly with the mountains they inhabit. These beings of stone and starfire are not merely giants in stature but also in wisdom and power. Each Titan is a living chronicle, their memories stretching back to the birth of the universe itself.

Titans are towering figures, standing over 100 feet tall with a physique that embodies both power and grace. Their skin resembles weathered stone, etched with runes that glow with an inner light. Their eyes shine like twin suns, reflecting the vast wisdom they possess. Long, flowing hair and beards, often interwoven with precious metals and gemstones, cascade down their bodies.

Legends speak of their role in shaping the cosmos, their hands moulding continents, and their breath stirring the winds. The glow of their runes is said to be the remnants of the primordial energy used in creation, a constant reminder of their eternal duty. When the stars align and the celestial music plays, Titans are known to engage in ancient rituals, their deep, resonant voices weaving spells that maintain the balance of the world.

Despite their grandeur, Titans are creatures of solitude, preferring the company of the elements over that of mortals. However, on rare occasions, they descend from their lofty abodes to impart their wisdom or deliver judgments. Their words are few but carry the weight of aeons, often guiding heroes on their quests or forewarning of cosmic upheavals.

In the folklore of many cultures, Titans are revered as both creators and destroyers, embodying the dual nature of the universe. To encounter a Titan is to stand before the living history of the world, to glimpse the infinite threads of fate woven by these eternal giants. Their presence is a reminder of the ancient forces that continue to shape reality, their silent vigil ensuring the harmony of all things.

TITAN

Type Humanoid; Size Colossal; Ethics Discipline

Level 20 (EL 22); DC 34

Initiative +30

Speed 50

Senses Darkvision 75’, Nightvision 150’

Languages Aeolian, Aesirian, Dengaris, Gantish, High Tongue, Low Tongue, Wyrmish

ABILITY SCORES

STR 10; CON 8; DEX 1; INT 5; WIS 5; CHA 2

SKILLS

Acrobatics +11, Arcana +10, Athletics +36, Climbing +23, Crafting +23, Culture +17, Diplomacy +28 Handle Animal +18, Intimidate +18, Mental Focus +17 Nature +8, Perception +25, Planes +11, Power Manip +25, Religion +15, Survival +20

DEFENCE

DB +45 (Base +30; Other +10; Stat +1; Status +4); DR 16

Fort +33, Ref +23, Will +26; CR 2

HP 584; Immunity disease, mental, poison; Resistance acid, cold, electricity, fire; Weakness essence

FEATS/SPECIAL

All Metamagic Feats, Cleave Combat Reflexes, Fast Attack, Furious Focus, Iron Will, Power Attack, Toughness

ATTACKS

Titan Hammer +40 (AR 10, magical, shove) 4d30+15 bludgeoning

Slam +40 (agile, finesse, magical) 4d20+10 bludgeoning

Elemental Blast +31 (range 60) 5d8+10 (any element)

MAGIC

A Titan is a Divinity caster.

CL 20; Spellcraft +25; PP 125

Spells may cast any divinity spell of up to PP 20

TROLLS#

Trolls are a race of formidable and often fearsome giants that roam the wild and untamed regions of the world. Known for their incredible strength and resilience, these creatures vary greatly in appearance and habitat, adapting to the environments they inhabit. Trolls possess a primal cunning and an almost supernatural ability to regenerate, making them challenging adversaries.

Despite their brutish exterior, trolls are not mindless beasts. They have their own primitive cultures and hierarchies, often centred around the harsh landscapes they call home. Trolls can be found in many different terrains, from the icy peaks of mountains to the murky depths of rivers and the dense canopies of ancient forests.

Trolls are often solitary, but some types may band together for mutual protection or to raid nearby settlements. Their motivations are typically driven by survival, territory, and a never-ending hunger. Though they are not inherently evil, their predatory nature and territorial instincts often bring them into conflict with other races.

Legends speak of ancient trolls who possess great wisdom and power, hidden away in secret places of the world. These elder trolls are revered and feared, with knowledge of the old magics and the ancient ways of the earth. Whether as adversaries or unlikely allies, trolls remain one of the most enigmatic and enduring creatures of the wild.

TROLL TYPES

There are six common types of troll found in the world although there are a great many more that are not covered below. The six types detailed in this supplement are: Cave, Forest, Hill, Mountain, River and Snow.

CAVE TROLL

Cave Trolls are slightly smaller than their kin, with pale grey or green mottled skin that blends into the cave walls. They have large eyes adapted to low light and are ambush predators, using their stealth and surroundings to their advantage in the darkest caverns.

FOREST TROLL

Forest Trolls are lean and agile, with green, bark-like skin covered in leaves and vines. They blend seamlessly into their woodland surroundings and are highly intelligent. Known for their stealth, they protect their forest homes using ambush tactics and alliances with other forest creatures.

HILL TROLL

Hill Trolls are massive and muscular, with moss-covered, rock-like skin. They are highly territorial and known for guarding hidden treasures and ancient sites in rolling hills and grassy knolls. Their connection to the earth grants them exceptional durability and strength.

MOUNTAIN TROLL

Mountain Trolls are the largest and most resilient of their kind, with broad shoulders and thick fur. They navigate rocky terrains with ease and are known for their brute strength. These trolls are solitary and highly territorial, often attacking intruders on sight.

RIVER TROLL

River Trolls are amphibious, with slick, algae-covered skin and webbed hands and feet. They inhabit rivers and wetlands, defending their territories fiercely. These trolls are often found near bridges or fords, using the water to their advantage in combat.

SNOW TROLL

Snow Trolls are tall and lean, with pale blue or white skin and fur-covered limbs. Adapted to the frozen tundra and icy mountains, they are masters of their cold environments. Solitary and elusive, Snow Trolls use the snow and ice to ambush their prey and are highly resilient to cold.

GIANTGIANT
Giant TypeLevel
Cave11
Forest7
Hill8
Mountain10
River9
Snow13

CAVE TROLL

Type Humanoid; Size Large; Ethics Malevolence

Level 11 (EL 12); DC 25

Initiative +20

Speed 30; Climb 20

Senses Darkvision 55’, Nightvision 110’, Tremorsense 30’

Languages Gantish

ABILITY SCORES

STR 6; CON 6; DEX 3; INT -1; WIS 1; CHA 2

SKILLS

Acrobatics +4, Athletics +18, Intimidate +20, Perception +10, Stealth +12, Survival +12

DEFENCE

DB +31 (Base +21; Other +5; Stat +3; Status +2); DR 6

Fort +22, Ref +16, Will +13

HP 241; Immunity poison; Resistance cold; Regeneration (Acid/Fire) 11

FEATS/SPECIAL

Fearful Strength, Iron Will, Rend, Skill Focus (Ambush), Stealthy Strike, Sunlight Weakness

ATTACKS

Bite +22 (finesse) 2d10+6 piercing

Claw +22 (agile, finesse, versatile - p) 2d8+6 slashing

Cave Trolls dwell in the darkest and most remote caverns. Their natural habitat has endowed them with an uncanny ability to navigate and survive in complete darkness. These trolls are notorious for their stealth and ambush tactics.

Cave Trolls are slightly smaller than their hill-dwelling cousins, standing around 9 feet tall. Their skin is a pale grey or green, often mottled to blend in with the cave walls. Their eyes are large and adapted to low light.

Cave Trolls are ambush predators, waiting silently for prey to wander close before striking. They are also known to set traps and use their environment to their advantage.

FOREST TROLL

Type Humanoid; Size Large; Ethics Autonomy

Level 7 (EL 8); DC 21

Initiative +20

Speed 30; Climb 20

Senses Darkvision 55’, Nightvision 110’

Languages Faechant, Gaian, Gantish, Low Tongue

ABILITY SCORES

STR 5; CON 4; DEX 3; INT 2; WIS 1; CHA -1

SKILLS

Acrobatics +6, Athletics +15, Culture +8, Handle Animal +8, Nature +8, Perception +11, Stealth +10, Survival +11

DEFENCE

DB +22 (Base +15; Other +3; Stat +3; Status +1); DR 4

Fort +13, Ref +12, Will +12

HP 149; Immunity poison; Resistance cold; Regeneration (Acid/Fire) 7

FEATS/SPECIAL

Iron Will, Rend, Skill Focus (Track)

ATTACKS

Bite +13 (finesse) 1d10+5 piercing

Claw +13 (agile, finesse, versatile - p) 1d8+5 slashing

MAGIC

A Forest is a Verdant caster.

CL 5; Spellcraft +8; PP 20

Spells 2 x Cantrip, 7 additional spells (max PP 6).

A Forest Troll also has the following innate magic.

Verdant Innate Spells DC 21 (+11); PP 10 Tree Walk; PP 8 Speak with Plants (at will); PP 4 Entangle (at will); PP 2 Pass Without Trace (constant).

Forest Trolls are enigmatic creatures that blend seamlessly into the verdant surroundings of deep forests. They are guardians of their woodland realms, using their knowledge of the forest to hunt and evade.

Forest Trolls are around 10 feet tall with lean, agile bodies. Their skin is green and bark-like, often covered in leaves and vines. They have sharp, claw-like nails and piercing green eyes.

Forest Trolls are highly intelligent compared to their kin. They are often solitary but may ally with other forest creatures. They are known for their stealth and ambush tactics, using the forest to their advantage.

HILL TROLL

Type Humanoid; Size Large; Ethics Anarchy

Level 8 (EL 8); DC 22

Initiative +5

Speed 25

Senses Darkvision 50’, Nightvision 100’ , Scent 25’

Languages Gantish

ABILITY SCORES

STR 6; CON 5; DEX 1; INT -2; WIS 0; CHA -2

SKILLS

Acrobatics +2, Athletics +17, Climbing +10, Perception +6, Stealth +5, Survival +10

DEFENCE

DB +24 (Base +18; Other +4; Stat +1; Status +1); DR 4

Fort +18, Ref +11, Will +9

HP 185; Immunity poison; Regeneration (Acid/Fire) 8

FEATS/SPECIAL

Iron Will, Skill Focus (Climb)

ATTACKS

Slam +18 (agile, finesse) 2d10+6 bludgeoning

Greatclub +18 (shove) 2d12+9 bludgeoning

Rock +13 (range 120) 2d8+6 bludgeoning

Hill Trolls are formidable creatures that roam the rolling hills and grassy knolls of the world. Known for their brute strength and cunning, they often serve as guardians of hidden treasures or ancient sites. Their connection to the earth makes them exceptionally durable and hard to defeat.

Hill Trolls are massive, standing up to 12 feet tall with broad, muscular frames. Their skin is rough and rock-like, often covered in moss and dirt. They have small, beady eyes that glimmer with a hint of malevolence.

Hill Trolls are territorial and aggressive, especially when their domain is threatened. They are primarily solitary but may form loose associations with other trolls for mutual protection.

MOUNTAIN TROLL

Type Humanoid; Size Large; Ethics Malevolence

Level 10 (EL 10); DC 120

Initiative +10

Speed 25; Climb 25

Senses Darkvision 50’, Nightvision 110’, Tremorsense 25’

Languages Gantish

ABILITY SCORES

STR 7; CON 6; DEX 1; INT 0; WIS 1; CHA -1

SKILLS

Acrobatics +9, Athletics +19, Perception +10, Stealth +9, Survival +12

DEFENCE

DB +28 (Base +20; Other +5; Stat +1; Status +2); DR 4

Fort +21, Ref +13, Will +12

HP 185; Immunity poison; Resistance cold; Regeneration (Acid/Fire) 10

FEATS/SPECIAL

Iron Will, Natural Leaper, Skill Focus (Awareness)

ATTACKS

Bite +22 (finesse) 2d10+7 piercing

Slam +22 (agile, finesse) 2d10+7 bludgeoning

Rock +16 (range 120) 2d8+7 bludgeoning

Mountain Trolls are the apex predators of high altitudes. With their powerful limbs and thick hides, they navigate rocky terrains with ease. These trolls are known for their brute strength and resilience, making them formidable foes.

Standing up to 14 feet tall, Mountain Trolls have broad shoulders and thick, muscular limbs. Their skin is tough and leathery, often covered in a thick layer of fur to protect against the cold.

Mountain Trolls are solitary and highly territorial. They are known to attack intruders on sight, using their environment to their advantage. They are also capable climbers, making them dangerous adversaries in rocky regions.

RIVER TROLL

Type Humanoid; Size Large; Ethics Anarchy

Level 9 (EL 9); DC 115

Initiative +20

Speed 25; Swim 30

Senses Blindsight 55’, Darkvision 55’, Nightvision 110’

Languages Aqualis, Gantish

ABILITY SCORES

STR 4; CON 5; DEX 3; INT 1; WIS 1; CHA -2

SKILLS

Acrobatics +14, Athletics +15, Climbing +14, Perception +10, Stealth +12, Survival +10

DEFENCE

DB +27 (Base +19; Other +4; Stat +3; Status +1); DR 4

Fort +19, Ref +14, Will +11

HP 200; Immunity poison; Regeneration (Acid/Fire) 9

FEATS/SPECIAL

Breath Control, Iron Will, Rend, Skill Focus (Subsist)

ATTACKS

Bite +17 (finesse) 2d10+5 piercing

Claw +17 (agile, finesse, versatile - p) 2d8+5 slashing

MAGIC

A River Troll has the following innate magic.

Verdant Innate Spells DC 24 (+14); PP 4 Quench PP 2 Pass Obscuring Mist (at will); PP 0 Orb of Acid (at will).

River Trolls are amphibious creatures that inhabit rivers and wetlands. They are known for their ability to blend into aquatic environments and their ferocity in defending their watery homes.

River Trolls stand about 9 feet tall with webbed hands and feet. Their skin is slick and green, covered in patches of algae. They have sharp teeth and gills along their necks.

River Trolls are highly territorial and will attack anyone who intrudes into their domain. They are often found near bridges or fords, where they can ambush unsuspecting travellers.

SNOW TROLL

Type Humanoid; Size Large; Ethics Malevolence

Level 13 (EL 14); DC 27

Initiative +15

Speed 30

Senses Darkvision 55’, Nightvision 110’

Languages Gantish

ABILITY SCORES

STR 6; CON 8; DEX 2; INT 1; WIS 1; CHA -2

SKILLS

Acrobatics +9, Athletics +20, Climbing +13, Nature +8, Perception +8, Stealth +9, Survival +12

DEFENCE

DB +33 (Base +23; Other +6; Stat +2; Status +3); DR 6

Fort +26, Ref +17, Will +15

HP 299; Immunity cold, poison; Weakness fire Regeneration (Acid/Fire) 13

FEATS/SPECIAL

Ice Climb, Ice Stride, Iron Will, Rend, Skill Focus (Track)

ATTACKS

Bite +25 (finesse) 3d10+6 piercing plus 1d6 cold

Claw +25 (agile, finesse, versatile - p) 3d8+6 slashing plus 1d6 cold

MAGIC

A Snow Troll has the following innate magic.

Verdant Innate Spells DC 120 (+70); PP 6 Cold Ball PP 4 Chill Storm, Cold Bolt (at will).

Snow Trolls are the elusive inhabitants of frozen tundra’s and icy mountains. These trolls are adapted to the harshest climates, making them resilient and dangerous predators in their frozen habitats.

Snow Trolls are tall and lean, standing up to 11 feet. Their skin is pale blue or white, covered in a layer of fur. They have sharp claws and fangs, and their eyes are icy blue.

Snow Trolls are solitary and rarely seen. They are masters of their icy domains, using the snow and ice to their advantage in combat. They are known to ambush their prey from hidden snowbanks.

UNICORN#

The unicorn is a creature of pure elegance and mystique, a symbol of purity and grace. Revered in countless legends, these majestic beings roam freely in enchanted forests, their presence turning any place into a sanctuary of serenity. The mere sight of a unicorn is said to be a blessing, bringing luck and prosperity to those fortunate enough to witness one.

Unicorns are strikingly beautiful creatures resembling horses, but with distinct features that set them apart. They possess a single, spiralling horn made of pure ivory on their forehead, which glows faintly with an inner light. Their coats are typically a dazzling white, shimmering in the sunlight, and their manes and tails flow with a silken quality, often with a subtle, iridescent hue. Their eyes are deep and wise, reflecting a profound intelligence and compassion.

Unicorns are known for their gentle and benevolent nature. They are incredibly elusive, often avoiding contact with most beings, especially those with impure hearts. However, they are drawn to innocence and goodness, often appearing to aid lost children or protect vulnerable creatures in their territory. Unicorns communicate telepathically, their voices soft and melodic, echoing in the minds of those they trust.

In the rare instances when unicorns interact with other beings, they are seen as healers and protectors. Their horns possess powerful magical properties, capable of purifying water, healing wounds, and neutralizing poisons. This makes them highly sought after by those in need of aid. Some legends speak of unicorns bestowing their blessings upon worthy heroes, granting them protection and guidance on their quests.

Unicorns are often linked to ancient myths and prophecies. They are said to be the guardians of sacred groves and mystical springs, their presence ensuring the land remains unspoiled and vibrant. Many cultures revere unicorns as divine messengers or avatars of the gods, believing that they can traverse both the physical and spiritual realms with ease.

UNICORN

Type Beast; Size Large; Ethics Benevolence

Level 10 (EL 13); DC 24

Initiative +45

Speed 60; Fly 30

Senses Darkvision 70’, Nightvision, Scent 35’

Languages Aelvish, Faechant, High Tongue, Mesnic (cannot speak)

ABILITY SCORES

STR 6; CON 6; DEX 5; INT 2; WIS 4; CHA 6

SKILLS

Athletics +20, Diplomacy +16, Mental Focus +14, Nature +14, Occultism +7, Perception +18, Power Manip +12 Sense Motive +14, Stealth +14

DEFENCE

DB +32 (Base +20; Other +5; Stat +5; Status +2); DR 2

Fort +23, Ref +20, Will +13

HP 225; Immunity charm, disease, poison; Resistance cold, electricity

FEATS/SPECIAL

Alertness, Aura of Tranquillity, Detect Magic, Feather Step, Graceful Step, Powerful Charge, Spell Resilience, Telepathy

Horn of Purity 2 AP (focus, healing, verdant)

The Unicorn can use its horn to purify any liquid, counter a disease or produce the effects of an Innate Cure or Restoration spell.

ATTACKS

Gore +21 (finesse, magical) 2d10+6 piercing

Hoof +21 (finesse, magical) 2d8+6 bludgeoning

MAGIC

A Unicorn is an Ethereal caster.

CL 8; Spellcraft +14; PP 54

Spells 2 x Cantrips, 12 additional spells (max PP 8).

A Unicorn also has the following innate magic.

Ethereal Innate Spells DC 26 (+16); PP 14 True Seeing; PP 2 Pass without Trace.

Unicorns prefer secluded, pristine environments far from human civilization. They are most commonly found in enchanted forests, hidden valleys, and mystical meadows where the natural magic of the world is strongest. These places are often difficult to find, protected by powerful enchantments that deter the unworthy.

Unicorns are solitary creatures, often only coming together during the mating season or to defend their territory from significant threats. They have a deep connection to the natural world, often seen frolicking in moonlit glades or resting by crystal-clear streams. Their presence is usually marked by an abundance of flora and fauna, as their very essence seems to enhance the environment around them.

VAMPIRE#

Vampires are the epitome of elegance and terror intertwined, roaming the night with an unquenchable thirst for blood. These immortal beings are shrouded in myth and legend, their origins lost to time. Feared and revered, vampires exist in the shadows, commanding both fascination and dread among those who encounter them.

Vampires possess an otherworldly beauty, with pale, flawless skin that contrasts starkly against their dark attire. Their eyes glint with a predatory gleam, often varying in colour based on their age and the blood they consume. Fangs extend when they prepare to feed, sharp enough to pierce the toughest of hides.

Vampires are nocturnal creatures, avoiding sunlight which weakens them significantly. They are social predators, often forming covens led by an elder vampire. Their society is structured around power and influence, with younger vampires serving the older, more powerful ones. They possess a keen intellect and often engage in long-term schemes to expand their power.

In vampire society, roles are defined by age and power. Elders command respect and control the coven, while younger vampires act as enforcers, spies, and hunters. They often interact with human societies subtly, using their charm and abilities to manipulate events in their favour.

Legends speak of vampires as cursed beings, often linked to ancient blood rituals or dark pacts. They are said to possess the knowledge of centuries, having lived through numerous historical events. Many tales tell of their weakness to garlic, holy symbols, and running water, though these weaknesses can vary.

Vampires typically reside in secluded areas such as ancient castles, abandoned mansions, or hidden lairs in the wilderness. They prefer locations that offer protection from sunlight and easy access to human prey. Urban vampires might inhabit the shadowy underbelly of cities, blending into the mortal population.

Vampires are cunning and strategic, preferring to stalk their prey before making a move. They are known for their patience, often waiting for the perfect moment to strike. When not hunting, they spend their time studying, practicing their abilities, or engaging in courtly intrigues within their coven.

VAMPIRE

Type Undead; Size Medium; Ethics Deception

Level 10 (EL 8); DC 24

Initiative +70

Speed 30; Climb 30

Senses Darkvision 65

Languages Aelvish, High Tongue, Low Tongue, Thanatos, Wargle, Wyrmdral

ABILITY SCORES

STR 6; CON 4; DEX 7; INT 4; WIS 3; CHA 7

SKILLS

Acrobatics +17, Athletics +21, Climbing +21, Culture +18, Deception +17, Diplomacy +21, Perception +17, Stealth +17, Survival +17

DEFENCE

DB +34 (Base +20; Other +5; Stat +7; Status +2); DR 2 (Leather)

Fort +20, Ref +19, Will +14

HP 195; Immunity bleed, charm, disease, fatigue, paralysis, poison, sleep, stunning; Resistance cold, electricity, mundane (silver); Fast Healing

FEATS/SPECIAL

Agile Strike, Alertness, Ambush Awareness, Bravery, Combat Reflexes, Cultural, Drink Blood, Fear of Water Feather Step, Garlic Repulsion, Improved Initiative, Iron Will, Lunge, Physical Training, Quick Draw, Self- Aware, Sunlight Weakness, Toughness, Undead Spawn, Vital Strike, Worldly

ATTACKS

Claws +22 (agile, finesse, magical) 2d6+6 slashing

Short Sword +23 (agile, finesse, magical, versatile P) 2d6+7 slashing

MAGIC

A Vampire also has the following innate magic.

Ethereal Innate Spells DC 27 (+17); PP 14 Dominate; PP 10 Cloudkill; PP 8 Gaseous Form (automatic if reduced to 0 HP); PP 4 Animal Form (Bat & Wolf only), Spider Climb (constant); PP 2 Charm Kind (humanoid only), Obscuring Mist.

WIGHT#

These beings, twisted remnants of once-living souls, embody the cold, relentless hunger for life they no longer possess. Wights are created through dark necromantic magic, often raised from the corpses of warriors or nobles who perished with great hatred or sorrow. Though their forms resemble those of the dead, wights retain a malicious intelligence and a burning desire to drain the life force of the living. Encountering a wight is a chilling experience, as the very air around them seems to grow colder, and a palpable sense of despair seeps into the hearts of all nearby.

A wight’s appearance is ghastly. Their skin is tight and desiccated, pulled taut over bones, giving them a gaunt and skeletal visage. Their eyes glow with an eerie pale light, betraying their undead nature, while their fingers are tipped with blackened claws, which they use to tear through both flesh and spirit. The clothing they wear is often the tattered remnants of what they wore in life, making them look like spectres of the past. They move with a supernatural grace, unhindered by the stiffness that plagues most corpses, and their touch carries the icy chill of the grave.

Wights are hunters of the living. Driven by the insatiable desire to drain life energy, they often stalk places where life thrives, such as towns or the camps of travellers. While they possess a cruel intelligence, wights are often solitary creatures, preferring to avoid their own kind. They may, however, command lesser undead, using them as tools to achieve their dark goals. A wight is not above deception and cunning, often laying traps or ambushes for unwary victims. Their presence in an area can taint the land, causing plants to wither, animals to flee, and the atmosphere to turn bleak and sorrowful.

Wights are typically created through necromantic rituals or curses and have no true society of their own. However, some wights retain fragments of their former lives, and if they were once powerful rulers or warriors, they may continue to haunt their old domains, driven by memories of their past glories. Such wights are often surrounded by the remains of their former retainers, raised into undeath to serve their master once again. Legends speak of ancient battlegrounds and cursed tombs where wights still walk, bound to their place of death, waiting for the chance to rise and reclaim the life stolen from them.

WIGHT

Type Undead; Size Medium; Ethics Malevolence

Level 6 (EL 8); DC 20

Initiative +50

Speed 25

Senses Darkvision 65, Life Sense 45

Languages High Tongue, Thanatos

ABILITY SCORES

STR 4; CON 4; DEX 3; INT 0; WIS 3; CHA 2

SKILLS

Acrobatics +9, Athletics +13, Climbing +12, Intimidate +8, Perception +12, Survival +12

DEFENCE

DB +21 (Base +14; Other +3; Stat +3; Status +1); DR 4

Fort +16, Ref +11, Will +16

HP 123; Immunity bleed, disease, fatigue, paralysis, poison, sleep, soul drain, stunning, subdual

FEATS/SPECIAL

Blind Fight, Improved Initiative, Iron Will, Life Drain, Skill Focus (Awareness), Undead Spawn

Spiteful Strike R (attack); Trigger the creature is killed

The Wight makes a Strike before being destroyed. If the strike inflicts damage, it heals the creature of half the amount.

ATTACKS

Claws +11 (agile, finesse, magical) 1d8+4 bludgeoning plus 1d6 essence

MAGIC

A Wight also has the following innate magic.

Divinity Innate Spells DC 19 (+9); PP 8 Vampiric Touch; PP 4 Invisibility, Mirage Entity; PP 2 Animate Dead, Fear; PP 0 Orb of Cold.

Wights can be found in desolate locations—abandoned castles, forgotten burial grounds, or battlefields where many souls were lost. They avoid sunlight, preferring the darkness of night or the shadowy depths of crypts and ruins. Where a wight dwells, the environment becomes tainted, and it is not uncommon for the surrounding area to be plagued by unnatural occurrences, such as ghostly apparitions, unexplained deaths, or the sudden disappearance of warmth and vitality.

WOLF#

Wolves are medium-sized, with sleek gray or brown fur, and sharp, observant eyes. Highly social animals, they live and hunt in packs, exhibiting complex behaviours that include sophisticated hunting tactics and intricate communication through howls and body language. They inhabit diverse environments, from dense forests to arid grasslands, adapting remarkably well to their surroundings and playing crucial roles as both predators and scavengers in their ecosystems.

WOLF

Type Animal; Size Medium; Ethics Animal

Level 2 (EL 2); DC 15

Initiative +15

Speed 35

Senses Nightvision 110’, Scent 30’

ABILITY SCORES

STR 2; CON 2; DEX 2; INT -4; WIS 1; CHA -1

SKILLS

Acrobatics +5, Athletics +6, Perception +4, Stealth +5 Survival +5

DEFENCE

DB +15 (Base +12; Other +1; Stat +2); DR 1

Fort +11, Ref +11, Will +2

HP 69

FEATS/SPECIAL

Acute Sense (Smell), Monstrous Knockdown, Pack Attack Skill Focus (Awareness)

ATTACKS

Bite +4 (finesse) 1d8+2 piercing

WULVE

Type Animal; Size Large; Ethics Animal

Level 4 (EL 3); DC 18

Initiative +25

Speed 40

Senses Nightvision 130’, Scent 40’

ABILITY SCORES

STR 4; CON 3; DEX 2; INT -4; WIS 3; CHA -1

SKILLS

Acrobatics +7, Athletics +10, Climbing +6, Perception +9, Stealth +8, Survival +9

DEFENCE

DB +18 (Base +14; Other +2; Stat +2); DR 1

Fort +14, Ref +13, Will +8

HP 127

FEATS/SPECIAL

Iron Will, Monstrous Knockdown, Pack Attack Skill Focus (Awareness), Sudden Charge, Toughness

ATTACKS

Bite +9 (finesse) 1d10+4 piercing

Far larger and more cunning than their mundane counterparts, these wolves are often revered or feared as spirits of the wild. Their thick fur ranges in colour from pure white through greys and blacks, often with patterns that seem almost runic or magical in nature. With eyes that gleam like moonlight, they survey their domain with unmatched grace and intelligence.

WAARG

Type Beast; Size Large; Ethics Malevolence

Level 5 (EL 5); DC 19

Initiative +20

Speed 40

Senses Nightvision 120’, Darkvision 60’, Scent 35’

Languages Low Tongue, Sharuk, Wargle (cannot speak)

ABILITY SCORES

STR 4; CON 4; DEX 2; INT 1; WIS 2; CHA -1

SKILLS

Acrobatics +45, Athletics +60, Climbing +45, Intimidate +35, Perception +65, Stealth +50, Survival +50

DEFENCE

DB +20 (Base +15; Other +2; Stat +2, Status +1); DR 2

Fort +16, Ref +12, Will +8

HP 145

FEATS/SPECIAL

Howl, Iron Will, Monstrous Knockdown, Pack Attack, Skill Focus (Awareness), Sudden Charge, Toughness

ATTACKS

Bite +11 (finesse) 1d10+4 piercing

These large, intelligent creatures are more than mere beasts; they are cunning predators with a terrifying presence. Waargs possess a sinister intelligence, often serving as mounts for equally fearsome riders or hunting in packs led by the strongest among them. Their fur is typically dark, matted, and often streaked with greyer shades, mirroring the gloom of the environments they thrive in. Their eyes glow with a menacing, unnatural light, hinting at their magical origins and their connection to darker powers.

WRAITH#

In the haunted corridors of ancient castles and the forgotten depths of mist-covered cemeteries, the Wraith lurks—a ghostly entity born from darkness and despair. Unlike mere spirits of the dead, Wraiths are malevolent creatures, cursed to remain bound to the mortal realm, driven by vengeance and sorrow. These spectral beings are often clothed in tattered remnants of their former attire, and their forms are semi-transparent, shifting between visibility and shadow. Wraiths emanate a chilling aura, and their presence is often marked by a sudden drop in temperature and a sense of overwhelming dread.

Wraiths appear as ethereal figures, their bodies translucent and shimmering with an eerie light. They can alter their appearance slightly, but typically they retain the haunting visage of their tormented selves at the time of death. Their faces are gaunt, with hollow eyes that glow with a faint, ghostly light. They have elongated, claw-like fingers which they use to drain the life force from their victims.

Wraiths are bound by the tragic circumstances of their deaths and are often confined to specific locations—ruins, battlefields, or their own graves. They are unable to find peace, driven by a compulsion to enact revenge or relive their final moments. Wraiths are solitary by nature, shunning the presence of other spirits and creatures unless they can dominate them into servitude.

In folklore, Wraiths are often depicted as omens of death or guardians of cursed treasures. Tales abound of cursed individuals who returned as Wraiths due to unfinished business or unspeakable betrayal. They are sometimes used by dark sorcerers as guardians or executors of their will, bound to protect ancient relics or secrets.

WRAITH

Type Undead; Size Medium; Ethics Malevolence

Level 10 (EL 12); DC 24

Initiative +55

Speed Fly 40

Senses Darkvision 75’, Life Sense 150’

Languages High Tongue, Low Tongue, Thanatos

ABILITY SCORES

STR -4; CON 5; DEX 6; INT 3; WIS 5; CHA 4

SKILLS

Acrobatics +20, Intimidate +14, Meditation +15, Mental Focus +15, Perception +19, Power Manip +13, Religion +11, Sense Motive +19, Stealth +20, Survival +19

DEFENCE

DB +30 (Base +17; Other +5; Stat +6; Status +2)

Fort +20, Ref +18, Will +22

HP 175; Immunity bleeding, fatigue, poison, sleep, disease, paralysis, mundane, precision, soul drain, stunning, subdual; Resistance all damage (force, positive) 50%

FEATS/SPECIAL

Alertness, Combat Awareness, Combat Reflexes, Combat Reflexes Improved, Frightful Aura, Freezing Aura, Hover, Incorporeal, Iron Will, Life Drain, Sunlight Weakness, Undead Spawn, Weapon Finesse

ATTACKS

Claws +18 (agile, finesse, magical, penetrating) 2d6+6 bludgeoning plus 2d6 essence

MAGIC

A Wraith also has the following innate magic.

Divinity Innate Spells DC 125 (+75); PP 14 Dominate; PP 2 Gust; PP 0 Orb of Cold

Wraiths haunt the places of their deaths or burial sites. They are particularly associated with locations that have witnessed great tragedies or injustices, such as ancient battlegrounds, desecrated sanctuaries, or the ruins of forsaken villages.

WYSP#

Wysps are not malevolent but rather curious spirits of nature that manifest as floating orbs of light. These luminous entities often appear in twilight forests or near ancient, magical ruins, guiding or sometimes playfully misleading travellers and adventurers. Unlike their often-misleading counterparts, Wysps are seen as guardians of their domains, possessing an intelligence and purpose driven by the natural magic of the world.

Wysps appear as glowing spheres of light, which can change colour according to their mood or intentions: serene blue, vibrant green, or warning red. They can range in size from a small apple to as large as a basketball, emitting a gentle, pulsating glow that illuminates their surroundings. Their appearance is accompanied by a faint humming sound that resonates with the natural energies of the area.

Wysps are naturally curious and often benign. They may follow travellers through the woods, either to observe or to lead them away from danger or towards something of interest, like ancient artifacts or hidden natural wonders. Wysps communicate through a series of chirps, hums, and changes in colour, and they can understand the local language though they do not speak it.

Wysps are solitary creatures with a deep connection to the place of their origin. Folklore suggests that Wysps could be the spirits of druids or nature wizards who have left a part of their essence in the natural world, continuing their protection and stewardship beyond death. They are revered in many cultures as omens of good fortune and guides to lost treasures or ancient secrets.

WYSP

Type Fey; Size Tiny; Ethics Autonomy

Level 7 (EL 7); DC 21

Initiative +55

Speed Fly 40

Senses Darkvision 60’, Nightvision 120’

Languages Aelvish, Aeolian, Faechant, High Tongue (cannot speak)

ABILITY SCORES

STR -1; CON 1; DEX 5; INT 2; WIS 2; CHA 3

SKILLS

Acrobatics +14, Culture +11, Diplomacy +12, Meditation +11, Nature +12, Occultism +9, Perception +12, Power Manip +12, Sense Motive +10, Stealth +15, Survival +11

DEFENCE

DB +22 (Base +13; Other +3; Stat +5; Status +1)

Fort +8, Ref +18, Will +15; CR 2

HP 74; Immunity bleed, disease, mental, mundane, paralysis, poison, precision, sleep, stunning, stunning, subdual; Resistance all damage (cold iron, force); Weakness cold iron

FEATS/SPECIAL

Alertness, Detect Magic, Hover, Improved Initiative, Incorporeal, Weapon Finesse

ATTACKS

Shocking Touch +11 (agile, finesse, magical) 1d8+5 electricity

MAGIC

A Wysp also has the following innate magic.

Ethereal Innate Spells DC 20 (+10); PP 8 Mirage Terrain; PP 7 Luminance; PP 4 Invisibility (at will); PP 2 Self-Healing

These spirits favour secluded natural environments rich in ancient magic—dense forests, mist-covered moors, and the banks of mystical rivers. Places with a history of magical occurrences or significant natural events are likely to host a Wysp.

XORT#

The Xort stands out as a particularly unique and dangerous plant-based creature. Resembling a robust cactus, the Xort is not only a master of camouflage but also a formidable predator in its own right. Its thick, green body is covered in clusters of sharp needle thorns, which it can fire at threats or prey with deadly accuracy. The Xort's most startling ability, however, is its capacity to teleport short distances, using this skill to ambush unsuspecting creatures or escape when threatened.

The Xort typically reaches heights of up to six feet, with a sturdy, columnar trunk bristling with clusters of needle-like thorns. These thorns are filled with a potent neurotoxin that can paralyze even large animals. The surface of the Xort is a deep green, with patches of brown that help it blend into its desert surroundings. Its roots are shallow but spread wide, allowing rapid absorption of rare rainfall.

Xorts are solitary and territorial, often found standing motionless, which makes them almost indistinguishable from ordinary cacti. They conserve energy until disturbed or when prey ventures too close. Their ability to teleport, though limited in range to a few dozen feet, is used both defensively to escape predators and offensively to surprise prey.

Legends among desert tribes speak of the Xort as guardians of sacred places. These tribes often tell stories of treasure hunters or unwary travellers who found themselves victims of the Xort's deadly ambushes. Some cultures even worship these creatures as embodiments of the desert's spirit, offering them water and plant tributes to gain favour or safe passage.

XORT

Type Plant; Size Medium; Ethics Equilibrium

Level 8 (EL 9); DC 22

Initiative +10

Speed 15

Senses Nightvision 120’, Tremorsense 35’

Languages Faechant, Gaian (cannot speak)

ABILITY SCORES

STR 5; CON 3; DEX 0; INT 0; WIS 2; CHA -2

SKILLS

Athletics +16, Meditation +11, Mental Focus +13, Nature +11, Perception +11, Stealth +11 (Hide +13), Survival +11

DEFENCE

DB +21 (Base +16; Other +4; Status +1); DR 6

Fort +18, Ref +7, Will +12; CR 2

HP 133; Immunity critical (only bleed and damage), disease, mental, poison; Resistance mundane

FEATS/SPECIAL

Great Fortitude, Toughness

Xort Defence (save)

Any creature that strikes the Xort with a melee attack takes 2d6 piercing damage with a basic Reflex save to avoid.

Xort Shifting 1 AP (teleportation, translocation, verdant)

The Xort can teleport up to 30 feet to any unoccupied location that it can see. The Xort can only use this ability once per turn.

ATTACKS

Slam +15 (agile, finesse, magical, versatile - p) 2d10+5 piercing plus 1d6 poison.

Needle Fire +10 (range 60) 2d10+5 piercing plus 1d6 poison.

Xorts thrive in arid, desert regions where their appearance allows them to blend seamlessly with the native cacti. They are most commonly found in rocky outcrops or near oases, where their sudden appearances and disappearances contribute to the local mystique.

ZOMBIE#

The Zombie represents the quintessential undead horror. These creatures are reanimated corpses, brought back to a semblance of life through necromancy or infectious disease. Zombies are driven by a basic and relentless hunger for the flesh of the living, and their appearance reflects their decayed state. Their bodies are often in various stages of decomposition, with exposed bones and rotting flesh. Their movements are sluggish due to their physical deterioration, making them terrifying yet pitiable figures.

Zombies vary in appearance based on the condition of their bodies at the time of reanimation and the environment's effect on their decay. They typically have pallid, mottled skin pulled tight over visible bones, with areas of muscle and flesh in various states of rot. Their eyes are usually dull or milky, and their expressions are vacant, locked in a perpetual grimace of hunger and vestigial rage.

Zombies are driven by a primal urge to consume living flesh. They possess little of their former intelligence and operate almost entirely on instinct. Though slow and clumsy individually, zombies can be overwhelming in numbers, often forming hordes that are directed by a more powerful undead or a necromancer's will. Their persistence and ability to spread their affliction through bites or scratches make them a feared presence in any infected area.

There is no society to speak of among zombies; they are solitary creatures when not part of a horde driven by a singular purpose. Lore surrounding zombies is rich and varies widely, often serving as cautionary tales about the dangers of unchecked magic and the consequences of disturbing the dead.

ZOMBIE, HUMAN

Type Undead; Size Medium; Ethics Mindless

Level 1 (EL 1); DC 15

Initiative +0

Speed 20

Senses Darkvision 55’, Life Sense 110’

ABILITY SCORES

STR 3; CON 2; DEX 0; INT -20; WIS 1; CHA -4

SKILLS

Athletics +7, Perception +3, Survival +4

DEFENCE

DB +10 (Base +10)

Fort +10, Ref +3, Will +7

HP 55; Immunity bleed, disease, fatigue, mental, paralysis, poison, sleep, soul drain, stunning, subdual; Weakness Essence, Slashing

FEATS/SPECIAL

Endless Hunger, Mindless, Slowed (I), Undead Fortitude, Zombie Plague (see below).

ATTACKS

Bite +3 (finesse, magical) 1d6+3 piercing plus Zombie Plague

Slam +3 (agile, finesse, magical) 1d8+3 bludgeoning

CHAPTER 2 – CREATURE ABILITIES#

Creatures have several special abilities which cannot be learnt by player characters. The abilities outlined below are common among numerous creatures or are notably intricate. While these provide a general guideline, specific creature statistics might modify traits, actions, or other associated rules. If there's a discrepancy between a creature's stat block and these general abilities, the stat block takes precedence. Within these descriptions, the term "creature" denotes the creature possessing the ability, distinguishing it from others it might impact.

ABSORB MINERALS

The creature heals itself whenever it inflicts damage to metal objects. Each time the creature inflicts damage to a metal object, it is healed of half the HP that it inflicts.

ABYSSAL HEALING

CONCENTRATE DIVINITY FOCUS HEALING SOUL

Action 1 AP; PP Cost 1/level

Drawing upon dark energies from the Abyss, the creature channels regenerative power to heal its wounds.

Upon activation, the creature may choose one of the following effects:

Healing the creature regains up to 1d6 HP/level.

Bleed Control Remove 1 point of Bleeding per level.

Injury Recovery Reduce the severity of the Injured condition by -1 point per 2 levels (up to a maximum of -5).

Be aware that the creature may only spend up to its level in PP when using this ability.

ACUTE SENSE

The creature has superior sense which grants it a +2 racial bonus to any specific action related to that sense.

ALIEN MIND

MENTAL SAVE

If the creature is targeted with a mental effect, its mind is so alien that the creator of that effect takes 4d6 mental damage (basic Will).

ALL ROUND VISION

The creatures vision allows it to see in 360 degrees. This makes the creature immune to being flanked.

AMORPHOUS SPLIT

Whenever the creature is hit by an attack or effect that inflicts electricity, piercing or slashing damage, it splits into two identical creatures, each having half the amount of current HP. If the creature currently has a HP value of 20 or less, then this ability does not work.

ARCADIAN CASTER

When casting spells, the creature does not provoke reactions and casts all spells as if they were Specialist. Furthermore, the creature can learn both arcane and ethereal spells and cast them as arcane.

ASHEN AURA

AURA DIVINITY FIRE POISON SAVE

Area 20 feet emanation

The creature is surrounded by cloud of toxic mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. Any creature that either begins its turn, or that moves into the mist during its turn must make a basic Fortitude save to avoid taking 4d6 poison damage.

AURA OF CONFUSION

AURA EMOTION MAGICAL

Area 20 feet emanation

Any creature that begins its turn or that moves into the aura during its turn must make Will save with the following results:

Critical The creature is unaffected and is immune to the aura for 10 minutes.

Success The targets mind is addled slightly causing them to become stunned 1.

Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.

Fumble The target is confused for 1 minute, with no save to end early.

If a target is confused by the aura, it then becomes immune for 10 minutes.

AURA OF DEATH

AURA DIVINITY ESSENCE SOUL

Area 30 feet emanation

Any living creature that begins its turn or that moves into the aura during its turn must make a basic Fortitude save or take 4d6 essence damage.

AURA OF DECAY

AURA ETHEREAL POISON SOUL

Area 30 feet emanation

Any creature that begins its turn or that moves into the aura during its turn must make a basic Fortitude save or take 4d8 poison damage.

AURA OF DESPAIR

AURA DIVINITY FEAR

Area 30 feet emanation

Any living creature that begins its turn or that moves into the aura during its turn must make Will save with the following results:

Heroic The creature is unaffected.

Critical The creature is frightened 1.

Success The creature is frightened 2.

Partial The creature is frightened 3.

Failure The creature is frightened 3 and paralysed for 1 round.

Fumble The creature is frightened 4 and paralysed for 1 round.

Blunder The creature collapses from fear and is reduced to 0 hit points, gaining the unconscious condition.

The creature is immune to the paralysis for 24 hours after making a save but not the fear.

AURA OF FIRE

AURA FIRE INVOCATION VERDANT

Area 20 feet emanation

Any creature that begins its turn or that moves into the aura during its turn must make a basic Reflex save or take 4d6 fire damage.

AURA OF HEAT

AURA FIRE INVOCATION VERDANT

Area 20 feet emanation

Any creature that begins its turn or that moves into the aura during its turn must make a basic Reflex save or take 2d6 fire damage.

AURA OF RUIN

AURA DIVINITY SAVE SOUL

Area 30 feet emanation

A creature that is either good or ordered aligned that begins its turn in this aura's emanation must attempt an Opposed Level based Will save or become sickened 1 or sickened 2 on a fumble.

AURA OF TRANQUILITY

AURA DIVINITY SOUL

Area 30 feet emanation

Allies within the aura gain advantage to saves against fear and charm effects.

BLIGHT SENSE

The creature can sense the presence of any cursed, diseased or poisoned creature. This is classed as a tertiary sense.

BLOOD SCENT

The creature can smell blood up to a mile away.

CLINGING BREATH

ACID ARCANE SAVE

Action Free; Trigger a target took damage from the creature’s breath weapon on its last turn.

At the beginning of the creatures turn, it must make a basic fortitude save to avoid taking half the breath weapons dice again (round up) as acid damage.

CONSTRICT

SAVE

Action 1 AP

The creature deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save to resist.

CORRODE

Any secondary damage inflicted by the creature is also inflicted upon any metal armour that the target has. If the target uses a metal shield as part of their DB, the damage is split between armour and shield 50%.

CRUSH

MOVEMENT SAVE

Action 1 AP

The creature is so big that it may land upon creatures that are at least two sizes smaller. Any creature that begins its turn in the creatures’ space must make a Reflex save with the following results.

Critical the target takes 1d10 bludgeoning damage

Success the target takes 2d10 bludgeoning damage

Partial the target takes 4d10 bludgeoning damage and a Minor critical

Failure the target takes 6d10 bludgeoning damage and a Serious critical

Fumble the target takes 8d10 bludgeoning damage and a Deadly critical

The damage inflicted by a crush bypass all DR (but not physical resistance).

Any target that gets a minimum partial result on the saving throw is moved to an adjacent square to the creature after taking damage. The target is immobilised and prone with any other result.

DETECT MAGIC

The creature has an innate ability to detect the presence of active magic and gain a +2 racial bonus to all Sense Magic (Power Manipulation) checks. Additionally, they may develop the Power Manipulation skill without meeting its normal requirements and may make Sense Power (Power Manipulation) checks untrained.

DISPELLING STRIKE

DIVINITY FOCUS WARDING

Action Free; Trigger The creature hits a target with a melee strike.

The creature attempts a dispel attempt using 0 PP.

DIVING STRIKE

ATTACK MOVEMENT

Action 2 AP

The creature moves up to twice its fly speed and must descend at least 10 feet. The movement must be in a straight line and is followed by a claw strike. The attack gains a +2-circumstance bonus.

DOUBLE STRIKE

ATTACK

Action 1 AP

The creature makes two separate strikes against two separate targets using different limbs or appendages. Double Strike counts towards multiple attack penalty but not until after the attacks have been resolved.

DRACONIC ASSAULT

ATTACK

Action 2 AP

The dragon makes two claw attacks followed by another non-claw, natural attack.

DRACONIC ROAR

ARCANE ELEMENTAL INVOCATION SAVE

Action 2 AP

The dragon lets out a powerful roar. All creatures within the range of its Frightful Aura must make a basic Fort save or take breath weapon damage.

Be aware that once used, this ability cannot be used again for 1 hour.

DRACONIC SHIFTING

ALTERATION ARCANE CONCENTRATE POLYMORPH

Action 1 AP

The dragon assumes the form of a Small or Medium humanoid, without altering its Speed or the modifiers for its Strikes. However, this transformation may modify the damage type delivered by its Strikes, as they would now be classed as unarmed subdual attacks.

DRINK BLOOD

SOUL

Action 1 AP; Requirement A target who has the grabbed, immobilised, paralyzed or unconscious condition or who is willing, is within reach.

The creature bites the target and feeds upon its blood. This is automatic for all conditions except Grabbed, which requires an Athletics check with a DC equal to the targets Fortitude DC. The target takes Soul Drain 10, and the creature is healed of an equal amount of HP.

EARTH PASS

The creature can move through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.

ECHOLOCATION

AUDITORY

Echolocation is a biological sonar used by certain creatures to locate objects, navigate, and hunt by emitting sound waves and listening to the echoes that return after these waves bounce off objects. This ability allows the creature to ‘see’ using its hearing with a range equal to half the normal for a primary sense.

ELEMENTAL GRASP

ARCANE ELEMENTAL SAVE

Any grabbed targets takes 3d6 elemental damage at the beginning of their turns. With a basic Reflex save to avoid.

Based upon the elemental type, this feat is called either Caustic (Acid), Fiery (Fire), Freezing (Cold), Shocking (Electricity) or Toxic (Poison) Aura.

ELEMENTAL AURA

ARCANE AURA ELEMENTAL SAVE

The creature constantly emanates a 10-foot radius aura of a specific elemental energy which inflicts 2d6 damage with a basic Reflex save. The creature may as a Free Action turn the aura on or off.

Based upon the elemental type, this ability is called either Caustic (Acid), Fiery (Fire), Freezing (Cold), Shocking (Electricity) or Toxic (Poison) Aura.

ELEMENTAL BLOOD

ELEMENTAL

If the creature takes any persistent bleed damage, all targets take an equal amount of elemental splash damage each turn.

Based upon the elemental type, this ability is called either Caustic (Acid), Fiery (Fire), Freezing (Cold), Shocking (Electricity) or Toxic (Poison) Blood.

ELEMENTAL STRIKES

ELEMENTAL

The creature releases a powerful elemental infusion which causes all its physical attacks to inflict 1d6 secondary elemental damage. Any attacks that the creature already possesses which inflict secondary elemental damage, have that damage doubled.

Based upon the elemental type, this feat is called either Caustic (Acid), Fiery (Fire), Freezing (Cold), Shocking (Electricity) or Toxic (Poison) Strikes.

ELUSIVE MOVEMENT

The creature does not provoke reactions caused by movement.

ENDLESS HUNGER

EVIL SOUL

The creature must eat constantly. In most cases, the creature that has this trait is mindless or undead and seeks to eat living flesh using a sense such as Life Sense.

ENTANGLING VINES

SAVE VERDANT

Action 1 AP

The creature creates thick thorny vines to erupt from the earth in a 20 ft. radius. All targets take 4d6 piercing damage with a basic Reflex save to avoid. A failed save also results in a target gaining the grabbed condition.

ETERNAL ESSENCE

ALIGNED DIVINITY WARDING

An eternal is imbued with a powerful divine energy that enhances its combat prowess.

The eternal lowers all FDC by 1. Furthermore, any armour or shield wielded by the eternal is an extension of its will and the creature suffers no adverse effects from armour or shields such as ACP, Max Dex or Speed Penalty.

ETERNAL SUMMONS

ALIGNED CONJURED DIVINITY FOCUS TRANSLOCATION

Action 2 AP

The eternal channels the boundless essence of its kind, invoking a ripple across the planar veil to draw forth a lesser kindred spirit. This act of summoning is not performed lightly; it reflects the eternal's authority, purpose, or desperation while far from their celestial, infernal, or elemental origin.

Upon using this ability, the eternal may summon allies of a similar eternal subtype (e.g., agothian, angel, demon) that are at least 4 levels lower than itself.

Choose one of the following configurations:

1 creature exactly 4 levels lower

2 creatures exactly 6 levels lower

4 creatures exactly 8 levels lower

The summoned creatures:

Manifest adjacent to the summoner within 20 ft.

Act immediately after the summoner’s turn on the same initiative count.

Remain for 1 minute per 5 levels of the summoner or until dismissed (1 AP) or slain.

Cannot use their own Eternal Summons or similar planar-calling powers.

FAULTLESS CASTING

All spells that you cast are considered as Defensive Casting. Furthermore, such checks are treated as Medium (+0) checks rather than Very Hard (DC +5).

FEAR OF WATER

This creature is unable to cross running water of its own free will. Another creature may carry it across water, and it may cross using a vessel made of wood (such as a boat).

FEARFUL STRENGTH

The force of the creature’s physical presence and threat of violence often says more than words ever could.

When making an Intimidate skill check, the creature can choose to use their Strength modifier instead of their Charisma modifier.

FIRE HEALING

FIRE HEALING VERDANT

The creature is healed when exposed to fire and heat. Whilst standing within a fire (which must be at least the size of the creature), the creatures natural recovery rate is doubled. Furthermore, fire damage heals the creature of an amount of HP damage equal to half that taken. Finally, if the creature is at full HP when it takes fire damage, it may instead choose to reduce its bleeding condition by 2 or any other condition by 1.

FLYBY ATTACK

ATTACK MOVEMENT

Action 2 AP

The creature Strides up to its fly speed and makes two claw attacks at any point during the move. The attacks must be made against separate targets.

FRIGHTFUL AURA

AURA FEAR SAVE

Action Free

Some types of unnatural creature emanate an aura of fear which has a radius equal to 5 feet x the creature’s level. A being that first enters the area must attempt a level based Will save. Regardless of the result of the saving throw, the being is temporarily immune to Fear Aura for 1 minute.

Critical The creature is unaffected.

Success The creature is frightened 1.

Partial The creature is frightened 2.

Failure The creature is frightened 3 and fleeing for 1 round.

Fumble The creature is frightened 4 and fleeing until the frightened condition is removed.

Blunder The creature collapses from fear and is reduced to 0 hit points, gaining the unconscious condition.

GALLOP

If the creature takes two consecutive stride actions in the same turn, it increases its speed by 10 feet for each action.

GARLIC REPULSION

This creature dislike the smell of garlic and gains the sickened 1 condition whilst within range of such an odour. If the creature comes within 5 feet of this odour, the Sickened condition increases to 2.

Be aware that this ability overrides any immunity or resistance the creature would normally have for the Sickened condition.

GRAVE-TOUCHED PRESENCE

Living humanoids and intelligent undead instinctively recoil from the creature. Unless the creature conceals its nature, humanoids and intelligent undead begin one attitude step worse toward it. This penalty does not apply to creatures already familiar with the creature or to those with strong necromantic, occult, or funerary traditions.

The creature gains a +2 racial bonus to Intimidate and Sense Motive checks against undead.

HOLD BREATH

The creature can hold its breath for 10 x the normal amount.

HOVER

The creature does not have to expend an AP to remain in the air when flying.

HOWL

AUDITORY FEAR SAVE

Action 1 AP

The creature can emit a terrifying howl. All creatures within 30 feet must make a Will saving throw:

Success The creature is unaffected.

Partial The creature is frightened 1.

Failure The creature is frightened 2.

Fumble The creature is frightened 3 and fleeing for 1 round.

A creature is immune to the effects of the howl for 10 minutes after making a saving throw (regardless of the result).

ICE CLIMB

The creature can utilize its standard land speed as a climb speed when moving across icy terrain. Furthermore, the creature may ignore both difficult and formidable terrain from snow and ice.

ICE STRIDE

The creature isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice.

INFESTATION

AURA POISON SAVE

The creature is surrounded by a host of poisonous spiders which nest in its exoskeleton. Anything within 5 feet of the creature at the beginning of its turn must make basic Fortitude save to avoid 1d6 poison damage.

KEEN SENSE

The creature has superior senses that grant it a special +2 racial bonus to Perception skill checks.

LIFE DRAIN

DIVINE SAVE SOUL

Action 0 AP

When the creature damages a living target with its unarmed attacks, the creature is healed of 3 HP, and the target must succeed at a Level Based Fortitude save or gain 5 Soul Drain. Further damage dealt by the creature increases the amount of Soul Drain by 5.

LIFE SENSE

Lifesense allows a creature to sense the vital essence of living and undead creatures as a tertiary sense. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colours. Life Sense is a primary sense.

MAGIC DISPELLING

DIVINITY WARDING

The creature can use the Dispel (Power Manipulation) action 3 times per day without using any PP.

MONSTROUS GRAB

When making a Grapple Action, the creature gains a +4 racial bonus to the check. Additionally, the creature doesn’t suffer multiple attack penalties when making Grapple attempts.

MONSTROUS KNOCKDOWN

When making a Trip Action, the creature gains a +4 racial bonus to the check. Additionally, the creature doesn’t suffer multiple attack penalties when making Trip attempts.

NATURAL CAMOUFLAGE

The creature is very hard to spot in areas of natural terrain and gains advantage on all Hide (Stealth) checks when in such environments.

NATURAL LEAPER

The creature has immense leaping ability. When taking the High Jump (Athletics) check it may jump distances up to half its land Speed without making a check. When taking the Long Jump (Athletics) action it may leap up to its land Speed without taking an action. Furthermore, the creature ignores the penalty for having a running start when making such checks.

PACK ATTACK

The creature’s attacks inflict an additional 1d6 precision damage when attacking any creature within reach of at least two of its allies.

PARALYSING GAZE

ALTERATION DIVINITY SAVE

Action 1 AP

Any creature within 30 feet of the creature that can see it must make a fortitude save with the following results:

Critical the target is unaffected

Success the target is stunned 1.

Partial the target become paralysed for 1 round.

Failure the target becomes paralysed for 1 minute. It can attempt a new save at the end of each of its turns, applying the new results immediately (even if they are worse).

Fumble the target becomes paralysed for 1 minute.

PENETRATING BREATH

ARCANE DRAGON

The creature’s breath weapon completely bypasses DR (if it didn’t already) and also ignores Energy Resistance.

PENETRATING STRIKES

The creatures indicated physical attacks treat all DR as half.

PERSISTENT

Any attack or ability with this trait enhances the persistent damage caused by the primary attack through any resulting critical injury. If the attack deals physical damage, it causes additional bleeding. For other types of attacks, they inflict their primary damage type as persistent damage.

PLANT RESISTANCE

Due to their unique physical nature, plants are affected by critical injuries in a slightly different way to other creatures. Creatures of the plant type always suffer additional HP damage, bleed and persistent damage results. Other critical results only affect them if the result is appropriate to their anatomy.

POUNCING ASSAULT

ATTACK MOVEMENT

Action 2 AP

The creature makes a Jump (Athletics) check and them may make two claw strikes as part of the action (at any point during its movement). Any attacks made against the creature when it takes this action suffer a -4-circumstance penalty.

POWERFUL CHARGE

ATTACK MOVEMENT

Action 2 AP

The creature Strides twice and then makes a gore attack. The attack gains a +2 circumstance bonus and adds an additional die of base damage.

REACTIVE DISARM

Action Reaction; Frequency 1/rnd; Trigger A target fumbles a weapon Strike against the creature.

The creature attempts a disarm attempt against the triggering attack. This action is not subject to multiple attack penalty.

REFLECTIVE SCALES

ARCANE WARDING

Action Reaction: Trigger The creature is targeted with a spell.

The creature make a Dispel (Power Manipulation) check against the incoming spell. If the result of the check is a critical, then the spell is reflected upon its caster as if using the Spell Turning spell.

REGENERATION

HEALING

A creature with regeneration regains an amount of HP equal to its level at the beginning of its turn. A creature with active regeneration cannot die unless its Regeneration is sometimes bypassed (usually by a specific damage type) or its physical from is utterly destroyed. Regeneration also affects the creature’s ability to heal injuries. Regeneration reduces the Injured condition by its value every hour.

Be aware that regeneration is negated by a certain damage type. If a creature takes damage of an amount equal to or greater than its regeneration in a given round, its regeneration is disabled for 1 turn.

REND

Action 0 AP; Trigger The creature strikes a target twice with the listed attack type.

The creature inflicts an additional amount of damage to their target equal to the attacks damage.

SECONDARY CRITICAL

SAVE

On a critical hit, the indicated attack inflicts an additional critical injury of 1 degree less severity of the secondary damage type.

SHADOW BREATH

ARCANE SAVE SOUL

Action Free; Trigger a target takes damage from the creatures’ breath weapon.

Targets are affected by a Blindness spell using the same saving throw as their initial one against the breath weapon to determine the outcome.

Critical The target is unaffected.

Success The target is blinded until its next turn begins.

Failure The target is blinded for 1 minute.

Fumble The target is blinded permanently.

SHADOW HAND

DIVINITY SAVE SOUL

Action Free; Trigger The target of the creature’s soul touch strike takes a critical hit.

The target must make a minimum of a success on a fortitude saving throw to avoid taking 1d6 soul drain. The soul drain increases to 2d6 if the critical was grievous or deadly in severity.

SHADOWY

VISUAL

The creature is always concealed if the light level is 6 (Twilight) or lower.

SKEWERING STRIKES

Requirement The creature makes a strike action with a weapon from the spear group.

If the attack inflicts persistent bleed damage, the amount of bleed is increased by one per severity level of the critical.

SLOW

The creature has a less actions (AP) per turn. Slowed (I) reduces the creatures AP by 1 and Slowed (II) reduces the AP by 2.

SLOWING BREATH

ALTERATION ARCANE SAVE

Action Free; Trigger a target takes damage from the creatures’ breath weapon.

Affected targets must make a fortitude saving throw with the following results:

Partial slowed 1 for 1 round.

Failure slowed 1 for 1 minute.

Fumble slowed 2 for 1 minute.

SMOKE FORM

The creature is insubstantial and can occupy the same space as another creature. Furthermore, the creature does not trigger reactions for movement if it moves is full speed in one action.

SMOKEVISION

The creature’s vision is not impaired by smoke or fog, and it ignores concealment from such effects.

SNOWVISION

The creature can see perfectly well when it is snowing, and creatures do not gain concealment or any other visual bonus during snowfall.

SONAR SENSE

AUDITORY

Action 1 AP

The creature can emit high-frequency sound waves, often inaudible to most beings, which then bounce off objects and return to them, providing a detailed picture of their surroundings. This ability allows them to navigate, detect prey, and avoid obstacles in the darkest depths of the ocean.

This is a primary sense and has the same range as vision.

SONIC MOAN

AUDITORY EMOTION FOCUS SAVE

Action 2 AP; Area 30

The creature lets out a powerful moan that inflicts sonic damage. All creatures in a 30-foot radius must make a basic Will save to avoid 3d6 sonic damage. Because the moan is infrasonic, most humanoids don’t detect the source of their plight if they aren’t already aware of the creature.

SOULDRINKER

DIVINITY HEALING SOUL

Action Free; Trigger The creature kills a living creature which cannot be more than 4 levels lower than it.

The creature immediately gains healing equivalent to that of a cure or restoration spell warped to a caster level equal to the creature’s level.

SOULLESS AURA

AURA NEGATIVE SAVE SOUL

Action Free; Area 10 feet emanation

The creature emanates an aura of soulless energy. Any creature entering the aura must make a level-based Fort save to avoid taking 5 Soul Drain. A creature that makes the saving throw is immune to the effects of this specific aura for 24 hours.

SPELL RESILIENCE

The creature has an innate resistance to magic and gains a racial bonus equal to its class bonus to all saving throws and DB against magical attacks.

STENCH

AURA OLFACTORY SAVE

Area 10 feet emanation

Living creatures beginning their turn or entering the aura must make a fortitude saving throw.

Failure sickened 1

Fumble as failure but also slowed 1 for the length of the sickened.

A creature is immune for one minute after making a save.

SUNLIGHT VULNERABILITY

If this creature begins its turn in sunlight, it takes 2 Essence damage per level and loses any ability to heal its wounds. Furthermore, it is also treated as having Sunlight Weakness (see below).

SUNLIGHT WEAKNESS

If this creature begins its turn in sunlight, it is injured 2 and slowed 2 for as long as it remains in the sunlight.

SURGE OF SPEED

MOVEMENT

Action 1 AP

The creature Strides twice. It can do this once every 10 minutes.

SURVIVAL INSTINCT

The creature is hard to kill and gains a bonus to its Natural DR equal to its level. This ability may not work under certain circumstances (such as an eternal on its native plane).

SWALLOW

ATTACK

Action 1 AP

The creature attempts to a swallow a target who must be at least one size category lower than the creatures attack size. The target must already be grabbed by the creature who then attempts an Athletics check opposed by the targets Reflex DC. If it succeeds, the target is swallowed and takes damage. When the target is first swallowed and then at the beginning of each of their turns, they must make an Opposed Level based, basic Fortitude (Very Hard +5 DC) save to avoid Acid damage (which is equal to the creatures’ bite attack damage x2).

A swallowed target has the Grabbed and Slowed 1 conditions and must hold their breath to avoid suffocation. The target may use the escape action to get out through the creatures’ mouth or cut their way out using an unarmed attack or small weapon (piercing/slashing). Such an attack treats the target as flat-footed, but it gains resistance to all such attacks. An amount of damage exceeding 10% of the creatures total HP must be inflicted for a target to tear free.

SWIMBY ATTACK

ATTACK MOVEMENT

Action 2 AP

The creature Strides up to its swim speed and makes two bite attacks at any point during the move. The attacks must be made against separate targets.

TEAR FLESH

Action 1 AP

Requirement The creature inflicted damage with its bite attack on its previous action.

The creature automatically hits again, using the result of its previous attack to determine damage and criticals, which are then rolled again.

TELEPATHY

AURA INSIGHT

The creature can mentally communicate with sentient creatures that it can sense and that are within 100 feet. Each target must share a language with the creature to understand it.

TORRENT OF STRIKES

ATTACK

Action 3 AP

Harnessing its supernatural agility and coordination, the creature lashes out with all six of its arms in a whirlwind of strikes. The attacks can target one creature or be divided among multiple adjacent targets. Each attack is resolved separately, using the creatures current multiple attack penalty at -2.

TRAMPLE

MOVEMENT SAVE

Action 3 AP

The creature moves up to twice its speed (minimum of 20 feet), moving through the spaces of targets which are at least one size smaller. Each target whose space it passes through with this action takes damage from the creatures’ slam attack (or other appropriate attack) with +1 base die. Targets can attempt a basic Reflex save to avoid damage.

Be aware that trample does not provoke reactions.

TRUE CASTER

The creature can select its spells from any of the four schools of magic. Its spells are cast as if they belonged to the creature’s primary tradition.

UNDEAD FORTITUDE

DIVINITY EVIL SOUL

If damage reduces the creature to 0 hit points, it must make an opposed, level-based Fortitude saving throw, on a success, the creature drops to 1 hit point instead.

Be aware that this ability has no effect if the damage type is essence or one that the creature has a weakness to.

UNDEAD SPAWN

DIVINITY EVIL SOUL

A target slain by one of the creatures’ natural attacks that inflicts soul drain rises as an undead the following day at dusk. The exact type of undead that the target becomes is left to the GM but it usually the same as the type that killed them. A newly created undead has the Spawn trait (see traits in chapter 3).

VIBRATION SENSE

The creature can sense nearby motion through vibration and air current. This is a form of Blindsight.

VORPAL WEAPONS

Any of the creature’s melee weapons have the Vorpal trait.

WATER GLIDE

The creature can move across the surface of water at a speed equal to half its swim speed. It may also use the High Jump and Long Jump (Athletics) actions, using the surface of the water as if it were a solid surface.

WHIRLPOOL

AURA INVOCATION VERDANT WATER

Area 5 feet emanation per level

The creature is surrounded by a swirling whirlpool of water. The aura’s radius is considered difficult terrain for any creature that does not have the Water trait.

WHIRLWIND

AIR AURA INVOCATION VERDANT

Area 20 feet emanation

The creature is surrounded by a swirling torrent of wind. The aura’s radius is considered difficult terrain for any creature that does not have the Air trait.

WHISPERS OF THE GRAVE

CONCENTRATE

The creature can attempt to talk to a spirit or undead directly without the use for words. They do not to share a language with the target although this may help with certain spirits.

Action 1 minute

The creature makes a Level based Meditation (opposed) check with the following results.

Critical The creature can communicate with the target spirit or sentient undead (although this does not compel the target to answer or become any friendlier).

Success The creature can communicate with the target spirit or sentient undead (as critical) but its answers will be cryptic and possibly whimsical.

Partial The creature gains a general empathic sense of the target but nothing further.

Failure No effect.

Blunder The target spirit or sentient undead dominates the creature for 1 minute (GM discretion).

After using this ability, the creature must make a hard (DC +2) exhaustion check.

Be aware that once a creature has been targeted by this ability, they are immune for 24 hours.

WING BUFFET

AIR MOVEMENT SAVE

Action 2 AP; Area 30-foot cone

The dragon beats its wings with tremendous force, creating a violent cone of buffeting air, dust, debris, and pressure. All creatures in the area must make a level-based Reflex save.

Critical The target is unaffected.

Success The target is pushed 5 feet directly away from the dragon.

Partial The target takes bludgeoning damage equal to the dragon’s wing attack damage and is pushed 5 feet directly away from the dragon.

Failure The target takes bludgeoning damage equal to the dragon’s wing attack damage, is pushed 10 feet directly away from the dragon, and falls prone.

Fumble The target takes bludgeoning damage equal to twice the dragon’s wing attack damage, is pushed 20 feet directly away from the dragon, and falls prone.

Blunder As fumble, but the target is also stunned 1.

This movement does not provoke reactions. A creature that is at least two sizes larger than the dragon treats its save result as one degree better. A flying creature that fails its save loses 10 feet of altitude; on a fumble or blunder, it loses 20 feet of altitude instead.

WINGLESS FLIGHT

The creature flies by instinctive magic rather than wings. It has the Hover ability and does not need visible space to beat wings or make wing movements. If its magic is suppressed, it loses its Fly speed until the suppression ends.

CHAPTER 3 – FEATS & TRAITS#

This chapter provides a selection of tools to enhance encounters and introduce more nuanced and challenging adversaries. It includes a handful of new creature traits to expand the abilities and behaviours of fiends, monsters, and magical beings, adding a touch of unpredictability to your encounters. Game masters will also find a small but potent collection of weapon and armour runes and some specialized feats.

FEATS

Below are several feats which are available for selection by PC’s if they meet any prerequisites and trait requirements.

ABYSSAL FAMILIAR

CLASS EVIL

You commune with your deity or patron and draw forth a quasit which becomes your familiar.

Prerequisites Familiar, BSB +6

Your familiar becomes a quasit. You replace its base statistics with those of a quasit.

CRIMSON COVENANT

CLASS

Your bond with forbidden powers deepens when you bleed.

Prerequisites Must have sworn an oath to a demon or sacrificed your own blood for power.

When you suffer a bleed result of 5 or greater, your next attack gains +4 luck bonus. If you deal a critical injury because of this attack, your bleeding stops.

EBON BIND

ADEPT CLASS FOCUS

Your soul-tight grasp over dark entities grants you eerie control.

Prerequisites You have summoned or struck a deal with a creature from the shadescape.

You may use the Aligned Control action to bind the creature to you.

ENHANCED HEARING

GENERAL

Your special auditory senses are superior to those of others.

Prerequisites Any special auditory sense (Echolocation etc)

Any special auditory senses that you possess have their range doubled.

ENHANCED SMELL

GENERAL

Your special olfactory senses are superior to those of others.

Prerequisites Any special auditory sense (Scent etc)

Any special olfactory senses that you possess have their range doubled.

ENHANCED VISION

GENERAL

Your special visual senses are superior to those of others.

Prerequisites Any special visual sense (Darkvision, Nightvision etc)

Any special visual senses that you possess have their range doubled.

GRAVE AUTHORITY

RACIAL

You impose your will upon an undead creature.

Prerequisites Undead or Mournkin

The creature may attempt to control an undead creature as if using the Aligned Control rules (with no alignment restrictions).

HOWLING KINSHIP

CLASS

You’ve bonded with the raw instincts of beasts.

Prerequisites Animal Companion, BAB +20

When fighting alongside an animal companion, both you and the creature gain +1 circumstance bonus to all attack rolls while within 10 feet of each other. Additionally, you gain a +1-class bonus to all Handle Animal skill checks.

NIRVANIC FAMILIAR

CLASS GOOD

You commune with your deity and draw forth a cherubim which becomes your familiar.

Prerequisites Familiar, Divinity Caster, BSB +6

Your familiar becomes a cherubim. You replace its base statistics with those of a cherubim.

SCALY RESILIENCE

CAMPAIGN CLASS FOCUS

Draconic energy has infused your skin.

Prerequisites Toughness, Must have gained the dying condition from a dragons’ breath weapon.

Action Reaction; Trigger You take damage from a dragon breath weapon.

You secrete an oily substance that grants you Resistance against the breath weapon. Additionally, you gain a +1-circumstance bonus to either your DB or saving throw against the attack.

TRAITS

Traits are used to add additional information and detail to a specific rules’ element such as a creature, item spell or just about anything else. Some traits provide information whereas others have game mechanics which link them into specific rules and situations. These traits expand upon those found in the core rulebook.

AQUATIC

Creatures with this trait are naturally adapted to underwater environments. Their Strikes with bludgeoning and slashing attacks do not incur the usual –2 penalty for being submerged. They can breathe water but are unable to breathe air.

AURA

An effect that has this trait emanated from the target (usually) its creator in a predefined radius. The radius moves with the target and any creature that either begins its turn or moves into the radius is subjected to its effects.

Traits are used to add additional information and detail to a specific rules’ element such as a creature, item spell or just about anything else. Some traits provide information whereas others have game mechanics which link them into specific rules and situations.

ELEMENTAL

Creatures with this trait are affiliated to one or more elemental planes of existence. The creature will be able to move around that plane without adverse effects. Creatures with this trait will often possess immunity or resistance to their elemental type.

INCORPOREAL

The incorporeal trait represents a supernatural essence that exists beyond the physical realm, allowing a creature to pass through solid objects, resist physical harm, and interact with the material world in unique ways. An incorporeal creature possesses the following attributes:

Insubstantial Form: Incorporeal creatures lack a solid physical body and exist as ethereal entities. They can pass through solid objects without hindrance and can move through walls, doors, and other obstacles as if they were not there.

Resistance to Physical Harm: Due to their ethereal nature, incorporeal creatures are immune to non-magical attack forms and have resistance to all damage types except force. Incorporeal creatures are also immune to precision damage.

Incorporeal creatures are often associated with ghosts, spirits, and undead and they possess a mysterious and otherworldly nature.

MINDLESS

Mindless creatures lack independent thought and emotional responses, functioning on simple instincts or programmed commands. They take a -6 penalty to both Intelligence and Charisma and are immune to any effect with the Mental trait, including abilities or spells that rely on cognition, such as charm, fear, or mind control. Mindless creatures do not possess willpower in the traditional sense and cannot perform skills requiring complex reasoning, such as Diplomacy or Crafting.

Be aware that this trait has been revised slightly from the Core Rulebook.

SPAWN

A creature with the Spawn trait has been forcibly reborn through dark rites or cursed transformations performed by a more powerful being (e.g., a vampire, wight, or other sinister master). This new existence leaves the Spawn weakened and bound to its creator’s influence.

Weakened: Upon first becoming a Spawn, the creature gains the Injured 2 condition. The Spawn can remove the Injured condition by feeding upon (or otherwise siphoning the essence of) a living creature with an Effective Level (EL) at least half that of the Spawn. This typically requires defeating and draining the target in a manner appropriate to the Spawn’s nature (e.g., a vampire Spawn drains blood, a wight Spawn inflicts soul drain). If the Spawn does not do so within 72 hours, it remains Injured 2 for another 72 hours. This cycle continues until the Spawn feeds successfully (GM discretion).

Control Vulnerability: If the Spawn is subjected to an effect that grants direct control (such as aligned control, dominate, command, or similar abilities) originating from its creator, it treats its saving throw as one degree worse than it would normally be (a success becomes a partial, a failure becomes a fumble, etc.). This vulnerability highlights the lingering bond and subservience the Spawn has to the being that created it.

A creature can only lose this trait if their creator releases them or is destroyed.

Be aware that certain beings will prevent their progeny from feeding to force them to keep this trait.

SWARM

A creature with the Swarm trait is not a single body, but a mass of smaller creatures acting as one creature for the purposes of combat. A swarm may represent insects, vermin, small undead, crawling horrors, animated fragments, or any similar collection of creatures too numerous to fight as individuals.

A swarm is immune to critical hits, precision damage, mental effects, and any reaction provoked by movement.

A swarm has Resistance to targeted attacks. A targeted attack is any damaging attack that requires an attack roll against the swarm’s Defensive Bonus, including weapon attacks, spell attacks, natural attacks, and similar effects. This Resistance does not apply against effects that require the swarm to make a saving throw to avoid or reduce damage.

A swarm has Weakness to area effects. Area effects include cones, lines, bursts, emanations, explosions, clouds, zones, and similar effects that damage all creatures within an area rather than targeting a single creature with an attack roll.

Swarms do not make attacks in the same manner as most creatures. Instead, a swarm harms creatures by engulfing, surrounding, biting, clawing, stinging, crawling over, or otherwise overwhelming them. When a swarm moves into or occupies an area occupied by another creature, that creature must attempt the saving throw listed in the swarm’s attack entry. On a failed save, the creature takes the swarm’s listed damage and any additional effects described by the swarm.

Damage dealt by a swarm attack treats the target’s DR as half its normal value. Apply this reduction before determining how much damage is absorbed by armour, natural armour, or similar protection.

ARMOUR & SHIELD RUNES

Armour runes are used to add additional information and detail to a suit of magical armour. These enchantments become symbols of power and provide essential support to adventurers as they embark on daring quests, face mighty foes, and uncover the secrets of fantastical realms. The runes detailed here expand upon those introduced in the core rulebook.

DREADCARVE

AURA ENCHANTMENT FEAR INVESTED SAVE VISUAL

Usage inscribed into armour or a shield;

Activate Command (1 AP); Frequency at will

The Dreadcarve rune channels an aura of menace into the armour or shield it is etched upon, striking fear into the hearts of those who can see it.

When inscribed, this rune emanates an aura of fear which behaves as the Frightful Aura creature ability. The size of the aura and the Will Save DC are determined by the power level of the rune.

FLEETGUARD

INVESTED TRANSLOCATION

Usage varies

Whether for battle readiness or a swift retreat, this rune is a favourite among warriors and adventurers who value efficiency and preparedness.

When inscribed upon armour, this rune empowers it with magical precision, allowing it to be donned or removed in moments. The exact specifics are determined by the power level of the rune.

SAVAGE JAW

ATTACK INVESTED INVOCATION

Level 5; Price 1,250 gp

Usage inscribed onto a shield;

Activate Reaction; Trigger an enemy fumbles against you whilst your shield is equipped.

Etched with the likeness of a draconic maw, the Drakejaw Rune imbues your shield with predatory might.

When a foe fumbles a melee attack against you, you can use your Reaction to unleash a vicious bite-like counterattack. Make an Attack Check against the triggering foe (using your usual melee attack bonus). On a hit, you deal 2d6 piercing damage (plus any relevant ability modifiers).

SHELLBACK

INVESTED WARDING

Level 6; Price 2,000 gp

Usage inscribed onto a shield with a CR value.

The Shellback Rune channels the enduring power of thick-shelled creatures, causing intricate, spiralling shell motifs to spread across your shield.

A rune with this shield halves any HP damage it takes in conjunction with using the Shield Block feat. Furthermore, if you successfully reduce the severity of a critical injury by using Shield Block, you can as a Free Action (0 AP) 5 feet away from the attacking creature without triggering reactions, representing how the shell-like magic momentarily pushes your foe back.

SKYFEATHER

INVESTED WARDING

Level 7; Price 3,000 gp

Usage inscribed into armour

Activate Free (0 AP); Trigger you are falling.

Frequency Constant

This rune infuses armour with a faint aura of airy magic.

The moment you begin to fall from a significant height or are forced downward, the rune wraps you in a soft current of air, slowing your descent and protecting you from impact. This acts as a Feather Fall spell.

THORNBOUND

INVESTED INVOCATION SAVE

Usage inscribed into armour

Activate Reaction; Trigger a creature grabs or swallows the wearer.

The Thornbound rune imbues armour with reactive magic, lashing out at any creature that dares to restrain or swallow the wearer.

When inscribed upon armour, this rune attacks any creature that attempts to grab you or restrain you in any way. The rune inflicts piercing damage (basic Reflex) based upon its power level.

WILDFORM

ALTERATION INVESTED POLYMORPH VERDANT

Usage inscribed into non-metal armour

The rune pulses with primal energy, allowing its wearer to channel the spirit of a chosen animal and embody its strength, speed, and instincts.

When inscribed upon armour, this rune allows its wearer to change into the form of a studied animal as if using the spell Animal Form. The exact specifics of what you can change into and for how long, is determined by the power level of the rune.

This rune is especially useful when worn by druids (or any other character that has a Wildshape like ability). Rather than the above effect, a druid gains an additional daily use of Wildshape each day per power level (I-IV) of the rune.

WEAPON RUNES

Weapon runes are used to add additional information and detail to a magical weapon. These enchanted armaments become symbols of power and serve as invaluable assets to adventurers as they embark on epic quests, battling formidable foes and unravelling the mysteries of fantastical realms. These weapon runes expand upon those found in the core rulebook.

ANCIENT ECHOES

INVESTED INVOCATION WARDING

Level 10; Price 6,000 gp

Usage inscribed onto a weapon

A faint chorus of whispered guidance accompanies each swing of this rune-etched weapon, resonating with the ancestral spirits who once walked the battlefield.

You need no proficiency to use a weapon inscribed with this rune as ancestral allies impart this knowledge to you. Furthermore, all attacks made with this weapon gain a +1-luck bonus to attack and damage.

SUBMERSIBLE

INVESTED WARDING

Level 3; Price 350 gp

Usage inscribed onto a melee weapon

Bubbles of faint, blue-green magic course through your weapon, evoking the stillness of the ocean depths.

This weapon performs just as effectively below the surface as it does on dry land. You ignore the usual attack penalties and limitations associated with underwater combat when wielding it. If the weapon can deal fire damage, the flames remain active even while submerged.

SWARMED

FOCUS INVESTED TRANSLOCATION

Usage inscribed onto a thrown weapon

Activate Command (2 AP); Frequency varies

A sudden, unsettling buzz or skittering fills the air the moment you hurl this weapon.

As you hurl your weapon, it replicates in midair, sweeping across a 30-foot cone. Each creature in the area takes damage equal to twice the weapon’s damage dice with a basic Reflex save to avoid.

SWARMED I

Level 9 Price 4,300 gp

The save DC is 24.

SWARMED II

Level 13; Price 17,000 gp

The save DC is 28.

SWARMED III

Level 17; Price 90,000 gp

The save DC is 32.

VORPAL

INVESTED SOUL

Level 16; Price 60,000 gp

Usage any slashing weapon

A vorpal effect forces attacks to strike the targets head, to decapitate.

When an attack with this trait inflicts a critical hit, the result of the injury is always increased to the next available head result. Furthermore, the minimum result for a critical injury result inflicted by an attack after modification with this trait is based upon the severity of the critical as shown below:

Critical SeverityMinimum Result
Minor10
Serious30
Deadly50

A Balor attacks with its vorpal blade and inflicts a Critical Hit with a severity of serious. The Balor rolls a 14 on the d100 injury roll. Because the blade has the vorpal trait, the critical becomes 30.

The Balor’s second attack inflicts a Minor Critical and this time it rolls an 87 (so 78 after disadvantage) on the injury roll. This is above the vorpal minimum of 10 for a Minor Critical so the result of the critical is modified to the nearest head critical which is 80.

Be aware that if the result of your initial injury check strikes the head, your result is still increased to the next head critical injury result (effectively +10 to the injury result).

APPENDIX – ALIGNED EXPANDED#

The Aligned Trait in TRG connects creatures, items, or places to a particular alignment, such as Balance, Chaos, Evil, Good, or Order. These alignments tap into outer planar energies and create a unique framework for interacting with the world. The rules around this trait emphasize interaction, resistance, and detection/control mechanics.

ALIGNED TRAITS

Each aligned trait (Balance, Chaos, Evil, Good, Order) is connected to a corresponding outer plane and its associated energies. Any creature, item, or place can carry one or more aligned traits, influencing how they interact with magic, weakness, and planar effects.

Balance: Represents neutrality, maintaining equilibrium between opposing forces.

Chaos: Represents unpredictability and destruction, fuelled by chaotic energy.

Evil: Draws from malevolent energies tied to malicious intents and corruption.

Good: Represents benevolent forces, focused on protection and growth.

Order: Associated with structure, law, and purpose, coming from planes of order.

ALIGNED WEAKNESSES

Creatures, items, or places with aligned traits are particularly vulnerable to attacks or spells from opposing alignments. The damage from an opposing alignment deals significantly more damage and is harder to resist. Many creatures of the Eternal type will have such weakness. Mortal creatures rarely possess such weakness, but this is not always the case.

ALIGNED DETECTION

Aligned traits can be detected by individuals or spells with similar aligned traits. Characters with these traits can sense their aligned counterparts with heightened precision.

Passive Detection: If you possess an aligned trait, you may make a Perception check (opposed level based) to sense creatures or items sharing your trait within 60 feet.

Be aware that this enables you to sense that creatures are present, but not their specific location or identity.

Active Detection: If using a spell or ability like Detect Aura, you can discern creatures or objects with the same trait more precisely. You gain a +1-circumstance bonus to such detection if your trait matches that of the object or creature.

Aligned Strength: The strength of an aligned trait depends on the level of the creature, item, or spell.

LevelAura Strength
0-5Faint
6-10Moderate
11-15Strong
16-20Powerful
21+Overwhelming

The level of a mortal creature is five lower when determining aura strength.

ALIGNED CONTROL

A creature with an aligned trait may exert influence over other creatures, items, or environments with the same aligned trait, provided they meet certain requirements. Controlling another creature with an aligned trait follows specific guidelines based on the controlling creature's level and type, as well as the rules for Control Levels outlined in the core rulebook.

LEVEL REQUIREMENT

To control another creature, the controlling creature must share an aligned trait (e.g., Good, Evil, etc.) and be at least 6 levels higher than the target.

If both creatures share the same creature type (e.g., both are demons, celestials, or undead), the controlling creature needs to be at least 4 levels higher than the target.

CONTROL LEVEL RESTRICTION

These control attempts are also limited by the Control Level rules from the TRG core rulebook. A creature cannot control another if it exceeds their allowed Control Level, regardless of their level advantage.

ALIGNED CONTROL CONCENTRATE

Action 1 AP

Requirements The controller satisfies all the above criteria.

The creature attempts to take control of an appropriate target. The target must be within visual range or be stored and in mental contact (GM discretion). The target must make an opposed level-based (the controllers’ level) Will saving throw with the following results:

Critical The target shrugs off the attempt of control and cannot be controlled by this creature again until after their next daily preparation.

Success The target shrugs off the attempt of control.

Partial The target gains the Controlled condition for 1 minute. At the end of this time, they may make a new saving throw to resist the effects.

Failure The target gains the Controlled condition for 1 hour. At the end of this time, they may make a new saving throw to resist the effects.

Fumble The target gains the Controlled condition with a permanent duration.

The controlling creature may release a target from control at any time as a 1 AP concentrate action.

Be aware that the target may make a new saving throw to resist if the controller or any of their allies take any kind of hostile action against them.

OPEN GAME LICENSE VERSION 1.0A

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

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