ANTILIFE

 

Antilife, Small

Antilife, Medium

Antilife, Large Antilife, Greater
 

Small Elemental

Medium Elemental

Large Elemental

Large Elemental

Hit Dice

3d8+6 (24 hp)

4d8+12 (36 hp)

5d8+20 (50 hp)

6d8+30 (66 hp)

Initiative

+7 (+3 Dex, +4 Improved Initiative)

+8 (+4 Dex, +4 Improved Initiative)

+9 (+5 Dex, +4 Improved Initiative)

+10 (+6 Dex, +4 Improved Initiative)

Speed

30 ft

30 ft

30 ft

30 ft

Armor Class

15 (+1 Size, +3 Dex, +1 Natural)

15 (+4 Dex, +1 Natural)

15 (-1 Size, +5 Dex, +1 Natural)

16 (-1 Size, +6 Dex, +1 Natural)

Attacks

2 slam +3 melee or 2 by weapon +3 melee

2 slam +4 melee or 2 by weapon +4 melee

2 slam +5 melee or 2 by weapon +5 melee

2 slam +6 melee or 2 by weapon +6 melee

Damage

Slam 1d4 (x2) or by weapon (x2)

Slam 1d4+1 (x2) or by weapon +1 (x2)

Slam 1d4+2 or by weapon +2 (x2)

Slam 1d4+3 (x2) or by weapon +3 (x2)

Face/Reach

5 ft by 5 ft/5 ft

5 ft by 5 ft/5 ft

5 ft by 5 ft/10 ft

5 ft by 5 ft/10 ft

Special Attacks

25% change of spell use

Special Qualities

Antilife qualities (see below)

Saves

Fort +2, Ref +3, Will +2

Fort +2, Ref +4, Will +1

Fort +4, Ref +5, Will +1

Fort +5, Ref +6, Will +0

Abilities

Str 10, Dex 17, Con 14, Int 16, Wis 14, Cha 12

Str 12, Dex 18, Con 16, Int 15, Wis 13, Cha 11

Str 14, Dex 20, Con 18, Int 14, Wis 12, Cha 10

Str 16, Dex 22, Con 20, Int 13, Wis 11, Cha 9

Skills

Bluff +2, Climb +4, Escape Artist +3, Hide +4, Listen +4, Move Silently +4, Spot +4

Feats

Alertness, Blind-Fight, Combat Reflexes, Dodge, Endurance, Weapon Finesse (slam and one melee weapon)

Climate/Terrain

Any land or underground (Para-Elemental Plane of Ooze)

Organization

Solitary (if summoned), or mated pair

Challenge Rating

2

4

5

6

Treasure

Standard coins, standard goods, standard items

Alignment

Neutral Evil

Advancement

4 HD (Small)

5-6 HD (Medium)

6-8 HD (Large)

7-10 HD (Huge)

Appearance: Antilife creatures generally have warty brown skin, glowing red eyes, hairless bodies, and a noxious smell. An Antilife will never have less than 4 hit points per hit die.

Antilife lord over other creatures of the Para-Elemental Plane of Ooze, relying on their unique defenses to protect them from hazards. Their diet includes anything and everything that is dead and rotting. They hate life, and attack with considerable intelligence and cunning. So far, the only other-planar beings able to control Antilife are Acid Mages.

Antilife is a reversal of normal life; that which harms normal life is good for Antilife, and vice-versa. Antilife search for the long-dead to consume. They need very little food to survive. They can actually exist for long periods in a sort of stasis when food is scarce. Antilife creatures are born fully-grown, able to fend for themselves. They grow progressively younger until they simply disappear.

Combat

25% of all Antilife are able to use acid-based spells, at a level equal to their hit dice. Antilife are immune to the attack of normal or silver weapons, and magical weapons will cause damage equal only to the bonus of the weapon. A Cursed weapon will cause normal damage, attacking with a bonus equal to its curse (a -2 weapon will attack with a +2 bonus). A Symkynn’s Edge will cause 6 points of damage per successful strike. Touching an Antilife with any bare skin (except to deliver a spell) will cause damage to the attacker as if he himself had been struck by the attack. Poison adds hit points to the Antilife, but a Healing Potion will cause damage to the Antilife as if it were poison of the same value. Sweet Water kills Antilife unless a save vs. poison is made. A Potion of Longevity would age Antilife. A Staff of Healing can be used to damage an Antilife.

Damaging magic will add hit points to the Antilife, and hit points added to the Antilife’s normal total are temporary hit point totals, gained until they are lost or 24 hours have passed. Antilife are immune to the effects of Sleep, Stunning, Charms, and Fear. Cure Wounds will cause damage as if they were Cause Wounds spells and vice versa, and Raise Dead and Resurrection will kill Antilife. Restoration will drain hit dice, and energy drains will add temporary hit dice. Regenerate will destroy limbs. Strength will act as a Ray of Enfeeblement, and vice versa. Other conclusions can be drawn from these examples.

BIDI-TAURABO-HAZA

 

BIDI-TAURABO-HAZA

BIDI-TAURABO-HAZA ZOMBIE

 

Small Magical Beast

Small to Large Undead

Hit Dice

5d10 (28 hp)

8d12+32 (84 hp)

Initiative

+6 (Dex)

+6 (+2 Dex, +4 Improved Initiative)

Speed

30 ft

30 ft

Armor Class

17 (+1 Size, +6 Dex)

18 (+2 Dex, +6 natural)

Attacks

Bite +6 melee

2 slams +9 melee

Damage

Bite 1d3

Slam 1d20+7

Face/Reach

5 ft by 5 ft/5 ft

5 ft by 5 ft/5 ft

Special Attacks

Ripening Gaze

None

Special Qualities

SR 22

Undead, Regeneration 2, Immune to turning, Immune to fire, Damage Reduction 15/+1

Saves

For +0, Ref +9, Will +2

For +8, Ref +4, Will +1

Abilities

Str 6, Dex 23, Con 10, Int 8, Wis 10, Cha 8

Str 25, Dex 15, Con --, Int 1, Wis 8, Cha 1

Skills

Balance +11, Climb +12, Listen +9, Spot +9. Swim +4

None

Feats

Alertness, Dodge, Weapon Finesse (bite)

Cleave, Great Cleave, Improved Critical (slam), Toughness

Climate/Terrain

Tropical Islands

Organization

Solitary or pair

Solitary

Challenge Rating

4

10

Treasure

1/2 standard

None

Alignment

Always neutral evil

Always neutral

Advancement

6-7 HD (Small)

9-12 HD (Small-Large)

The bidi-taurabo-haza, or "ripening snake," is a small creature with abilities far greater than its size. It looks like a small white cobra with red and yellow trim. It is cowardly and usually hides in the undergrowth.

The bidi-taurabo-haza zombie looks like an even more rotted version of a normal zombie, but exudes great power. It’s Eyes glow a baleful yellow and it otherwise looks like a juju zombie.

The bidi-taurabo-haza is not a natural creature; it is a magical monster created by evil Melanesian witch doctors in the distant past. As is the case with many magical creatures, the ripening snake got out of control of the witch doctors who created it and now roams free, and in some cases has destroyed the people who spawned it. The bidi-taurabo-haza is a cowardly creature that hunts only out of great need; it prefers to allow its zombie to hunt for it, and eat the carrion it produces during its rampages. The ripening snake can only possess one zombie at a time.

The ripening snake is an abomination, and finds itself the target of good witch doctors and their warriors wherever it goes. It often guts the food chain with its zombie, and as a result the bidi-taurabo-haza must often move, and begin to destroy another food chain.

Combat

The cowardly ripening snake attacks from hiding and only when in great need. Its bite is in of itself not serious. The zombie will single-mindedly attempt to kill every creature it encounters, and has little guile or cunning.

Ripening Gaze (Bidi-Taurabo-Haza Only) (Su): The terrible power of the bidi-taurabo-haza is in fact its gaze. Any creature that meets the gaze of the ripening snake must make a Will save at DC18 or begin to ripen. The creature affected ages 15 years per day. After death, the body begins to rot almost immediately; in 1d4+1 days, the corpse will be in advanced state of decomposition (and look a creature which has been dead for several months). 1d4+2 days after death, the most terrible part of the cursed gaze becomes apparent; the victim awakens as a powerful zombie under control of the bidi-taurabo-haza.

The bidi-taurabo-haza's ripening gaze affects only humanoids of small to large size. (Smaller or larger victims are immune to the curse.)

Undead (Zombie Only): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Regeneration (Zombie Only) (Ex): The bidi-taurabo-haza zombie regenerates 2 hit points per round, unless the damage is caused by acid or magical fire. Like a troll, the body parts can attack while severed, and will creep together and reform. The only way to permanently kill the bidi-taurabo-haza zombie is to destroy it totally (with acid, disintegrate, etc.).

Immune to Fire (Zombie Only) (Ex): The zombie is immune to normal fire, and has damage resistance 25 against magical fire.

Damage Reduction (Zombie Only) (Ex):.The zombie is immune to the first 15 points of damage from any weapon except magical ones.

Immune to Turning (Zombie Only) (Su): Priests or paladins cannot turn the zombie, but it may be restored to the creature it was by using remove curse followed by raise dead or resurrection.

DARKLING

Small Outsider

Hit Dice: 8d8+24 (60 hp)

Initiative: +7 (Dex)

Speed: Fly 120 ft (Good)

AC: 23 (+1 Size, +7 Dex, +5 natural)

Attacks: Slam +7 melee

Damage: 2d8

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Energy drain, double damage to upper plane creatures, spell use, domination

Special Qualities: Spell resistance, disintegration, immunities, spell resistance

Saves: Fort +8, Ref +8, Will +8

Abilities: Str 11, Dex 25, Con 17, Int 18, Wis 18, Cha 15

Skills: Concentration +4, Escape Artist +8, Hide +7*, Intimidate +4, Listen +4, Search +4, Spot +4

Feats: Alertness, Weapon Finesse (slam)

Climate/Terrain: Any land or underground (Negative Material Plane)

Organization: Solitary

Challenge Rating: 9

Treasure: Double standard

Alignment: Usually lawful evil

Advancement: 9-12 HD (Small), 14-20 HD (Medium), 21-24 HD (Large)

Appearance: Darklings appear to be amorphous blobs of absolute darkness. They are creatures of strong negative life energy, and have no discernible features. They are often mistaken for Shadows (q.v.), or even Spheres of Annihilation.

A Darkling has no lair on the Prime Material Plane. They are very influential on the Negative Material Plane, and rule many undead and Darkness Elementals. Darklings are believed to be the negative counterpart to the Sidhe, and in any case hate the Sidhe and those who hail from the Positive Material Plane.

Darklings live on the negative energy of their plane, especially on drained energy levels from undead who exist partially on the Negative Material Plane, or they themselves have drained.

There is said to be powerful Darkling ruler on the Negative Material Plane who lives in caverns of negative energy so intense that even undead cannot survive in it without special protection.

Combat

Darklings strike with appendages and pseudopods that lash out at enemies.

Domination (Sp): Darklings dominate all creatures within 10 feet if they fail a Will save (DC 21).

Double Damage to Upper Planar Creatures: In addition to normal damage, a hit by a Darkling does double normal damage to creatures from the Upper Planes (Angels, Solars, Planetars, etc.) and Positive Material Plane. These creatures cannot regenerate damage caused by a Darkling.

Energy Drain (Su): Any hit by a Darkling drains 1-3 energy levels.

Curative Spell Blocking (Su): Curative spells are only one-half effective on a creature wounded by a Darkling.

Spell Use (Sp): Darklings are able to use 2d4 sorcerer spells of the 2nd-8th level. In addition, they have 2 abilities that are chosen from the Melee Weapon Special Abilities chart, minor abilities (p. 185 DMG).

Disintegration (Ex): Darklings may be hit by any weapon, but anything that touches a Darkling must save vs. disintegration at -6 or be destroyed by strong negative energy. If a living being, Positive Material, or Upper Plane creature touches a Darkling, they must save vs. death magic at -2 or instantly die and rot (in the case of a living being) or be dispelled (in the case of a Positive or Upper Plane creature). Undead, Demons, Devils, etc., would simply be dispelled if they failed to save.

Immunities (Ex): Darklings are immune to poison, paralyzation, petrification, death magic, and energy drains.

Spell Resistance (Su): Darklings project a circle of power around them that protects all allies within 10 feet with SR 25 magic resistance. Darklings themselves are immune to most magic, but light- based spells affect them normally, and light based spells which are 4th level or higher also slow them by 50% for 1d4 rounds. Magical barriers stop Darklings for a number of rounds equal to the level of the spell, after which they absorb the manna (negating the spell) and proceed on. A Restoration cast upon one will stun it for 5 rounds and cause it to lose one hit die permanently (although the priest could possibly be killed). Negative Plane Protection and Henley’s Digit of Disruption have normal effects. Successful psionic attack will drive a Darkling back 20 feet, but has no other effect.

DARKNESS ELEMENTAL

 

Darkness Elemental, Small

Darkness Elemental, Medium

Darkness Elemental, Large

 

Small Outsider

Medium Outsider

Large Outsider

Hit Dice

2d8+2 (11 hp)

4d8+8 (26 hp)

8d8+32 (68 hp)

Initiative

+7 (+3 Dex, +4 Improved Initiative)

+7 (+3 Dex, +4 Improved Initiative)

+6 (+2 Dex, +4 Improved Initiative

Speed

Fly 40 ft (Good)

Armor Class

21 (+1 size, +3 Dex, +7 natural)

20 (+3 Dex, +7 natural)

18 (-1 size, +2 Dex, +7 natural)

Attacks

Slam +5 melee

Slam +7 melee

Slam +10/+5 melee

Damage

Slam 1d4+1

Slam 2d6+1

Slam 2d8+5

Face/Reach

5 ft by 5 ft/5 ft

5 ft by 5 ft/5 ft

5 ft by 5 ft/10 ft

Special Attacks

Wound rot, disease, double damage to upper plane and positive creatures

Special Qualities

Damage reduction 30/+2, immunities, resistances

Saves

Fort +1, Ref +6, Will +3

Fort +3, Ref +7, Will +4

Fort +6, Ref +8, Will +4

Abilities

Str 10, Dex 17, Con 13, Int 10, Wis 10, Cha 15

Str 12, Dex 16, Con 15, Int 10, Wis 10, Cha 15

Str 20, Dex 15, Con 19, Int 10, Wis 10, Cha 15

Skills

Escape Artist +15, Hide +18, Listen +3, Spot +3, Intimidate +6, Move silently +10

Feats

Flyby Attack, Improved Critical (slam), Improved Initiative, Weapon Finesse (slam)

Climate/Terrain

Any land or underground (Negative Material Plane)

Organization

Solitary

Challenge Rating

4

5

8

Treasure

None

Alignment

Usually lawful neutral

Advancement

3 HD (Small)

5-7 HD (Medium)

9-15 (Large)

 

Darkness Elemental, Huge

Darkness Elemental, Greater

Darkness Elemental, Elder

 

Huge Outsider

Huge Outsider

Huge Outsider

Hit Dice

16d8+144 (216 hp)

21d8+189 (284 hp)

24d8+216 (324 hp)

Initiative

+6 (+2 Dex, +4 Improved Initiative)

+5 (+1 Dex, +4 Improved Initiative)

+5 (+1 Dex, +4 Improved Initiative

Speed

Fly 40 ft (Good)

Armor Class

17 (-2 size, +2 Dex, +7 natural)

16 (-2 size, +1 Dex, +7 natural)

16 (-2 size, +1 Dex, +7 natural)

Attacks

Slam +25/+20/+15/+10 melee

Slam +31/+26/+21/+16 melee

Slam +37/+32/+27/+22 melee

Damage

Slam 3d6+9

Slam 3d8+10

Slam 5d6+11

Face/Reach

10 ft by 5 ft/15 ft

10 ft by 5 ft/15 ft

10 ft by 5 ft/15 ft

Special Attacks

Wound rot, disease, double damage to upper plane and positive creatures

Special Qualities

Damage reduction 30/+2, immunities, resistances

Saves

Fort +10, Ref +12, Will +4

Fort +15, Ref +13, Will +4

Fort +17, Ref +14, Will +4

Abilities

Str 28, Dex 15, Con 29, Int 10, Wis 10, Cha 15

Str 30, Dex 13, Con 29, Int 10, Wis 10, Cha 15

Str 32, Dex 13, Con 29, Int 10, Wis 10, Cha 15

Skills

Escape Artist +15, Hide +18, Listen +3, Spot +3, Intimidate +6, Move silently +10

Feats

Flyby Attack, Improved Critical (slam), Improved Initiative, Weapon Finesse (slam)

Climate/Terrain

Any land or underground (Negative Material Plane)

Organization

Solitary

Challenge Rating

21

26

29

Treasure

None

Alignment

Usually lawful neutral

Advancement

17-20 HD (Huge)

21-23 HD (Huge)

25+ HD (Huge)

Appearance: These creatures are the Negative Material Plane antithesis of the Light Elementals. Like the Light Elementals, they are not true elementals, being instead creatures of strong negative energy. Their natural form is a blob of darkness, similar to a Wraith or Shadow. They are capable of changing size and shape and size, to seep through cracks only one-half inch wide or into clouds of darkness up to 15 feet across.

Darkness elementals are ruled by the Darklings. They are their lieutenants and troops.

Darkness Elementals exist on the strong negative energy of their home, and upon the fleeing life force of the slain.

Combat

Darkness Elementals attack by lashing out with their bodies.

Double Damage to Upper Plane and Positive Creatures (Su): Darkness elementals cause double damage to Upper Plane and Positive Material Plane creatures.

Wound Rot (Su): Wounds caused by Darkness Elementals will rot quickly (causing an additional 1 hit point damage per round until staunched), although Negative Material and undead creatures are immune to this effect. Worse still, these wounds will not heal until a Cure Disease is applied by a priest or paladin of at least 6th level.

Disease (Su): Upon any hit, any creature susceptible to disease must make a Fortitude save or contract a deadly, cancer-type disease that will be fatal in months. The only way to cure such a disease is to have a Heal or Cure Disease cast by a priest of at least 16th level. The cancer saps the victim of 1 point of Strength and Constitution per week, until the last point, when he is bedridden.

Immunities (Ex): Darkness elementals are immune to darkness, Sleep, Charm, Holds, poison, paralysis, and energy drain. They are not subject to critical hits.

Resistances (Ex): Fire and Cold does only one-half damage to a darkness elemental. Light based spells have full effect, and also slow the Darkness Elemental by 50% for 1d4 rounds.

GOLEM, AMBER

Large Construct

Hit Dice: 8d10 (44 hp)

Initiative: +1 (special)

Speed: 30 ft, Climb 15 ft

Armor Class: 15 (-1 size, +6 natural)

Attacks: 2 claws +11 melee, bite +6 melee

Damage: Claw 1d8+5, bite 2d8+5

Face/Reach: 5 ft by 10 ft/5 ft

Special Attacks: Rake, improved grab, roar

Special Qualities: Vision, magic immunity, damage resistance 15/+1, construct, fire resistance

Saves: Fort +6, Ref +2, Will +3

Abilities: Str 20, Dex 11, Con --, Int 1, Wis 11, Cha 1

Skills: Listen +6, Spot +6, Climb +4

Feats: Track

Climate/Terrain: Any

Organization: Solitary

Challenge Rating: 7

Alignment: Always neutral

Advancement: 9-17 HD (Large), 18-26 HD (Huge)

Amber golems are magical constructs that can resemble any sort of animal, but usually resemble great cats. They have fissures and rivulets running through them, the sign of the hundreds of pieces of amber of which they are made. An amber golem is usually 7-9 feet long and translucent, and weighs about 500 pounds. Amber golems give a deep-throated growl like a lion, and can be told to guard and give warning.

They understand only the druidic secret tongue.

Amber golems are built by druids as servants and allies. Amber golems construction requires a certain secretive ritual and many special ingredients and vestments. The materials cost 30000 GP; the vestments cost another 5000 GP. The golem takes one month to meld the amber and sap together and mold it into its final shape; but first, 1d4+1 months are needed to gather the huge amounts of amber and sap required to build the golem. The druid also needs to pray for the following spells: summon monster II, commune with nature, hold animal, reincarnate, and stone shape. The druid must make a successful Craft (Sculpting) roll at DC 13, and drains 1000 XP from the creator.

Amber golems possess rudimentary intelligence and are generally friendly with surrounding animals. They are able to separate friend from foe (as told to them by their master), and can fight on their own initiative or act as scouts without alarming surrounding wildlife. Amber golems have intimate knowledge of the area within a one-mile radius of their construction.

Combat

Improved Grab (Ex): If the improved grab is successful, the amber golem may rake with its rear claws. Rear claw attacks are at +6 melee, and cause 1d8+5 damage each.

Roar (Su): Three times per day, the amber golem may roar so fiercely that any creature within 100 feet must make a Will save (DC 18) or be subject to fear (regardless of level or hit dice). The owner of the golem and his allies are not affected.

Vision (Ex): Amber golems have darkvision with a 60-foot range. They can see invisibility within 60 feet, and can see through spells such as nondetection and misdirection.

Fire Resistance (Ex): Amber golems have fire resistance 20.

Magic Immunity (Su): Most magic has no effect on an amber golem, but cold-based spells act as a slow spell for a number of rounds equal to the level of the spell and raise the golem’s armor class to 18, shatter causes 2d8 damage; disintegrate causes 2d6 damage; water based spells cast directly at the golem lower its armor class to 10 for 2d6 rounds. Electricity does normal damage, but the amber golem will then be electrified and cause an extra 1d6 damage on all attacks for 6 rounds.

Construct: Amber golems are immune to mind-influencing effects, and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. Amber golems are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save, unless the effect also works on objects. They are not at risk of death from massive damage.

GOLEM, BRONZE

Large Construct

Climate/Terrain: Any

Hit Dice: 17d10 (94 hp)

Initiative: +0

Speed: 25 ft (can't run)

AC: 19 (-1 size, +10 natural)

Attacks: Huge spear +21 melee

Damage: Spear 3d10+9

Face/Reach: 5 ft by 5 ft/10 ft

Special Attacks: Heat

Special Qualities: Magic immunity, damage reduction 20/+2, fiery blood, construct, fire immunity, item melting, darkvision

Saves: Fort +5, Ref +5, Will +2

Abilities: Str 28, Dex 10, Con --, Int 1, Wis 11, Cha 1

Skills: None

Feats: None

Climate/Terrain: Any land or underground

Organization: Solitary

Challenge Rating: 10

Alignment: Always neutral

Advancement: 18-23 HD (Large), 24-36 HD (Huge)

A bronze golem is 12 feet tall and weighs about 4000 pounds, and is generally fashioned to appear to be humanoid. They are hot to the touch and usually appear to be wearing armor. Their skin is gleaming bronze and their blood is liquid fire. The bronze golem is somewhat more agile than the iron golem and it moves more quickly.

Golems have no society beyond that presented them by its creator. The bronze golem has a rudimentary intelligence and thus can follow orders somewhat more complicated than an iron or stone golem. Bronze golems are made by wizards or pyromancers. They cost 110,000 GP and take 11 weeks to build. A wizard needs the following spells: burning hands, clingfire, geas, polymorph any object, and wish. Fire mages may use burning hands, body heat, clingfire, flesh to fire, and wish. The wizard must make a roll against Craft (Blacksmithing) against DC 19. The effort drains 1900 XP from the builder.

Like all golems, bronze golems are not natural creatures and have no place in the world’s ecology. They do not eat, sleep or rest. They can heal only through certain spells.

Combat

Bronze golems typically use huge spears. They are mindless in combat, only following the simple tactics of their masters.

Immunity to Fire (Ex): Bronze golems are absolutely immune to all fire and heat, whether natural or magical.

Magic Immunity (Su): Bronze golems are immune to most magic, but cold does one-half damage, and also slows the golem by 50% for 2d6 rounds. Spells based on water, or water in quantities of at least one gallon, will cause 1d4 damage. Lead spray heals 2d6 damage that the golem has taken. Heat metal cures 2d10 damage; chill metal causes 3d4 damage per round it is in effect. Fireballs and miniballs cure 1 hit point per dice of damage normally caused. Crystalbrittle works normally. Bronze golems are immune to lightning, except for ball lightning, which works normally.

Item Melting (Ex): Any weapon (or item) that strikes a bronze golem in combat must vs. magical fire or be melted (frost brands are immune to this effect).

Fiery Blood (Ex): If a sharp weapon scores a hit upon a bronze golem, the wielder must make a Reflex save or take 2d6 damage from the fiery "blood" which spurts briefly from the wound.

Heat (Su): Three times per day, the bronze golem may radiate such intense heat that for 5 rounds, any creature within 10 feet of the golem suffers 1d10 damage, and during this time merely touching the golem causes 5d4 damage. Items touching the golem during this time save at -4. The golem will glow red-hot during this heat radiation.

Darkvision (Ex): The bronze golem has darkvision at a range of 60 feet.

Construct: The bronze golem is immune to mind influencing effects, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are not affected by anything requiring a Fortitude save, unless the effect also affects objects. They are not at risk of death from massive damage.

GOLEM, CRYSTAL

Medium Construct

Hit Dice: 11d10 (61 hp)

Initiative: +0

Speed: 25 ft

AC: 18 (+8 natural)

Attacks: Sword hands +14/+9 melee

Damage: Sword hands 3d4+6

Special Attacks: Crystal stars

Special Qualities: Construct, magic immunity, immune to fire and crystal, damage reduction 15/+1, crystal splinters

Saves: Fort +7, Ref +3, Will +3

Abilities: Str 23, Dex 11, Con --, Int 1, Wis 11, Cha 1

Skills: None

Feats: Point Blank Shot

Climate/Terrain: Any land or underground

Organization: Solitary

Challenge Rating: 7

Alignment: Always neutral

Advancement: 12-20 HD (Medium), 21-29 HD (Large)

Crystal golems are humanoid magical constructs ranging from gnome to human size. They can be built to appear to have clothes, armor, and accouterments as desired by the maker. When finished, the golem will look like a translucent, seemingly fragile statue.

Crystal golems are built and animated by crystal mages, out of large amounts of crystalline substances (usually quartz crystal, but sometimes even glass. The golem costs the crystal mage 50,000 GP and takes six weeks to build, and requires a Craft (Gemcutter) roll at DC 15. Creating the golem drains 1200 XP from the creator. In addition to the materials, the crystallomancer will need to use the following spells: crystal javelin, crystallize VI, crystal stars, wall of crystal, and wish. Crystal golems are normally used to guard the store of gems, minerals, and crystals that crystal mages use to work their spells. They are best given simple, short commands. The quasi-elemental spirit bound to a crystal golem is as secure as a greater golem and will not break. The crystal mage must be at least 15th level.

Golems play no part in the world’s ecology, being unnatural creatures. They exist until destroyed, usually in combat. Crystal golems can be disguised, for short periods, as (rather unresponsive and stiff) people, if dressed in the appropriate clothing.

Combat

The crystal golem has hands, but in combat the forearms and hands become crystal swords. The crystal golem will not use weapons if given to it.

Crystal Stars (Sp): The golem can throw 11 crystal stars per day, at a level equal to the level of the crystal mage who animated it; all 11 crystal stars may be thrown in one round, if so ordered.

Crystal Splinters (Ex): When the crystal golem is hit, there is a 25% chance that the attacker will suffer 1d6 damage from flying crystal splinters; for this reason, crystal golems are best attacked from a distance (the splinters will fly only 5 feet). When the golem is destroyed, it will shatter into thousands of sharp fragments. All those within 20 feet (except its creator) will suffer 1d12 damage (1d6 if a save vs. petrification is made).

Immunity to Fire and Crystal (Ex): Crystal golems are immune to natural and magical fire or heat, and crystal or gem-based attacks.

Magic Immunity (Su): Crystal golems are immune to most spells, but cold will make the golem brittle and reduce its armor class to 14 for one round. Laser, green laser, and GRaser score half damage. Crystalbrittle or crystallize VI heals all damage taken by the golem. Crystallize spells heal 1d6 per level of the spell. Disintegrate causes 1d12 damage and slows the crystal golem by 50%. Shrink minerals works normally. All other spells have no effect.

Darkvision (Ex): The crystal golem has darkvision to a range of 60 feet.

Construct: Crystal golems are immune to mind-influencing effects, and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. Crystal golems are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save, unless the effect also works on objects. They are not at risk of death from massive damage.

GOLEM, WOOD

Medium Construct

Hit Dice: 11d10 (60 hp)

Initiative: +0

Speed: 30 ft

Armor Class: 17 (+7 natural)

Attacks: Slam +8 melee or by weapon +8 melee

Damage: Slam 1d6+8 or by weapon +8

Special Attacks: Obscuring mist, monster summoning

Special Qualities: Construct, damage reduction 15/+1, half damage from blunt weapons, fire vulnerability, lightning vulnerability, darkvision, magic immunity, cold resistance 20

Saves: Fort +8, Ref +4, Will +5

Abilities: Str 27, Dex 11, Con --, Int 4, Wis 12, Cha 1

Skills: Animal Empathy

Feats: None

Climate/Terrain: Any land or underground

Organization: Solitary

Challenge Rating: 7

Treasure: None

Alignment: Always neutral

Advancement: 12-18 HD (Medium), 19-25 HD (Large)

A wood golem stands about average height for a human or elf. Carving may be rough or fine, depending upon the skills of the druid who built it. It may be from the light tan of balsa to the deep brown of cherry, and may in fact be built of several woods. They typically wear no clothing. The wood golem has eyes, a nose, and a mouth, but does not breathe, and speaks a rudimentary form of the druidic tongue.

Wood golems are relatively cheap to build; the materials cost only 25000 GP, and the vestments cost only 3000 GP. The druid must find wood that has died a natural death, not chopped-down or killed by fire or lightning. The druid must build and carve the golem without help, and perform the necessary rituals without aid. (He may use scrolls.) Spells necessary to build a wood golem are summon monster I, barkskin, commune with nature, obscuring mist, plant growth, shillelagh, and speak with animals. Making a wood golem takes no less than 16 weeks, and many lovingly crafted golems take longer. Wood golems can be trusted to fight on their own and carry out assignments with a reasonable amount of instructions, and are not quite as dense as flesh golems. The druid must be at least 14th level. A check against Craft (Woodworking) must be successful at DC 15, and the act of creating drains 1500 XP from the druid.

Wood golems do not impinge upon the ecology of a place, and do not alarm the wildlife of an area.

Combat

Wood golems normally attack with some sort of weapon. Wood golems may communicate freely with giant and normal animals.

Beavers can attack a wood golem with normal effect; otherwise, only magical weapons can hit them.

Obscuring Mist (Sp): Once per three rounds, wood golems may breathe out a cloud of obscuring mist gas which functions as if cast by an 11th level druid.

Monster Summoning (Sp): Three times per day, the golem may summon animals as per summon monster I.

Fire Vulnerability (Ex): Unfortunately, wood golems are quite vulnerable to fire; they receive -4 saves vs. any sort of fire-based attack, and fire causes +4 damage per dice caused against them.

Lightning Vulnerability (Ex): Against lightning, wood golems have a saving throw of -2, and receive +2 damage per die.

Magic Immunity (Su): Wood golems are immune to most spells, with the following exceptions: warp wood causes 1d10 damage and slows the golem to Move 25; plant growth heals 2d8 damage and the reverse causes 2d8 damage; hold plant slows them to Move 8; turn wood drives it back at the rate of 10 feet per round; and if termites are brought by an insect swarm, summon insects, or creeping doom, it will work normally.

Darkvision (Ex): Wood golems have darkvision at a range of 60 feet.

Construct: Wood golems are immune to mind-influencing effects, and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. Wood golems are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save, unless the effect also works on objects. They are not at risk of death from massive damage.

HALIGAR

Medium Outsider

Hit Dice: 10d8+30

Initiative: +6 (Dex)

Speed: 45 ft, fly 75 ft (Average)

AC: 22 (+6 Dex, +4 hide, +2 natural)

Attacks: Bite +11 melee, gore +11 melee, slam +15 melee, and 2 slams +15 melee or by weapon +16/+11 melee

Damage: Bite 1d4, gore 1d6+4, slam 1d10+4, slam 1d8+4, by weapon +4

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Psionics, spell use, strength drain, poison

Special Qualities: Damage reduction 15/+1, immune to acid, fire, and poison, darkvision

Saves: Fort +10, Ref +13, Will +9

Abilities: Str 19, Dex 22, Con 17, Int 14, Wis 14, Cha 18

Skills: Bluff +4, Concentration +7, Diplomacy +4, Gather Information +4, Hide +2, Intimidate +7, Listen +6, Move Silently +8, Search +6, Sense Motive +6, Spot +8

Feats: Alertness, Cleave, Dodge, Improved Track, Mobility, Multiattack, Power Attack, Psionic Fist, Psionic Weapon, Track

Climate/Terrain: Any land or underground (Gehenna)

Organization: Solitary or Team (2-4)

Challenge Rating: 15

Alignment: Usually neutral evil

Advancement: 11-15 HD (Medium), 16-24 HD (Large)

Haligar are of the same size and shape as very muscular humans, except for the snake-like head with a horn, and fly-like wings. Their skin is leathery and of olive color. They tend to wear clothing that blends with the terrain they are in. Their tail looks similar to cornugon Baatezu, snaky and whip-like.

Haligar dwell in sulfur castles (the smell of sulfur pleases and, in sufficient strength and with the right compounds, intoxicates them) on Gehenna. When they come to the Prime Material Plane for general mischief or treasure- gathering, they usually dwell in volcanic areas. Though most keep out of the Blood War (feeling it to be beneath their dignity), some hire themselves or their vassals out as mercenaries, where they specialize in espionage, sabotage, and commando tactics. These haligar become information brokers and are highly-sought after. Many haligar also function as the sages and scholars of Gehenna. All haligar like treasure, especially gems formed by high heat and pressure and volcanic processes.

Haligar food (rock freshly-formed exclusively by volcanic processes, like pumice, basalt, or obsidian) are easy to find on Gehenna, giving them time for more cerebral pursuits, such as perfection of the art of espionage. On the Prime Material Plane, they dwell near volcanic reasons in order to find such food and return to them often via their Teleport power. They often roam the world invisible or in altered form, changing only to strike. On the Prime Material Plane, they are usually pursuing the cause of evil deeds or accumulating treasure, which they then trade for information and knowledge on Gehenna.

Combat

They strike with incredible speed, able to bite, jab with their horn, punch twice, and attack with their tail, all in one round. If they use a weapon, it replaces the punch attacks. Their weapons are usually huge, two handed ones used with great strength.

Any magic items found as part of a haligar’s treasure will be in use by them.

Strength Drain (Sp): Each tail hit causes a strength drain, draining one point for 1 turn.

Poison (Ex): Each bite is poisoned with a virulent venom causing death in 3 rounds (one third of the victim’s hit points are lost each round until death; round fractions up).  Save DC is 22.

Spell Use (Sp): A haligar can use plane shift, speak an unholy word, cause fear, throw a fireball, charm person or animal, and use a word of recall (back to their home on Gehenna or to a lair on the Prime Material Plane), once per day. Once per round they may, one at a time, produce flame, use pyrotechnics, alter self, or become invisible. All spell-like powers function at 10th level of ability.

Psionics (Sp): Haligar are psionic and can use the following powers: Object Reading, Combat Precognition, Danger Sense, Know Location, Know Direction, Matter Rearrangement, Control Body, Control Flames, Create Sound, Shadow Body, Body Adjustment, Body Equilibrium, Improved Biofeedback, Chameleon, Mind Probe, Summon Planar Creature, Teleport, Dimension Door, Time Hop, Conceal Thoughts. Attack/Defense: Mind Blast, Ego Whip, Id Insinuation, Psychic Crush/Tower of Iron Will, Intellect Fortress, Thought Shield.

LIGHT ELEMENTAL

 

Light Elemental, Small

Light Elemental, Medium

Light Elemental, Large

 

Small Outsider

Medium Outsider

Large Outsider

Hit Dice

2d8+2 (11 hp)

4d8+8 (26 hp)

8d8+32 (68 hp)

Initiative

+8 (+4 Dex, +4 Improved Initiative)

+8 (+4 Dex, +4 Improved Initiative)

+7 (+3 Dex, +4 Improved Initiative)

Speed

Fly 90 ft (Perfect)

Armor Class

22 (+1 size, +4 Dex, +7 natural)

21 (+4 Dex, +7 natural)

19 (-1 size, +3 Dex, +7 natural)

Attacks

Slam +6 melee

Slam +8 melee

Slam +11/+6 melee

Damage

Slam 1d4

Slam 2d6

Slam 2d8+4

Face/Reach

5 ft by 5 ft/5 ft

5 ft by 5 ft/10 ft

5 ft by 5 ft/10 ft

Special Attacks

Double damage to undead and negative creatures, bleeding/shock, materiel damage

Special Qualities

Immune to light and illusions, slowed by darkness, immune to compression attacks, damage reduction 30/+2

Saves

Fort +0, Ref +7, Will +3

Fort +2, Ref +8, Will +4

Fort +5, Ref +9, Will +4

Abilities

Str 9, Dex 19, Con 13, Int 10, Wis 10, Cha 16

Str 11, Dex 18, Con 15, Int 10, Wis 10, Cha 16

Str 19, Dex 17, Con 19, Int 10, Wis 10, Cha 16

Skills

Diplomacy +3, Escape Artist +16. Heal +0, Listen +10, Move Silently +8, Search +12, Spot +10

Feats

Alertness, Combat Reflexes, Dodge, Expertise, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (slam)

Climate/Terrain

Any land or underground (Positive Material Plane and Quasi-Elemental Plane of Radiance)

Organization

Solitary

Challenge Rating

6

7

10

Treasure

None

Alignment

Usually lawful neutral

Advancement

3 HD (Small)

5-7 HD (Medium)

9-15 HD (Large)

 

Light Elemental, Huge

Light Elemental, Greater

Light Elemental, Elder

 

Huge Outsider

Huge Outsider

Huge Outsider

Hit Dice

16d8+144 (216 hp)

21d8+189 (284 hp)

24d8+216 (324 hp)

Initiative

+7 (+3 Dex, +4 Improved Initiative)

+6 (+2 Dex, +4 Improved Initiative)

+6 (+2 Dex, +4 Improved Initiative)

Speed

Fly 90 ft (Perfect)

Armor Class

18 (-2 size, +3 Dex, +7 natural)

17 (-2 size, +2 Dex, +7 natural)

17 (-2 size, +2 Dex, +7 natural)

Attacks

Slam +26/+21/+16/+11 melee

Slam +32/+27/+22/+17 melee

Slam +38/+33/+28/+23 melee

Damage

Slam 3d6+8

Slam 3d8+9

Slam 5d6+10

Face/Reach

10 ft by 5 ft/15 ft

10 ft by 5 ft/15 ft

10 ft by 5 ft/15 ft

Special Attacks

Double damage to undead and negative creatures, bleeding/shock, materiel damage

Special Qualities

Immune to light and illusions, slowed by darkness, immune to compression attacks, damage reduction 30/+2

Saves

Fort +9, Ref +11, Will +4

Fort +14, Ref +14, will +4

Fort +16, Ref +15, Will +4

Abilities

Str 27, Dex 16, Con 29, Int 10, Wis 10, Cha 16

Str 29, Dex 15, Con 29, Int 10, Wis 10, Cha 16

Str 31, Dex 14, Con 29, Int 10, Wis 10, Cha 16

Skills

Diplomacy +3, Escape Artist +16. Heal +0, Listen +10, Move Silently +8, Search +12, Spot +10

Feats

Alertness, Combat Reflexes, Dodge, Expertise, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (slam)

Climate/Terrain

Any land or underground (Positive Material Plane and Quasi-Elemental Plane of Radiance)

Organization

Solitary

Challenge Rating

23

27

30

Treasure

None

Alignment

Usually lawful neutral

Advancement

17-20 HD (Huge)

22-23 HD (Huge)

25+ HD (Huge)

The Light Elemental is not a true elemental, being a creature of light and energy. Their natural form is that of a bright, glowing energy sphere, similar to a giant Will-o-Wisp. They are able to change form, and when summoned, often appear as glowing humanoids.

Light Elementals live on the Positive Material Plane and Quasi-Elemental Plane of Radiance. They are ruled by the Sidhe (q.v.). They are the "right-hand men" of the Sidhe; the Sidhe may make policy, but the Light Elementals carry it out. They also serve in conflicts with the denizens of the Negative Material Plane. They feel privileged because they often get to serve on planes other than their home.

Light elementals subsist on the light and energy of their home planes and wherever else they can get it. They also gain sustenance from bright gems such as diamonds.

Combat

Light Elementals attack with appendages appropriate to their form.

Double Damage to Undead and Negative (Su): Light Elementals cause double damage to undead with part of their existence on the Negative Material Plane (Vampires, Spectres, Wraiths, etc.). Undead cannot regenerate damage caused by Light Elementals.

Bleeding/Shock (Ex): Any wound caused by a Light Elemental bleeds or loses due to shock 1d6 hit points per round.

Materiel Damage (Ex): Against other materials (stone, metal, etc.), Light Elementals attack with the strength of a Laser.

Immune to Light and Illusions (Ex): Light Elementals are unharmed by light-based attacks.

Reduced Damage from Electricity (Ex): Light Elementals take only one-half damage from electrical-based attacks.

Slowed by Darkness (Ex): They take full damage from darkness-based attacks, and in addition are slowed 50% for 1-4 rounds.

Immune to Compression (Ex): They are immune to squashing attacks such as trampling or traps.

NIBEK

Gargantuan Beast

Hit Dice: 19d10+136 (241 hp)

Initiative: +4 (Improved Initiative)

Speed: 30 ft

AC: 22 (-4 size, +5 hide, +11 natural)

Attacks: Bite +9 melee, slam +14/+9/+4 melee

Damage: Bite 4d10+12, slam 3d10+12

Face/Reach: 30 ft by 30 ft/15 ft

Special Attacks: Improved grab, swallowing whole

Special Qualities: Darkvision, damage resistance 10/+1, scent, regeneration 3, fire resistance 20, cold vulnerability

Saves: Fort +11, Ref +11, Will +5

Abilities: Str 35, Dex 11, Con 25, Int 6, Wis 8, Cha 8

Skills: Listen +6, Spot +8

Feats: Cleave, Endurance, Great Cleave, Improved Initiative, Power Attack, Toughness

Climate/Terrain: Warm land

Organization: Solitary

Challenge Rating: 22

Treasure: None

Alignment: Always chaotic evil

Advancement: 20-30 HD (Gargantuan), 30-45 HD (Colossal)

The nibek is the size of a small building, with a grayish, boulder-like body, the head and neck of a huge snake, and hundreds of millipede-like legs. On its face is a tiny mouth, no bigger than a human mouth. The nibek’s voice is said to be as loud as thunder. The nibek has great strength, and is able to splinter big trees just by bumping against them. Its mouth is filled with rows of sharp teeth, and it can crack bones and even some metal without trouble.

The nibek has a great appetite and a terrible temper. In battle it storms and rages in fury, never stopping until the fight is over.

It is not known whether the nibek is a creature of the Prime Material or not. The creature seems only to appear when summoned when a spell known to some Melanesian witch doctors and shamans is cast, and they have proven difficult to control and impossible to dispel. The creature is driven by its immense hunger, and generally lays waste to its surroundings until it is killed.

The nibek generally destroys its surroundings, and if not stopped, moves from area to area, devouring its wildlife and inhabitants, and trampling plant life. Nibeks have been known to swim from island to island in search of food, and some have even made it to the mainland.

Combat

The nibek’s attack is a bite with its mouth, followed with a clubbing attack with its head. Attacks aimed at the head do not cause any special damage (unless the eyes are hit), because the brain is deep within the body.

Improved Grab (Ex): To use this ability, the nibek must hit with its bite attack. If it gets a hold, it automatically does bite damage and may attempt to swallow the victim whole.

Swallowing Whole (Ex): The creature’s tiny mouth expands with each bite like a snake swallowing a rabbit. The nibek is able to expand its mouth so big that it can swallow a creature the size of an ogre. The nibek may swallow a victim by making a successful grapple attack. A swallowed creature takes 10 points of crushing and acid damage per round until dead or freed. A swallowed creature may climb out of the stomach, assuming the mouth is open, on a successful grapple check. Alternatively, the swallowed creature may attempt to cut his way out with a slashing weapon of Medium size or smaller; 25 points of damage are required to cut a way out, and the inside of the creature has the same armor class at the outside. Muscular contractions seal up the exit after the victim squeezes his way out, so anyone subsequently swallowed must cut a new way out. Attacks from inside a nibek are at -4 to hit and cause -4 damage.

Cold Vulnerability (Ex): Cold-based attacks cause +50% damage.

RAVEN INCARNATION

Medium Elemental

Hit Dice: 12d8+36 (90 hp)

Initiative: +8 (+4 Dex, +4 Improved Initiative)

Speed: Fly 120 ft (Perfect)

AC: 18 (+4 Dex, +4 natural)

Attacks: 2 claws +8 melee, 1 bite +4 melee

Damage: Claw 2d6+8, bite 2d10+8

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Windblast, magic use, swooping attack, improved grab, psionics

Special Qualities: Damage resistance 25/+2, windblast; resistance to wind, air, gas, and fogs

Saves: Fort +12, Ref +12, Will +7

Abilities: Str 26, Dex 19, Con 18, Int 15, Wis 16, Cha 14

Skills: Animal Empathy +4, Concentration +8, Intimidate +3, Listen +7, Search +7, Spot +7, Stabilize Self +4

Feats: Combat Casting, Combat Reflexes, Dodge, Mobility, Flyby Attack, Multiattack, Run, Track

Climate/Terrain: Any land (Elemental Plane of Air)

Organization: Solitary

Challenge Rating: 12

Treasure: Standard

Alignment: Usually lawful neutral

Advancement: 13-18 HD (Large), 19-24 HD (Huge)

The Raven appears to be a very muscular human or giant with a feathered body and the head of a bird of prey. They may or may not have wings or desired; they are not required for flight.

Raven Incarnations usually operate as single beings, but within a broad chain of command. There are a limited number on "summoned creature duty," responding to calls from high-level wind mages.

Ravens feed upon the numerous birds that exist on their home plane or the Prime Material Plane.

Combat: Ravens fly at a base speed of 120 feet and their taloned feet never touch the ground. They have maneuverability n the same manner as the Djinn. The Raven may attack with one or two weapons, sacrificing talon attacks during that round. Ravens prefer shorter weapons, such as javelins and shortswords.

Swooping Attack (Ex): Ravens are able to attack with their taloned feet and their beaks, and may swoop from 50 feet or higher to cause double talon damage with no beak attack. They may grab a creature with no more than their own weight on a roll of 18 or higher.

Windblast (Su): A constant wind blows around the Incarnation in combat. This wind has the effect of a 50 MPH wind upon opponents; and confers the Raven’s magic resistance to allies. The Incarnation can also direct one windblast per round, at a range 120 feet, that will knock over a creature as big as a Frost Giant off its feet if a Fortitude save (DC 22) is not made.

Magic Use (Sp): A Raven Incarnation is able to use sorcerer spells related to wind, air, gas, or fog at 10th level of proficiency.

Psionics (Sp): At will -- Telekinesis, Far Punch, Cone of Sound. These abilities are manifested as if by a 10th level Psion. Attack/Defense Modes: At will -- Ego Whip, Mind Blast, Mind Thrust, Psychic Crush/Empty Mind, Mental Barrier, Thought Shield.

Improved Grab (Ex): To use this attack, the Raven Incarnation must his with a talon (or possibly both if the target is size Medium or larger). If it gets a hold, and the Raven is able to manage the weight, the Raven Incarnation carries its victim aloft to great heights, where it is dropped.

Resistance to Wind, Air, Gas, and Fogs (Ex): Raven Incarnations are never affected by natural poison gas or by wind and weather conditions, and are able to see and fly in adverse weather without difficulty. They have spell resistance 25 to spells that use wind, air, gas, or fogs as their effect.

SIDHE

Medium Outsider

Hit Dice: 8d8+24 (60 hp)

Initiative: +9 (+5 Dex, +4 Improved Initiative)

Speed: Combat fly 120 (Perfect), travel lightspeed

AC: 24 (+5 Dex, +9 natural)

Attacks: Slam +13/+8 melee

Damage: Slam 2d6+5

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Vorpal effects, double damage to undead, domination, materiel damage, spell use

Special Qualities: Damage resistance 30/+3, darkvision, immune to light; electricity resistance 26, resistance to psionics, compression immunity, spell resistance 24, darkness vulnerability

Saves: Fort +9, Ref +11, Will +10

Abilities: Str 20, Dex 21, Con 17, Int 18, Wis 18, Cha 18

Skills: Concentration +9, Diplomacy +9, Escape Artist +11, Heal +6, Intimidate +6, Listen +9, Move Silently +11, Search +9, Spot +9

Feats: Alertness, Combat Reflexes, Dodge, Expertise, Flyby Attack, Improved Initiative, Improved Critical (slam), Mobility

Climate/Terrain: Any land or underground (Positive Material Plane and Plane of Radiance)

Organization: Solitary

Challenge Rating: 11

Treasure: Standard

Alignment: Always lawful good

Advancement: 9-13 HD (Medium), 14-20 HD (Large)

The Sidhe (pronounced "Shee") are creatures of pure light and energy. They appear as thin, glowing, column-like creatures whose features can barely be discerned.

Sidhe dwell on both the Positive Material Plane and Quasi-Elemental Plane of Radiance. Those on the Positive Material Plane are superior in rank to those on the Plane of Radiance. Sidhe live in dwellings constructed of solid light, light with tactile, smell, taste, and sound sensations. On their home planes, they prevent light from going astray and administer over all creatures of light and energy. Their direct minions are the Light Elementals (q.v.). Sidhe communicate with telepathy or with light pulses, and their thoughts and desires can be felt by all who view the Sidhe.

Sidhe live on the light and energy of their home planes.

There is reputed to be a great, wise, and powerful ruler of the Sidhe on the Positive Material Plane, who dwells in palace of solid light. He quite possibly rules the plane.

Combat

Domination (Sp); Sidhe dominate all creatures within 10 feet if they fail a Will save (DC 21).

Vorpal Effects (Ex): They lash out at enemies in combat, causing their normal damage and striking as if they were Vorpal Blades (complete with head severing abilities).

Double Damage to Undead (Ex): Sidhe cause double damage to undead, and undead cannot regenerate damage caused by Sidhe.

Materiel Damage (Ex): Against other materials (stone, metal, etc.), Sidhe attack with the strength of a Green Laser.

Spell Use (Sp): Sidhe are able to cast 2-8 sorcerer spells based on light or energy of 2-8th level each, at 13th level proficiency. In addition, they have 2 abilities chosen from the Melee Weapon Special Abilities chart, minor abilities (p. 185 DMG).

Darkvision (Ex): Sidhe see the entire spectrum of light and energy, including ultraviolet, infrared, microwaves, radio waves, etc. The range of this vision is double that of human vision, in light or darkness, except magical darkness.

Spell Resistance (Su): Sidhe have spell resistance 24 to most magic, but darkness-based spells above 4th level will do normal damage and slow the Sidhe by 50% for 1d4 rounds.

Psionics Resistance (Ex): Successful psionic attack drives a Sidhe back 20 feet, but has no other effect. They have a constantly functioning psionic defense of mental barrier at 13th level of ability.

Compression Immunity (Ex): Sidhe cannot be smashed or squashed.

SNAIL INCARNATION

 

Snail Incarnation, Hatchling

Snail Incarnation, Very Young

Snail Incarnation, Young

 

Small Elemental

Small Elemental

Medium Elemental

Hit Dice

1d8+3 (8 hp)

2d8+5 (14 hp)

3d8+6 (20 hp)

Initiative

+2 (Dex)

+2 (Dex)

+1 (Dex)

Speed

20 ft

Armor Class

13 (+2 Dex, +1 size)

14 (+2 Dex, +1 size, +1 natural)

15 (+1 Dex, +4 natural)

Attacks

Bite +0 melee

Bite +1 melee

Bite +3 melee

Damage

Bite 1d3

Bite 1d6

Bite 2d6+1

Face/Reach

5 ft by 5 ft/5 ft

5 ft by 5 ft/5 ft

5 ft by 5 ft/5 ft

Saves

Fort +2, Ref +2, Will +0

Fort +4, Ref +2, Will +0

Fort +4, Ref +2, Will +1

Abilities

Str 10, Dex 15, Con 11, Int 7, Wis 10, Cha 6

Str 11, Dex 14, Con 12, Int 7, Wis 10, Cha 6

Str 12, Dex 13, Con 13, Int 8, Wis 11, Cha 7

Special Attacks

Poison, poison needles

Special Qualities

Acidic skin, elemental, acid immunity

Skills

Hide +5, Listen +3, Spot +3

Hide +6, Listen +4, Spot +4

Hide +5, Listen +5, Spot +5

Feats

Combat Reflexes, Endurance, Toughness

Climate/Terrain

Any land or underground (Para-Elemental Plane of Ooze)

Organization

Group (1-4)

Challenge Rating

1

2

3

Treasure

None

Alignment

Usually neutral evil

Advancement

None

 

Snail Incarnation, Juvenile

Snail Incarnation, Young Adult

Snail Incarnation, Adult

 

Medium Elemental

Medium Elemental

Large Elemental

Hit Dice

4d8+11 (29 hp)

5d8+13 (36 hp)

6d8+21 (48 hp)

Initiative

+1 (Dex)

+0

+0

Speed

25 ft

30 ft

30 ft

Armor Class

16 (+1 Dex, +5 natural)

17 (+7 natural)

18 (-1 size, +9 natural)

Attacks

Bite +4 melee

Bite +5 melee

Bite +9 melee

Damage

Bite 3d6+1

Bite 4d6+2

Bite 5d6+2

Face/Reach

5 ft by 5 ft/5 ft

5 ft by 5 ft/5 ft

5 ft by 10 ft/5 ft

Saves

Fort +6, Ref +2, Will +1

Fort +6, Ref +1, Will +2

Fort +8, Ref +2, Will +3

Abilities

Str 13, Dex 12, Con 14, Int 8, Wis 11, Cha 7

Str 14, Dex 11, Con 15, Int 9, Wis 12, Cha 8

Str 15, Dex 10, Con 16, Int 9, Wis 12, Cha 8

Special Attacks

Poison, poison needles

Special Qualities

Acidic skin, elemental, acid immunity

Skills

Hide +5, Listen +6, Spot +6

Hide +5, Listen +7, Spot +7

Hide +4, Listen +8, Spot +8

Feats

Combat Reflexes, Endurance, Toughness

Endurance, Power Attack, Toughness

Cleave, Endurance, Power Attack, Toughness

Climate/Terrain

Any land or underground (Para-Elemental Plane of Ooze)

Organization

Group (1-4)

Challenge Rating

4

5

6

Treasure

None

Alignment

Usually neutral evil

Advancement

None

 

Snail Incarnation, Mature

Snail Incarnation, Old

Snail Incarnation, Very Old

Snail Incarnation, Ancient

 

Large Elemental

Large Elemental

Large Elemental

Large Elemental

Hit Dice

7d8+24 (56 hp)

8d8+35 (71 hp)

9d8+39 (80 hp)

10d8+53 (98 hp)

Initiative

-1 (Dex)

-1 (Dex)

-2 (Dex)

-2 (Dex)

Speed

30 ft

35 ft

35 ft

40 ft

Armor Class

19 (-1 Dex, -1 size, +11 natural)

20 (-1 Dex, -1 size, +12 natural)

21 (-2 Dex, -1 size, +14 natural)

22 (-2 Dex, -1 size, +15 natural)

Attacks

Bite +10 melee

Bite +11/+6 melee

Bite +12/+7 melee

Bite +13/+8 melee

Damage

Bite 6d6+5

Bite 7d6+5

Bite 8d6+6

Bite 9d6+6

Face/Reach

5 ft by 10 ft/5 ft

5 ft by 10 ft/5 ft

5 ft by 10 ft/5 ft

5 ft by 10 ft/10 ft

Saves

Fort +8, Ref +1, Will +3

Fort +10, Ref +1, Will +4

Fort +10, Ref +1, Will +5

Fort +12, Ref +1, Will +5

Abilities

Str 20, Dex 9, Con 17, Int 10, Wis 13, Cha 9

Str 21, Dex 8, Con 18, Int 11, Wis 13, Cha 9

Str 22, Dex 7, Con 19, Int 12, Wis 14, Cha 10

Str 23, Dex 7, Con 20, Int 13, Wis 15, Cha 11

Special Attacks

Poison, poison needles, improved grab, swallowing whole

Special Qualities

Acidic skin, elemental, acid immunity

Skills

Hide +4, Listen +9, Spot +9

Hide +3, Listen +10, Spot +10

Hide +3, Listen +11, Spot +11

Hide +3, Listen +12, Spot +12

Feats

Cleave, Endurance, Power Attack, Toughness

Cleave, Endurance, Great Cleave, Power Attack, Toughness

Cleave, Endurance, Great Cleave, Power Attack, Toughness

Cleave, Endurance, Expertise, Great Cleave, Power Attack, Toughness

Climate/Terrain

Any land or underground (Para-Elemental Plane of Ooze)

Organization

Group (1-4)

Challenge Rating

9

10

11

13

Treasure

None

Alignment

Usually neutral evil

Advancement

None

None

None

11-20 HD (Huge)

Snails have no shells, and appear to be giant, slug-like creatures with slimy, spiny backs.

Snails primarily exist to serve the Antilife and Ooze Para-Elementals. Otherwise, they live to hunt and are very happy to be summoned to other planes to kill. They always have a positive reaction to vitriolmancers and serve with relish. Snails are able to recognize all other creatures of slime, acid, and Ooze, and fight in concert with such creatures. Snails have little true intelligence, but do have considerable cunning.

Snails feed on the smaller and less powerful creatures of the Ooze.

Combat

Poison (Ex): The poison in the bite of the snail incarnation varies in strength with the size of the snail.

Hatchling: The poison Fortitude save is DC 11, and if failed, causes additional 1d4 damage to the victim.

Very Young: The poison Fortitude save is DC 12, and if failed, causes additional 1d6 damage to the victim.

Young: The poison Fortitude save is DC 13, and if failed, causes additional 1d8 damage to the victim.

Juvenile: The poison Fortitude save is DC 14, and if failed, causes additional 2d6 damage to the victim.

Young Adult: The poison Fortitude save is DC 15, and if failed, causes additional 2d8 damage to the victim.

Adult: The poison Fortitude save is DC 16, and if failed, causes additional 2d10 damage to the victim.

Mature: The poison Fortitude save is DC 17, and if failed, causes additional 2d12 damage to the victim.

Old: The poison Fortitude save is DC 18, and if failed, causes additional 2d20 damage to the victim.

Very Old: The poison Fortitude save is DC 19, and if failed, kills the victim. If the save is made, the victim still takes additional 2d12 damage.

Ancient: The poison Fortitude save is DC 20, and if failed, kills the victim. If the save is made, the victim still takes additional 2d12 damage.

Poison Needles (Ex): The snail incarnation may spit poisoned needles from its mouth twice per turn. This is treated as a ranged attack, and has capabilities that differ depending on the age of the snail.

Hatchling: The snail may spit needles with a base range of 30 feet. The save vs. the poison is DC 11, with 1d4+1 damage being taken if the save if failed, or 1 point if the save is made.

Very Young: The snail may spit needles with a base range of 50 feet. The save vs. the poison is DC 12, with 1d6+1 damage being taken is the save is failed, or 1 point if the save is made.

Young: The snail may spit needles with a base range of 60 feet. The save vs. the poison is DC 13, with 1d8+1 damage being taken if the save is failed, or 1 point if the save is made.

Juvenile: The snail may spit needles with a base range of 80 feet. The save vs. the poison is DC 14, with 2d6+1 damage being taken if the save is failed, or 1 point is the save is made.

Young Adult: The snail may spit needles with a base range of 90 feet. The save vs. the poison is DC 15, with 2d8+1 damage being taken is the save is failed, or 1 point if the save is made.

Adult: The snail may spit needles with a base range of 110 feet. The save vs. the poison is DC 16, with 2d10+1 damage being taken if the save is failed, or 1 point if the save is made.

Mature: The snail may spit needles with a base range of 120 feet. The save vs. the poison is DC 17, with 2d12+1 damage being taken if the save is failed, or 1 point if the save is made.

Old: The snail may spit needles with a base range of 140 feet. The save vs. the poison is DC 18, with 2d20+1 damage being taken if the save is failed, or 1 point if the save is made.

Very Old: The snail may spit needles with a base range of 150 feet. The save vs. the poison is DC 19, with the victim being killed if the save is failed and taking 2d12+1 damage if the save is made.

Ancient: The snail may spit needles with a base range of 160 feet. The save vs. the poison is DC 20, with the victim being killed if the save is failed and taking 2d12+1 damage if the save is made.

Improved Grab (Ex): Only larger snails may use this ability. The snail incarnation must hit with its bite attack. If it gets a hold, it automatically deals bite damage and may attempt to swallow its victim whole.

Swallowing Whole (Ex): The larger snail incarnations may attempt to swallow a victim of medium-size or smaller by making a successful grapple check. Once inside, the victim takes 1d2 damage per round if swallowed by a Mature snail, 1d4 damage per round if swallowed by an Old snail, 1d6 damage per round if swallowed by a Very Old snail, and 1d8 damage per round if swallowed by an Ancient snail. The victim may only attempt to cut its way out with Tiny weapons; a way is cut out if 20 points or more are caused.

Acidic Skin (Ex): The skin of a snail incarnation contains a corrosive acid. The strength of this acid depends on the age of the snail:

Hatchling: Objects touching the skin of the snail must make a Reflex save at DC 11. Objects that fail take 5 points of damage per round until dissolved.

Very Young: Objects touching the skin of the snail must make a Reflex save at DC 12. Objects that fail take 10 points of damage per round until dissolved.

Young: Objects touching the skin of the snail must make a Reflex save at DC 13. Objects that fail take 15 points of damage per round until dissolved.

Juvenile: Objects touching the skin of the snail must make a Reflex save at DC 14. Objects that fail take 20 points of damage per round until dissolved.

Young Adult: Objects touching the skin of the snail must make a Reflex save at DC 15. Objects that fail take 25 points of damage per round until dissolved.

Adult: Objects touching the skin of the snail must make a Reflex save at DC 16. Objects that fail take 30 points of damage per round until dissolved.

Mature: Objects touching the skin of the snail must make a Reflex save at DC 17. Objects that fail take 35 points of damage per round until dissolved.

Old: Objects touching the skin of the snail must make a Reflex save at DC 18. Objects that fail take 40 points of damage per round until dissolved.

Very Old: Objects touching the skin of the snail must make a Reflex save at DC 19. Objects that fail take 45 points of damage per round until dissolved.

Ancient: Objects touching the skin of the snail must make a Reflex save at DC 20. Objects that fail take 50 points of damage per round until dissolved.

Touching a snail incarnation of any age with bare flesh causes 1d10 points of damage per round of contact. The Fortitude save against this power is DC 22.

Elemental (Ex): Snail incarnations are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits or flanking. They have darkvision to a range of 60 feet.

Acid Immunity (Ex): Snail incarnations are immune to all acid, dissolving, or corrosive effects, as well as disintegration. They cannot be harmed by oozes, slimes, jellies, or puddings.