Epic Monsters

Abomination
Anaxim
Atropal
Chichimec
Dream Larva
Hecatoncheires
Infernal
Phaethon
Phane
Xixecal
Behemoth
Brachyurus
Colossus
Demilich
Devastation Vermin
Dragon, Advanced
Dragon, Epic
Force Dragon
Prismatic Dragon
Elemental, Primal
Genius Loci
Gibbering Orb
Gloom
Golem
Ha-Naga
Hagunemnon (protean)
Hoary Hunter
Hunefer
Lavawight
Legendary Animal
Leshay
Living Vault
Mercane
Mu Spore
Neh-Thalggu

Paragon Creature
Prismasaurus
Pseudonatural Troll
Ruin Swarm
Shadow of the Void
Shape of Fire
Sirrush
Slaad
Tayellah
Thorciasid
Titan, Elder
Treant, Elder
Umbral Blot (Blackball)
Uvuudaum
Vermiurge
Winter Wight
Worm that Walks

BEHEMOTH


Behemoth Eagle
Colossal Outsider (Extraplanar)

Behemoth Gorilla
Huge Outsider (Extraplanar)
Hit Dice: 21d8+126 (220 hp)

21d8+252 (366 hp)
Initiative: +20 (+12 Dex, +8 Superior Initiative)
+12 (+8 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 160 ft. (poor)
60 ft., climb 30 ft.
Armor Class: 24 (+12 Dex, -8 size, +10 natural)
38 (+8 Dex, -2 size, +22 natural)
Base Attack/Grapple: +21/+44

+21/+39
Attack: Claw +25 (5d10+7) melee
Claw +29 (4d8+10) melee   
Full Attack: 2 claws +25 (5d10+7) melee, bite +20 (4d12+3) melee     
2 claws +29 (4d8+10) melee, bite +24 (3d10+5) melee
Space/Reach: 30ft./20 ft.
20 ft./20 ft.
Special Attacks: -

Rend 8d8+20
Special Qualities: Evasion, SR 30

Scent, SR 30
Saves: Fort +18, Ref +24, Will +16
Fort +24, Ref +20, Will +16    
Abilities: Str 25, Dex 34, Con 23 Int 17, Wis 19, Cha 16
Str 31, Dex 26, Con 35 Int 6, Wis 15, Cha 12
Skills: Diplomacy +27, Jump +3, Knowledge (geography, history, nature, religion, the planes) +27, Listen +30, Search +27, Sense Motive +28, Spot +41, Survival +28
Balance +32, Climb +42, Intimidate +25, Jump +34, Move Silently +32, Spot +26
Feats: Alertness, Endurance, Flyby Attack, Improved Initiative, Iron Will, Skill Focus (Spot), Weapon Finesse

Dodge, Endurance, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack   
Epic Feats: Superior Initiative
Epic Toughness 
Environment Any forest, hill, mountains, and plains
Warm forest and warm mountains
Organization: Solitary or pair
Solitary or company (5-8)
Challenge Rating: 18

19
Treasure: None

None
Alignment: Always neutral
Always neutral
Advancement: 21-42 HD (Colossal)
22-42 HD (Huge)

Behemoths are outsiders in animal form that are of epic proportions, even larger and more powerful than dire animals.

Behemoths resemble natural animals in almost all respects, but they are grossly larger than their natural counterparts, hailing from beyond the Prime Material plane. They are more intelligent than their mundane counterparts, and their otherworldliness confers a level of magical fortitude not found in earthbound versions.

BEHEMOTH EAGLE

A behemoth eagle is an intelligent, keen-eyed bird of prey that sometimes associates with good creatures. It stands about 20 feet tall, with a wingspan of up to 80 feet.

COMBAT

A behemoth eagle usually attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike its target’s head and eyes.

Skills: *A behemoth eagle receives a +8 racial bonus on Spot checks.

Carrying Capacity: A light load for a behemoth eagle is up to 2,400 pounds; a medium load, 2,401-4,800 pounds; and a heavy load, 4,801-7,200 pounds.

BEHEMOTH GORILLA

A behemoth gorilla stands 25 feet tall or more and weighs close to 20,000 pounds. It has long claws and sharp teeth.

COMBAT

A behemoth gorilla can rend opponents with its claws, as well as deliver a nasty bite. The creature can also attempt to grapple and pin, then claw the prone opponent.

Rend (Ex): A behemoth gorilla that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 8d8+20 points of damage.

BRACHYURUS

Large Magical Beast    

Hit Dice: 38d10+684 (893 hp)    
Initiative: +18 (+14 Dex, +4 Improved Initiative)    
Speed: 80 ft.    
AC: 40 (+14 Dex, -1 size, +17 natural)    
Base Attack/Grapple: +38/+52    
Attack: Claw +48 (2d6+10/19-20) melee   
Full Attack: 2 claws +48 (2d6+10/19-20) melee, 1 bite +46 (3d6+5/19-20) melee   
Space/Reach: 10 ft./5 ft.    
Special Attacks: Frightful howl, savage 15d6+25    
Special Qualities: Blindsight 240 ft., DR 10/epic, darkvision 60 ft., fast healing 10, lowlight vision, SR 32, scent, acid, cold, electricity, fire, and sonic resistance 20    
Saves: Fort +41, Ref +35, Will +25    
Abilities: Str 30, Dex 38, Con 47, Int 18, Wis 32, Cha 19    
Skills: Hide +55, Jump +51, Listen +54, Move Silently +55, Spot +54, Survival +52   
Feats: Alertness, Great Fortitude, Improved Bull Rush, Improved Critical (claw), Improved Critical (bite), Improved Initiative, Improved Trip, Iron Will, Multiattack, Weapon Focus (claw), Weapon Focus (bite)    
Epic Feats: Blinding Speed (x2)    
Climate/Terrain: Any    
Organization: Solitary, pair, or pack (5-10).    
Challenge Rating: 23    
Treasure: Standard    
Alignment: Usually lawful neutral    
Advancement: 39-48 HD (Large); 49-58 HD (Huge); 59-66 HD (Gargantuan); 67-135 HD (Colossal)    

Brachyuruses are the primordial stock from which all lesser wolves and canines devolved. The mythological Fenris Wolf itself springs directly from brachyurus stock.

Brachyuruses appear as extraordinarily large wolves with bristling mane of white and burnt red fur. Their teeth and claws, even for their extreme size, seem overlarge, but not in the least clumsy. The howl of a brachyurus can frighten even the most hardened, experienced adventurer.

Brachyuruses roam ancient savannahs lost to time, otherplanar wilds, or as single individuals among their lesser kin in worlds where their presence is generally unrealized. Esoteric hunters prize brachyurus pelts, though more often than not such a hunter becomes the hunted.

Brachyuruses can speak Common and can communicate with all wolves.

COMBAT

Brachyuruses are straightforward when on the prowl. They give loose to their frightful howl to break up a group of opponents, then choose either a fleeing victim or one left behind by fleeing companions. The brachyurus’s preferred tactic is to first use Improved Trip on an opponent, then immediately savage its downed foe with the ability of the same name. Brachyuruses working in tandem are particularly deadly near tripped foes.

Frightful Howl (Su): As a standard action, a brachyurus can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than the brachyurus has. The affected creature must make a successful Will save (DC 33) or become shaken. Success indicates that the target is immune to that brachyurus’s frightful howl for one day. The DC is Charisma-based.

Savage (Ex): If a brachyurus successfully trips an opponent, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 15d6+25 points of damage. If an opponent goes prone for any reason in an area a brachyurus threatens, the brachyurus can also savage the victim as a free action (treat as the brachyurus’s attack of opportunity for the round), even though it had nothing to do with tripping the foe.

COLOSSUS


Stone Colossus
Colossal Construct

Flesh Colossus
Colossal Construct

Iron Colossus
Colossal Construct
Hit Dice: 64d10 (432 hp)

100d10 (630 hp) or as controlling spirit

96d10 (603 hp)
Initiative: -3 (Dex)
+2 (-2 Dex, +4 Improved Initiative)
-2 (Dex)
Speed: 40 ft. (can’t run)
40 ft. (can’t run)
50 ft. (can’t run)
Armor Class: 44 (-8 size, -3 Dex, +45 natural)
45 (-8 size, -2 Dex, +25 natural, +20 profane)
60 (-8 size, -2 Dex, +60 natural)
Base Attack/Grapple: +48/+94

+75/+103
+72/+123
Attack: Slam +70 (8d6+30) melee
Colossal club +79 (6d6+18) melee or slam +79 (4d6+12) melee or thrown object (weighing 10 tons or less) +65 (4d6+12) ranged
Slam +99 (12d6+35) melee
Full Attack: 2 slams +70 (8d6+30) melee
Colossal club +79 (6d6+18) melee or 2 slams +79 (4d6+12) melee or thrown object (weighing 10 tons or less) +65 (4d6+12) ranged

2 slams +99 (12d6+35) melee
Space/Reach: 30 ft./30 ft.
30 ft./30 ft.
30 ft./30 ft.
Special Attacks: Shatter

Frightful presence, horrific appearance, stomp, stench
Breath weapon
Special Qualities: Construct traits, magic immunity, antimagic field, DR 10/Epic and adamantine
Construct traits, magic immunity, DR 15/Epic and adamantine, negative energy affinity
Construct traits, magic immunity, antimagic field, rustproof, DR 20/Epic and adamantine
Saves: Fort +21, Ref +18, Will +21
Fort +33, Ref +31, Will +33
Fort +32, Ref +30, Will +33
Abilities: Str 70, Dex 5, Con -, Int 7, Wis 10, Cha 1
Str 35, Dex 6, Con -, Int 1 or as controlling spirit, Wis 11 or as controlling spirit, Cha 1 or as controlling spirit
Str 80, Dex 7, Con -,Int 9, Wis 12, Cha 1
Skills: Jump +34

Jump +16 or as controlling spirit
Jump +43
Climate/Terrain Any
Any
Any
Organization: Solitary
Solitary
Solitary
Challenge Rating
24

27

23
Treasure: None

None
None
Alignment: Usually neutral
Neutral evil or neutral
Usually neutral
Advancement: 65-192 HD (Colossal)
None (abilities may vary by level of possessing spirit)
97-288 HD (Colossal)

A colossus, as its name suggests, is a golemlike construct of Colossal size. Colossi are magically created automatons of close to godlike power. Constructing one involves the employment of epic magic and elemental forces.

Combat

Colossi are nigh unstoppable in combat, and rarely miss a target they have chosen to batter. They follow instructions explicitly and are incapable of devising any strategy or tactics.

A colossus’s creator can command it if the colossus is within 120 feet and can see and hear its creator. If uncommanded, a colossus usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the colossus a simple program to govern its actions in his or her absence, such as “Attack all creatures that enter this demiplane” (or only a specific type of creature).

Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.

Magic Immunity (Ex): A colossus completely resists most magical and supernatural effects, except where otherwise noted below.

Antimagic Field (Ex): A colossus constantly generates an antimagic field in a 100-foot-radius. The field is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for the colossus’s own supernatural abilities. This effect is otherwise as an antimagic field cast by a 25th-level caster.

Construction

The construction cost given for each colossus takes into account the physical body and all the materials and spell components that are consumed or become a permanent part of it. Except for the much tougher requirements, constructing a colossus is not unlike constructing a golem.

STONE COLOSSUS

A stone colossus is 70 feet tall and weighs around 250,000 pounds. Its body is of chiseled stone, frequently stylized to suit its creator. For example, it may look like an exact carved replica of its egotistical creator.

A stone colossus cannot speak or make any vocal noise.

COMBAT

Stone colossusi are formidable opponents, being physically powerful and difficult to harm.

Shatter (Su): A stone colossus can use shatter(DC 7) as a free action once every 2 rounds against an opponent’s weapon or other item as a 24th-level caster. The DC is Charisma-based.

Magic Immunity (Ex): A stone colossus is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 1 round, with no saving throw, while transmute mud to rock heals all its lost hit points. A stone to flesh spell has no effect on a stone colossus.

Construction

A stone colossus’s body is chiseled from a single block of hard stone, such as granite, weighing at least 375,000 pounds. The colossus costs 760,000 gp to create, which includes 100,000 gp for the body. Assembling the body requires a successful Craft (sculpting) or Craft (masonry) check (DC 37). The creator must be 25th level and able to cast epic spells. Completing the ritual drains 30,600 XP from the creator and requires geas/quest, limited wish, polymorph any object, and shatter.

FLESH COLOSSUS

The epitome of the necromancer’s art, a flesh colossus spreads terror and destruction in its wake.

A horrific humanoid mass of rotting flesh, a flesh colossus resembles nothing so much as a Colossal zombie, but in fact it is a construct of great power. Its composite construction is revealed only by the coarse texture of its grayish skin.

A flesh colossus knows all languages spoken in life by the ghost who acts as its controlling spirit. When the controlling spirit is suppressed, it mutters in all the tongues spoken by its component corpses.

COMBAT

Unwieldy because of its enormous bulk, a flesh colossus relies upon simple methods that require no finesse—such as tearing up a tree by the roots and using it as an enormous club, lifting wagons or cottages (or any object weighing less than 10 tons) and tossing them like pebbles, grabbing foes and hurling them against walls with a satisfying crunch, or simply stomping any who offend it into the bloody dirt.

Frightful Presence (Ex): All who come within a mile of the flesh colossus must make Will saves (DC 55). Those who make their saves are shaken. Those who fail by 20 points or less are frightened. Those who fail by 21 to 40 points are panicked. Those who fail by 41 points or more are cowering. The DC is Charisma-based.

Horrific Appearance (Su): Once per day, the controlling spirit within a flesh colossus may draw upon the negative energy latent in the construct to transform its countenance into a horrible leering visage: All within 300 feet who see this must make a Fortitude save (DC 55) or take 2d4 points of temporary Strength, Dexterity, and Constitution damage. The DC is Charisma-based.

Stomp (Ex): As a full-round action, a flesh colossus may stomp upon any adjacent foe (that is, any within the area it threatens). Its attack roll modifier for this special attack is +65 (+75 base, -2 Dex, -8 size). If successful, the stomp deals double damage (8d6 +24) and pins the victim until the colossus chooses to release him or her.

Stench (Ex): All creatures with a sense of smell who come within 300 feet of the construct must make a Fortitude save (DC 60) or be nauseated (unable to attack, cast spells, concentrate on spells, or do anything else requiring attention, except for a single move or move-equivalent action per round). Those who succeed on their saves take a -4 circumstance penalty on all attack rolls, saving throws, and skill checks for the next 2d6+4 minutes. The DC is Constitution-based.

Magic Immunity (Ex): A flesh colossus is immune to all magical and supernatural effects except those that use negative energy (see below).

Negative Energy Affinity (Su): Any negative energy spell targeted at the colossus repairs damage taken by the colossus at the rate of 1d10 hit points per level of the spell.

Construction

Only a master necromancer of surpassing power can create a flesh colossus. The bodies of not less than three hundred previously animated Medium-size humanoid creatures must be stripped of their flesh and the bones, which are then rendered in two great vats. The resulting semiliquid bone-paste is then cast into a new articulated skeleton of great size, to which the rendered flesh is applied like wet clay to shape the figure. Finally, the necromancer must bind a ghost of at least 10 HD (the more powerful the better) into the colossus to act as its controlling spirit. Without the controlling spirit, the colossus is just an oversized zombie; with it, it functions as a golem of great size and repugnant appearance. If no ghost is available, the necromancer may occupy the colossus himself by casting magic jar. The colossus costs 760,000 gp to create, which includes 100,000 gp for the body. Assembling the body takes no great skill, and many flesh colossi reveal that fact in their uncouth forms. The creator must be 29th level and able to cast epic spells. Completing the ritual drains 30,600 XP from the creator and requires magic jar, limited wish, polymorph any object, and finger of death.

IRON COLOSSUS

An iron colossus is at least 80 feet tall and weighs around 350,000 pounds. It can be fashioned in any manner, just like a stone colossus, although it almost always displays armor of some sort. Its features are much smoother than those of a stone colossus. Iron colossi sometimes wield Huge exotic weapons in one hand.

An iron colossus cannot speak or make any vocal noise.

COMBAT

When an iron colossus hits (which is pretty much all the time), its strike is almost always potentially lethal, since the death by massive damage rule (see Chapter 8 of the Player’s Handbook) is most likely invoked.

Breath Weapon (Su): Cone of poisonous gas, 80 feet, as a free action every 1d4 rounds, initial damage 3d6 temporary Con, secondary damage 2d6 temporary Con, Fort half (DC 58). The DC is Constitution-based.

Magic Immunity (Ex): An iron colossus is immune to all magical and supernatural effects, except as follows. An electricity effect restores 1 hit point to the iron colossus for each 3 points of damage it would otherwise deal.

Rustproof (Ex): An iron colossus is not affected by rust attacks, unlike smaller iron golems.

Construction

An iron colossus’s body is sculpted from 150,000 pounds of pure iron. The colossus costs 1,000,000 gp to create, which includes 100,500 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 42). The creator must be 35th level and able to cast epic spells. Completing the ritual drains 50,000 XP from the creator and requires cloudkill, geas/quest, limited wish, and polymorph any object.

DEMILICH

Diminutive Undead    

Hit Dice: 21d12 (130 hp)    
Initiative: +7 (+3 Dex, +4 Improved Initiative)    
Speed: Fly 180 ft. (perfect)    
AC: 51 (+4 size, +3 Dex, +5 natural armor, +8 bracers of armor, +2 ring of protection, +21 insight)    
Base Attack/Grapple: +10/-2   
Attack: Touch +35 (10d6+20 plus paralyzing touch) melee   
Full Attack: Touch +35 (10d6+20 plus paralyzing touch) melee   
Space/Reach: 1 ft./0 ft.    
Special Attacks: Trap the soul, fear aura, paralyzing touch, 21st-level wizard spellcaster, Perfect Automatic Still Spell, spell-like abilities    
Special Qualities: Magic immunity, phylactery transference, turn resistance +20, DR 15/Epic and bludgeoning, undead traits, acid resistance 20, fire resistance 20, sonic resistance 20, immune to cold, electricity, polymorph, and mind-affecting attacks.    
Saves: Fort +10, Ref +12, Will +17    
Abilities: Str 10, Dex 16 (with gloves), Con -, Int 39 (with headband), Wis 24, Cha 20    
Skills: Concentration +25, Craft (alchemy) +34, Hide +35, Knowledge (arcana, religion, the planes) +34, Knowledge (history) +26, Listen +27, Move Silently +23, Search +34, Sense Motive +27, Spellcraft +36, Spot +27   
Feats: Brew Potion, Combat Casting, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness    
Epic Feats: Automatic Quicken Spell, Blinding Speed, Improved Spell Capacity (10th), Tenacious Magic (any)    
Climate/Terrain: Any    
Organization: Solitary    
Challenge Rating: 29    
Treasure: Standard    
Alignment: Neutral evil    
Advancement: By character class    

Demiliches are wiser, older, and far deadlier than common liches.

A demilich often appears as a single skull whose eye and tooth sockets have been fitted with costly gems. Other demiliches might appear as gem-encrusted bones of another type, such as a skeletal hand or spine. The gems gleam wickedly with the light of stolen souls being slowly devoured.

Particularly powerful liches sometimes learn the secret of fashioning soul gems, and so evolve to demilichdom. Demiliches are free to roam distant planes in astral form, leaving behind their physical remains to brood in dark tombs of horror. In their planar wanderings, which span centuries, demiliches seek to discover all the secrets of the multiverse, and beyond, applying themselves to the study of epic spells, the location of unique artifacts, and the keys to release and control imprisoned abominations. Many pursue plans far deeper, which may eventually win them control of vast stretches of the multiverse, or even grant them the sparks of godhood.

Demiliches speak the languages they knew as liches and as living creatures.

COMBAT

While demiliches are steeped in the knowledge of fell spells and defensive magic, they are usually content to trust to their innate defenses and magic immunity, as well as their ability to suck the soul right from the body of those who displease it.

Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fortitude saving throw (DC 36). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. The DC is Charisma-based

Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 19) or be affected as though by fear as cast by a 21st-level caster. The DC is Charisma-based.

Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 36) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.

Spells: The demilich can cast any spells it could cast as a lich. This sample demilich was a 21st-level wizard (spells per day: 4/12/8/7/7/7/7/6/6/6/3). The last three spell slots are 10th-level slots and available for 0-9th level metamagic spells.

Perfect Automatic Still Spell (Ex): A demilich can cast all the spells it knows without gestures.

Spell-Like Abilities: Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are all 36. The DC is Charisma-based.

At will - alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I-IX, telekinesis, weird;

2/day - greater planar ally.

Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.

Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. The sample demilich “wears” bracers of armor +8, headband of intellect +6, pink Ioun stone, ring of wizardry I, ring of protection +2, and gloves of Dexterity +2.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.

CREATING A DEMILICH

“Demilich” is a template that can be added to any lich. It uses all the lich’s statistics and special abilities except as noted here. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.

Size: Medium-size and Large liches become Diminutive demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches.

Hit Dice: As lich.

Speed: Change to fly 180 ft. (perfect). The lich’s supernatural (not natural) fly speed, if any, is also retained.

AC: The demilich retains the lich’s +5 natural armor bonus and gains an insight bonus equal to AC equal to its Hit Dice, as well as a probable size adjustment to AC.

Attack: The demilich gains an insight bonus equal to its Hit Dice as a bonus on its touch attacks.

Damage: The demilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire flying skull to make the touch attack), including paralyzing touch. The demilich’s touch attack uses negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with other natural attacks lose them.

Special Attacks: The demilich retains all the lich’s special attacks and also gains those described below.

Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich’s HD + demilich’s Cha modifier). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save.

Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 14 + demilich’s Cha modifier) or be affected as though by fear as cast by a 21st-level caster.

Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich’s HD + demilich’s Cha modifier) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.

Spells: The demilich can cast any spells it could cast as a lich.

Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.

Spell-Like Abilities: Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + the demilich’s HD + the demilich’s Charisma modifier.

At will - alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I-IX, telekinesis, weird;

2/day - greater planar ally.

Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.

Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.

Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.

Turn Resistance (Ex): A demilich has turn resistance +20.

Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15  points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).

Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.

Saves: Same as the lich.

Abilities: A demilich gains +10 to Intelligence, Wisdom, and Charisma.

Skills: Demiliches receive a +20 racial bonus on HideListenMove SilentlySearchSense Motive, and Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).

Feats: Same as the lich.

Epic Feats: Demiliches gain the feats Blinding SpeedTenacious Magic, and Automatic Quicken Spell.

Climate/Terrain: Same as the lich.

Organization: Solitary or consistory (1 demilich and 3-6 liches).

Challenge Rating: Same as the lich + 6.

Treasure: Same as the lich.

Alignment: Any evil.

Advancement: By character class.


DEMILICH CHARACTERS

The process of becoming a demilich can be undertaken only by a lich acting of its own free will. The demilich retains all class abilities it had as a lich.


CREATING SOUL GEMS

Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.

DEVASTATION VERMIN


Devastation Centipede
Colossal Vermin

Devastation Spider
Colossal Vermin
Hit Dice: 128d8+1,152 (1,728 hp)    

128d8+1,280 (1,856 hp)
Initiative: +13 (Dex)
+14 (Dex)
Speed: 80 ft.
60 ft., climb 40 ft. (80 ft., climb 40 ft.)
Armor Class: 55 (-8 size, +13 Dex, +40 natural)
58 (-8 size, +14 Dex, +42 natural)
Base Attack/Grapple: +96/+128   

+96/+125
Attack: Bite +99 (20d10+16 plus poison) melee

Bite +101 (18d10+19 plus poison) melee
Full Attack: Bite +99 (20d10+16 plus poison) melee
Bite +101 (18d10+19 plus poison) melee
Space/Reach: 50 ft./40 ft.
50 ft./40 ft.
Special Attacks: Poison
Poison
Special Qualities: Darkvision 300 ft., SR 50, DR 10/-
Darkvision 300 ft., SR 50, DR 10/-
Saves: Fort +75, Ref +55, Will +42

Fort +76, Ref +56, Will +42
Abilities: Str 33, Dex 37, Con 29, Int -, Wis 10, Cha 2
Str 37, Dex 39, Con 30, Int -, Wis 10, Cha 2
Skills: Climb +19, Hide +1, Jump +31, Spot +8

Climb +21, Hide +2 (-2), Jump +25 (+39), Move Silently +14, Spot +8 (+12)
Climate/Terrain: Any land
Any land
Organization: Solitary or cluster (2-5)

Solitary or cluster (2-5)
Challenge Rating: 39

41
Treasure: None
None
Alignment: Always neutral
Always neutral
Advancement: None
None


Devastation Scorpion
Colossal Vermin

Devastation Beetle
Colossal Vermin
Hit Dice: 128d8+1,408 (1,984 hp)

128d8+2,304 (2,880 hp)
Initiative: +12 (Dex)
+10 (Dex)
Speed: 100 ft.

70 ft.
Armor Class: 60 (-8 size, +12 Dex, +46 natural)
72 (-8 size, +10 Dex, +60 natural)
Base Attack/Grapple: +96/+126

+96/+128
Attack: 2 claws +102 melee, sting +97 melee        

Bite +104 melee
Full Attack: Claw 10d10+14, sting 8d10+7 plus poison
Bite 25d10+24
Space/Reach: 50 ft./40 ft.
50 ft./40 ft.
Special Attacks: Improved grab, squeeze, poison
Trample 30d10+24, acid cloud
Special Qualities: Darkvision 300 ft., SR 50, DR 15/-
Darkvision 300 ft., SR 60, DR 20/-
Saves: Fort +77, Ref +54, Will +42   

Fort +84, Ref +52, Will +42
Abilities: Str 38, Dex 35, Con 32, Int -, Wis 10, Cha 2
Str 42, Dex 31, Con 46, Int -, Wis 10, Cha 9
Skills: Climb +22, Hide +4, Jump +42, Spot +8
Jump +31, Listen +0, Spot +0
Climate/Terrain: Any land
Any land
Organization: Solitary or cluster (2-5)
Solitary or cluster (2-5)
Challenge Rating: 42

50
Treasure: None
None
Alignment: Always neutral

Always neutral
Advancement: None
None

Devastation vermin are mindless agents of destruction, time-forgotten remnants from an alternate multiverse that comes into synch with our own only once every few thousand eons.

Devastation vermin are creatures that have slumbered beneath the surface of the earth for untold centuries, hidden away and undisturbed. Often, devastation vermin are awakened by the encroachment of civilization into their nests, or the area above them. When disturbed, devastation vermin erupt from the soil with ravenous appetites, leaving swaths of destruction in their paths as they feed.

Vermin Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

DEVASTATION CENTIPEDE

Devastation centipedes can cover vast distances quickly, consuming Large and smaller creatures as they travel.

Combat

In addition to its powerful bite, the devastation centipede has a lethal poison it can use to render its prey helpless.

Poison (Ex): Bite, Fort save (DC 93); initial and secondary damage 2d12 temporary Dex.

Skills: Devastation centipedes receive a +8 racial bonus on ClimbHide, and Spot checks.

DEVASTATION SPIDER

The devastation spider is an aggressive predator that comes in two types: the hunter and the web spinner. The hunter hunts its prey rather than using its webs to trap food (though it does still possess the capability to spin webs, using them as its nest), while the web spinner uses a sheet web to trap prey. Hunting spiders are faster (their higher speed values are given in parentheses).

Combat

Devastation spiders use their poisonous bite to subdue or kill prey.

Poison (Ex): Bite, Fort save (DC 94); initial and secondary damage 2d12 temporary Con.

Web (Ex): Both types of devastation spiders often wait in their webs, then lower themselves silently on silk strands and leap onto prey passing underneath. A single web strand is strong enough to support the spider and one creature of Gargantuan size.

Web-spinning devastation spiders can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 150 feet, with a range increment of 30 feet, and is effective against targets of up to Gargantuan size . The web anchors the target in place, allowing no movement.

An entangled creature can escape with a successful Escape Artist check (DC 38) or burst it with a Strength check (DC 44). Both are standard actions.

Web-spinning spiders often create sheets of sticky webbing about 1,000 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 24 hit points, and sheet webs have damage reduction 20/fire. A devastation spider can move across its own sheet web at its climb speed and can determine the exact location of any creature caught in the web

Skills: Web-spinning devastation spiders receive a +4 racial bonus on Hide and Spot checks. Hunting spiders receive a +6 racial bonus on Jump checks and a +8 racial bonus on Spot checks (using the modifiers given in parentheses). *All devastation spiders gain a +8 competence bonus on Hide and Move Silently checks when using their webs.

DEVASTATION SCORPION

The devastation scorpion is an aggressive hunter, scuttling quickly through terrain in search of food.

Combat

In addition to its deadly claws, the devastation scorpion has a highly toxic sting from its tail.

Improved Grab (Ex): To use this ability, the devastation scorpion must hit with its claw attack. If it gets a hold, it hangs on and squeezes.

Squeeze (Ex): A devastation scorpion that gets a hold on a Gargantuan or smaller opponent automatically deals damage with both claws and its sting.

Poison (Ex): Sting, Fort save (DC 95); initial and secondary damage 2d12 temporary Str.

Skills: Devastation scorpions receive a +4 racial bonus on ClimbHide, and Spot checks.

DEVASTATION BEETLE

Devastation beetles are ravenous when they first appear, consuming anything and everything in the vicinity.

Combat

A devastation beetle uses both its sheer bulk and its special abilities to get to food.

Trample (Ex): A devastation beetle can trample Gargantuan and smaller creatures for 30d10+24 points of damage. Opponents who do not make attacks of opportunity against the devastation beetle can attempt a Reflex save (DC 90) to halve the damage.

Acid Cloud (Ex): A devastation beetle exudes a constant vapor that radiates outward in every direction for 60 feet. This vapor deals 6d6 points of acid damage each round to anyone caught in the cloud.

DRAGON, ADVANCED

Like dragons in the Monster Manual—and the new varieties presented in this chapter—have twelve age categories, from wyrmling to great wyrm. The advancement rules in the Monster Manual allow dragons theoretically infinite progression even beyond the stage of great wyrm. This book lets dragons improve more than their Hit Dice as they progress to epic heights of power.

Age Category: A standard dragon (including all the dragons in the Monster Manual and Monster Compendium: Monsters of Faerûn) gains one “virtual age category” for every 3 Hit Dice it gains beyond the great wyrm stage. A 61-HD red dragon, with 21 more Hit Dice than a standard great wyrm, has gained seven virtual age categories, meaning its effective age category is nineteen. Abilities that function once per day per age category or otherwise use the dragon’s age category as part of a calculation use this adjusted number.

Epic dragons (the force dragon and prismatic dragon) gain one age category per 5 Hit Dice beyond great wyrm.

Size: One important element of dragon advancement is increasing size. The dragons that don’t reach Colossal size by the great wyrm stage can never reach it according to the standard advancement rules. When advancing a dragon, consider its basic size group: lesser (white, black, brass, and copper dragons), ordinary (green, blue, and bronze dragons), greater (silver, red, and gold), or epic (force and prismatic). A dragon that is Tiny as a wyrmling is in the lesser group, a dragon that is Small as a wyrmling and never reaches Colossal size is in the ordinary group, and a dragon that is Small to Large as a wyrmling and reaches Colossal by the great wyrm stage is in the greater group. A lesser dragon becomes Colossal when it gains two age categories (6 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). An ordinary dragon becomes Colossal when it gains one age category (3 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). A greater dragon becomes Colossal+ when it gains four age categories (12 HD) more than it needed to reach the Colossal size.
Epic dragons, already Colossal+ by the time they reach the great wyrm stage, do not increase in size thereafter. Use the information presented under the epic dragon entry, below, to determine the statistics of a Colossal+ dragon.

Armor Class: A dragon’s natural armor bonus increases by +1 for every Hit Die it gains beyond the great wyrm stage. (This rule applies for lesser dragon advancement as well, since natural armor and Hit Dice always increase at the same rate.)

Breath Weapon: If a dragon’s breath weapon deals damage, the damage typically increases by 2 dice for every virtual age category the dragon gains. The two exceptions among standard dragons are the brass and white dragons, whose breath weapon damage increases by only 1 die per age category. The saving throw DC against a dragon’s breath weapon remains 10 + 1/2 the dragon’s Hit Dice + its Constitution modifier.

Spell Resistance: For standard advanced dragons, spell resistance increases by 2 per additional age category. For epic dragons, spell resistance increases by 3 (for force dragons) or 6 (for prismatic dragons) per additional age category.

Speed: When a dragon becomes Colossal, its fly speed increases by 50 feet and its maneuverability becomes clumsy. When it reaches Colossal+, its fly speed increases by another 50 feet, and its maneuverability remains clumsy. A dragon’s land speed and other special movement types (swim, burrow, and so on) do not change.

Ability Scores: A great wyrm’s Strength and Constitution scores both increase by +2 for every virtual age category the dragon gains. Its Dexterity remains unchanged. Its Intelligence, Wisdom, and Charisma increase by +2 for every two age categories the dragon gains.

Special Abilities: Dragons do not gain additional spell-like abilities, but their damage reduction continues to increase as they gain Hit Dice. For most dragons (the exceptions being the force and prismatic dragons), the great wyrm’s damage reduction increases to 15/epic after exceeding the great wyrm age category and the dragon’s natural weapons count as epic weapons for the purposes of bypassing damage reduction.
Force and prismatic dragons have the following DR progression: wyrmling 10/magic, young 15/magic, young adult 15/epic, mature adult 20/epic, very old 25/epic.

Caster Level: A great wyrm’s caster level increases by 2 for every virtual age category the dragon gains. As with the epic dragons described later, advanced dragons gain the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th.

Feats: Like ordinary dragons, advanced dragons receive one feat for every 3 Hit Dice they have. Feats gained after the dragon attains great wyrm status can be epic feats.

Challenge Rating: For standard dragons, CR increases by 2 per additional age category. For epic dragons, CR increases by 3 per additional age category. All other dragon statistics are as presented for dragons in general and specific dragon varieties.

DRAGON, EPIC

Like other dragons, force and prismatic dragons are gigantic, winged, reptilian creatures. The epic dragons entirely outside the commonly accepted categories of chromatic and metallic dragons, and may originate on another plane of existence. They are further distinguished from the common dragons described in the Monster Manual by their tremendous size (even at hatching), their longer life span (with correspondingly greater increases in power as they age), and their mastery of unusual energy forms—force and prismatic energy.

While common dragons are easily categorized by alignment and temperament, epic dragons display much more individual variation in these areas. Dragons of both varieties are usually neutral, pursuing their own interests rather than the great causes of alignment conflict. Some are extremely selfish and ill-tempered, while others are as beneficent as gold dragons. Like other dragons, however, almost all epic dragons covet and hoard wealth.

All epic dragons speak Draconic.

Epic Dragon Age Categories

Category Age (Years)
1 Wyrmling 0–10
2 Very young 11-30
3 Young 31-50
4 Juvenile 51-100
5 Young adult 101-200
6 Adult 201-400
7 Mature adult 401-800
8 Old 801-1,200
9 Very old 1,2001-1,600
10 Ancient 1,601-2,000
11 Wyrm 2,001-2,400
12 Great wyrm 2,401+
COMBAT

Epic dragons share all the combat characteristics of standard dragons. Even wyrmling epic dragons are Huge, however, and are capable of making tail sweep and crush attacks. Although there is no size category larger than Colossal, the oldest epic dragons have a greater reach and deal more damage with their attacks than other Colossal dragons, as shown on the Epic Dragon Face and Reach and Epic Dragon Attacks tables below. In addition, the breath weapon of the oldest epic dragons is a larger cone than most Colossal dragons possess. The size modifier for these dragons remains -8.

Epic Dragon Space and Reach

Size Space/Reach*
Huge 15 ft./10 ft.
Gargantuan 20 ft./15 ft.
Colossal 30 ft./20 ft.
Colossal+
30 ft./20 ft.


Epic Dragon Attacks

Size 1 Bite 2 Claws 2 Wings 1 Tail Slap 1 Crush 1 Tail Sweep
Huge 2d8 2d6 1d8 2d6 2d8 2d4
Gargantuan 4d6 2d8 2d6 2d8 4d6 2d6
Colossal 4d8 4d6 2d8 4d6 4d8 2d8
Colossal+
8d6
4d8
4d6
4d8
8d6
4d6

Epic Dragon Breath Weapons
Dragon Size Cone* (Length)
Huge 50 ft.
Gargantuan 60 ft.
Colossal 70 ft.
Colossal+
80 ft.
* A cone is as high and wide as its length.

Wyrmling epic dragons possess certain abilities that common dragons do not acquire until later in life, including frightful presence, spellcasting, and spell resistance. An epic dragon with a caster level above 20th gains the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th. Any epic dragon can choose epic feats for which it otherwise meets the prerequisites. Epic dragons also have access to dragon feats, as well as the additional feats described in this book.

Empower Spell-Like Ability: An epic dragon can apply the Empower Spell feat to one of its spell-like abilities that it can use at least twice per day. If the dragon has limited use of the spell-like ability, the empowered ability uses up two uses of the ability. If the dragon can use the ability at will, there is no cost for empowering the ability. The dragon does not need to specify a spell-like ability when it chooses this feat; it can apply the feat to any spell-like ability it possesses.

Maximize Spell-Like Ability: The dragon can apply the Maximize Spell feat to one of its spell-like abilities that it can use at least three times per day. If the dragon has limited use of the spell-like ability, the maximized ability uses up three uses of the ability. If the dragon can use the ability at will, there is no cost for maximizing the ability. The dragon does not need to specify a spell-like ability when it chooses this feat; it can apply the feat to any spell-like ability it possesses.

Epic dragons fly even faster than common dragons, and can cover greater distances.

Epic Dragon Overland Flying Speeds


Flight Speed

250 feet 300 feet 350 feet
One Hour
Normal 40 miles 50 miles 60 miles
Hustle 80 miles 100 miles 120 miles
One Day
Normal 320 miles 400 miles 480 miles

Except as noted here, epic dragons conform to the general information that applies to all dragons given.

FORCE DRAGON

Dragon (Force)

Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 13; very young 19; young 21; juvenile 25; young adult 28; adult 31; mature adult 35; old 37; very old 39; ancient 43; wyrm 50; great wyrm 59
Treasure: Double standard
Alignment: Usually neutral
Advancement Range: Wyrmling 21-24 HD (Huge); very young 26-29 HD (Huge); young 31-34 HD (Gargantuan); juvenile 36-39 HD (Gargantuan); young adult 41-44 HD (Gargantuan); adult 46-49 HD (Gargantuan); mature adult 51-54 HD (Colossal); old 56-59 HD (Colossal); very old 61-64 HD (Colossal); ancient 66-69 HD (Colossal); wyrm 71-74 HD (Colossal+); great wyrm 76+ HD (Colossal+)


Force Dragons by Age

Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon DC
Frightful
Presence DC
Wyrmling H
20d12+100 (230)
31
10
21
18
19
18
+20/+38
+28
+17
+12
+16
5d12 (25)
24
Very young H
25d12+150 (312)
35
10 23
22
23
22
+25/+45
+35
+20
+14
+20
10d12 (28)
28
Young G
30d12+210 (405)
39
10 25
26
27
26
+30/+56
+40
+24
+17
+25
15d12 (32)
33
Juvenile G
35d12+315 (542)
43
10 29
30
31
30
+35/+63
+47
+28
+19
+29
20d12 (36)
37
Young adult G
40d12+440 (700)
47
10 33
34
35
34
+40/+70
+54
+33
+22
+34
25d12 (41)
42
Adult G
45d12+585 (877)
51
10 37
38
39
38
+45/+77
+61
+37
+24
+38
30d12 (45)
46
Mature adult C
50d12+750 (1,075)
55
10 41
42
43
42
+50/+88
+64
+42
+27
+43
35d12 (50)
51
Old C
55d12+935 (1,292)
59
10 45
46
47
46
+55/+95 +71
+46
+29
+47
40d12 (54)
55
Very old C
60d12+1,140 (1,530)
63
10 49
50
51
50
+60/+102
+78
+51
+32
+52
45d12 (59)
60
Ancient C
65d12+1,365 (1,787)
67
10 53
54
55
54
+65/+109
+85
+55
+34
+56
50d12 (63)
64
Wyrm C+
70d12+1,610 (2,065)
71
10 57
58
59
58
+70/+116
+92
+60
+37
+61
55d12 (68)
69
Great wyrm C+
75d12+1,875 (2,362)
75
10 61
62
63
62
+75/+123
+99
+64
+39
+65
60d12 (72)
73


Force Dragon Abilities by Age

Age Speed Initiative Armor Class Special Abilities Caster
Level
SR
Wyrmling 60 ft., fly 250 ft. (poor)
+0 31 (-2 size, +4 deflection, +19 natural), touch 12, flat-footed 31
Damage reduction 10/magic, deflecting force, immune to force
3rd
24
Very young 60 ft., fly 250 ft. (poor)
+0 38 (-2 size, +6 deflection, +24 natural), touch 14, flat-footed 38

6th
27
Young 60 ft., fly 300 ft. (clumsy)
+0 43 (-4 size, +8 deflection, +29 natural), touch 14, flat-footed 43
Damage reduction 15/magic
9th
30
Juvenile 60 ft., fly 300 ft. (clumsy)
+0 50 (-4 size, +10 deflection, +34 natural), touch 16, flat-footed 50
resilient sphere, blur 12th
33
Young adult 60 ft., fly 300 ft. (clumsy)
+0 57 (-4 size, +12 deflection, +39 natural), touch 18, flat-footed 57
Damage reduction 15/epic
15th
36
Adult 60 ft., fly 300 ft. (clumsy)
+0 64 (-4 size, +14 deflection, +44 natural), touch 20, flat-footed 64
Wall of force  18th
39
Mature adult 60 ft., fly 300 ft. (clumsy)
+0 67 (-8 size, +16 deflection, +49 natural), touch 18, flat-footed 67
Damage reduction 20/epic
21st
42
Old 60 ft., fly 300 ft. (clumsy)
+0 74 (-8 size, +18 deflection, +54 natural), touch 20, flat-footed 74
Forcecage, displacement 24th
45
Very old 60 ft., fly 300 ft. (clumsy)
+0 81 (-8 size, +20 deflection, +59 natural), touch 22, flat-footed 81
Damage reduction 25/epic
27th
48
Ancient 60 ft., fly 300 ft. (clumsy)
+0 88 (-8 size, +22 deflection, +64 natural), touch 24, flat-footed 88
Maze 30th
51
Wyrm 60 ft., fly 350 ft. (clumsy)
+0 95 (-8 size, +24 deflection, +69 natural), touch 26, flat-footed 95

33rd
54
Great wyrm 60 ft., fly 350 ft. (clumsy)
+0 102 (-8 size, +26 deflection, +74 natural), touch 28, flat-footed 102
telekinetic sphere, invisibility
36th
57

Force dragons are arrogant and aloof, tending to prefer solitude and isolation from the masses of what they consider lesser creatures. The only other creatures they respect are prismatic dragons and certain deities.

A wyrmling force dragon hatches from an egg the size of a farmer’s hut, and emerges covered in glittering scales like tiny diamonds. As it ages, its scales become less brilliant, but they still refract light—often surrounding the dragon in a shimmering haze of light. Great wyrm force dragons are naturally invisible, since their light passes smoothly through their bodies. A force dragon’s translucent scales thicken and harden as it ages, making a great dragon’s hide nearly as impenetrable as a wall of force. Unlike nonepic dragons, force dragons have no odor whatsoever.

Force dragons lair in remote regions far from civilization, but show no marked preference for one terrain type over any other. Ancient forests, forbidding mountains, vast deserts, and yawning subterranean chasms are all potential lairs for these reclusive beings. Despite their massive size, force dragons eat very little, alternating periods of active eating with long sleeps. They eat any kind of meat, but sages speculate that they also feed on force effects or even on raw magical power.

COMBAT

Force dragons rarely seek out combat, but they lash out against intruders in their domains with incredibly ferociry, attacking unceasingly until the foes are dead or driven away. They have little interest in conversation, since they doubt that any lesser intellect could possess knowledge that would surpass its own. They prefer using their breath weapons for attack, and use their spell-like abilities to separate their opponents and confine dangerous foes.

Breath Weapon (Su): A force dragon has one type of breath weapon, a cone of force that tears through creatures and objects in its area to devastating effect.

Immune to Force (Ex): A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force.

Deflecting Force (Su): A force dragon is protected by a shield of force that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus.

Blur (Su): When a force dragon reaches juvenile age, the force surrounding its body distorts the light around it so that it is hard to discern the dragon’s exact location. This functions as a continuous blur spell, giving the dragon concealment (20% miss chance).

Displacement (Su): An old force dragon’s deflecting force bends light even more extremely, giving the dragon the benefit of the displacement spell (50% miss chance). This supersedes its blur ability.

Invisibility (Su): A great wyrm force dragon is a creature of pure force, and is completely invisible (as though protected by greater invisibility). A creature that can see invisible creatures must still contend with the dragon’s displacement ability.

Spell-Like Abilities: The DCs are Charisma-based.

3/day - forcecage, maze, resilient sphere, telekinetic sphere, wall of force.


Sample Force Dragon,Adult

Gargantuan Dragon (Force)

Hit Dice: 45d12+585 (877 hp)
Initiative: +0
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 64 (-4 size, +14 deflection, +44 natural)
Base Attack/Grapple: +45/+77
Attack:  Bite +61 (4d6+20/19-20) melee
Full Attack: Bite +61 (4d6+20/19-20) melee, 2 claws +56 (2d6+10/19-20) melee, 2 wings +56 (2d6+10/19-20) melee, tail slap +56 (2d8+30/19-20) melee
Space/Reach: 20 ft./15 ft.
Special Attacks: Crush 4d6+30 (DC 45), tail sweep 2d6+30 (DC 45), breath weapon, frightful presence (DC 46), spells (caster level 18th), spell-like abilities
Special Qualities: Immunities, DR 15/epic, SR 39, blindsense 60ft., keen senses, deflecting force, blur (20% miss chance)
Saves: Fort +37, Ref +24, Will +38
Abilities: Str 51, Dex 10, Con 37, Int 38, Wis 39, Cha 38
Skills: Appraise +50, Bluff +62, Concentration +61, Craft (alchemy) +50, Diplomacy +74, Escape Artist +48, Gather Information +20, Intimidate +68, Jump +32, Knowledge (all) +56, Listen +64, Search +72, Sense Motive +50, Spellcraft +68, Spot +74
Feats: Alertness, Cleave, Combat Reflexes, Empower Spell-Like Ability, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Critical (tail slap), Improved Initiative, Improved Sunder, Maximize Spell-Like Ability, Power Attack, Spell Knowledge, Wingover
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 31
Treasure: Double standard
Alignment: Usually neutral
Advancement: 46-49 HD (Gargantuan)

A force dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Breath Weapon (Su): Cone of force, 60 ft., damage 30d12, Ref half (DC 45). The DC is Constitution-based.

Spell-Like Abilities: 3/day-resilient sphere, wall of force. Caster level 18th; save DC 24 + spell level.

Immunities (Ex): Immune to sleep and paralysis, immune to force effects.

Sorcerer Spells Known (6/10/10/ 9/9/9/9/8/7/5; base DC 24 + spell level):

0 - arcane mark, dancing lights, detect magic, flare, ghost sound, light, mending, open/close, read magic;

1st - disguise self, comprehend languages, detect secret doors, magic missile, true strike;

2nd - bull’s strength, cat’s grace, darkness, locate object, mirror image;

3rd - clairaudience/clairvoyance, fireball, haste, lightning bolt;

4th - charm monster, greater invisibility, scrying, stoneskin;

5th - contact other plane, dream, hold monster, teleport;

6th - analyze dweomer, greater dispel magic, true seeing;

7th - forcecage, spell turning, summon monster VII;

8th - polymorph any object, protection from spells;

9th - time stop.

Possessions: Crystal ball with true seeing, circlet of eyes*, pearl of power (7th-level spell), 8,000 gp. *Variant of robe of eyes; benefit included in Search and Spot skill modifiers


PRISMATIC DRAGON

Dragon (Light)

Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 14; very young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old 48; very old 52; ancient 57; wyrm 61; great wyrm 66
Treasure: Double standard
Alignment: Usually neutral
Advancement Range: Wyrmling 24-27 HD (Huge); very young 29-32 HD (Huge); young 34-37 HD (Gargantuan); juvenile 39-42 HD (Gargantuan); young adult 44-47 HD (Gargantuan); adult 49-52 HD (Gargantuan); mature adult 54-57 HD (Colossal); old 59-62 HD (Colossal); very old 64-67 HD (Colossal); ancient 69-72 HD (Colossal+); wyrm 74-77 HD (Colossal+); great wyrm 79+ HD (Colossal+)

Prismatic Dragons by Age

Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon DC
Frightful
Presence DC
Wyrmling H
23d12+138 (287)
29
10
23
20
21
20
+23/+40
+30
+19
+13
+18
27
26
Very young H
28d12+196 (378)
33
10 25
24
25
24
+28/+47
+37
+23
+16
+23
32
31
Young G
33d12+297 (511)
37
10 29
28
29
28
+33/+58
+42
+27
+18
+27
35
35
Juvenile G
38d12+418 (665)
41
10 33
32
33
32
+38/+65
+49
+32
+21
+32
40
40
Young adult G
43d12+559 (838)
45
10 37
36
37
36
+43/+72
+56
+36
+23
+36
44
44
Adult C
48d12+720 (1,032)
49
10 41
40
41
40
+48/+83
+59
+41
+26
+41
49
49
Mature adult C
53d12+901 (1,245)
53
10 45
44
45
44
+53/+90
+66
+45
+28
+45
53
53
Old C
58d12+1,102 (1,479)
57
10 49
48
49
48
+58/+97
+73
+50
+31
+50
58
58
Very old C
63d12+1,323 (1,732)
61
10 53
52
53
52
+63/+104
+80
+54
+33
+54
62
62
Ancient C+
68d12+1,564 (2,006)
65
10 57
56
57
56
+68/+111
+87
+59
+36
+59
67
67
Wyrm C+
73d12+1,825 (2,299)
69
10 61
60
61 60
+73/+118
+94
+63
+38
+63
71
71
Great wyrm C+
78d12+2,106 (2,613)
73
10 65
64
65
64
+78/+125
+101
+68
+41
+68
76
76


Prismatic Dragon Abilities by Age

Age Speed Initiative Armor Class Special Abilities Caster
Level
SR
Wyrmling 60 ft., fly 250 ft. (poor)
+0 35 (-2 size, +5 deflection, +22 natural), touch 13, flat-footed 35
Damage reduction 10/magic, deflecting force, hypnotic pattern, immune to light and blindness
5th
24
Very young 60 ft., fly 250 ft. (poor)
+0 42 (-2 size, +7 deflection, +27 natural), touch 15, flat-footed 42

8th
30
Young 60 ft., fly 300 ft. (clumsy)
+0 47 (-4 size, +9 deflection, +32 natural), touch 15, flat-footed 47
Damage reduction 15/magic
11th
36
Juvenile 60 ft., fly 300 ft. (clumsy)
+0 54 (-4 size, +11 deflection, +37 natural), touch 17, flat-footed 54
Rainbow pattern 13th
42
Young adult 60 ft., fly 300 ft. (clumsy)
+0 61 (-4 size, +13 deflection, +42 natural), touch 19, flat-footed 61
Damage reduction 15/epic
17th
48
Adult 60 ft., fly 300 ft. (clumsy)
+0 64 (-8 size, +15 deflection, +47 natural), touch 17, flat-footed 64
Sunbeam 20th
54
Mature adult 60 ft., fly 300 ft. (clumsy)
+0 71 (-8 size, +17 deflection, +52 natural), touch 19, flat-footed 71
Damage reduction 20/epic
23rd
60
Old 60 ft., fly 300 ft. (clumsy)
+0 78 (-8 size, +19 deflection, +57 natural), touch 21, flat-footed 78
Sunburst 26th
66
Very old 60 ft., fly 300 ft. (clumsy)
+0 85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85
Damage reduction 25/epic
29th
68
Ancient 60 ft., fly 350 ft. (clumsy)
+0 92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92
Prismatic wall 32nd
74
Wyrm 60 ft., fly 350 ft. (clumsy)
+0 99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99

35th
80
Great wyrm 60 ft., fly 350 ft. (clumsy)
+0 106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106
Prismatic sphere 38th
86

Prismatic dragons are flamboyant, personable, and charming, quite unlike the aloof force dragons, despite being their undeniable superiors. They enjoy the wild diversity of life, particularly the incredible spectrum of human personality. Though they rarely venture into humanoid communities, they enjoy visitors to their remote lairs and rarely attack any creature unless provoked.

A wyrmling prismatic dragon is covered in tiny, brightly reflective scales and surrounded by a shimmering aura of multicolored light. Even the scales of great wyrm are very small and fine, making its skin appear as smooth as a snake’s, though the brilliant scales are virtually invulnerable. Like force dragons, prismatic dragons are completely odorless.

Prismatic dragons make their lairs wherever they please. While some prefer remote fastnesses far from any sign of civilization, others choose to live in sea caves just outside a port city, in the ruins overlooking a bustling trading town, or in the forest just beyond a hamlet’s pasture land. They seem to eat a small amount relative to their size, and are generally careful to hunt over a wide range of territory to avoid depleting resources or angering local cattle herders. They eat any kind of meat, and may in fact derive sustenance from light.

COMBAT

A prismatic dragon fights only if it is attacked, preferring to engage unwitting intruders in conversation to expand its experience of the quirks and foibles of other creatures. When one does fight, it uses its breath weapon, melee attacks, and spell-like abilities in dreadful concert, carefully selecting the right attack for the right opponent.

Breath Weapon (Su): A prismatic dragon has one type of breath weapon, a prismatic spray effect. The breath weapon’s cone is of the size indicated by the dragon’s size, not the normal cone for the spell.

Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus.

Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including Evocation [Light] spells, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness.

Spell-Like Abilities: The DC is Charisma-based.

At will - hypnotic pattern, rainbow pattern;

3/day - prismatic sphere, prismatic wall, sunbeam, sunburst.

Sample Prismatic Dragon, Old

Colossal Dragon

Hit Dice: 58d12+1,102 (1,479 hp)
Initiative: +4 (Improved Initiative)
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 78 (-8 size, +19 deflection, +57 natural)
Base Attack/Grapple: +58/+97
Attack:  Bite +74 (4d8+23/19-20) melee
Full Attack:  Bite +74 melee, 2 claws +69 (4d6+11) melee, 2 wings +68 (2d8+11) melee, tail slap +69 (4d6+34) melee
Space/Reach: 30 ft./20 ft
Special Attacks: Crush 4d8+34 (DC 58), tail sweep 2d8+34 (DC 58), breath weapon, frightful presence (DC 58), spells (caster level 26th), spell-like abilities
Special Qualities: Immunities, DR 20/epic, SR 66, blindsight, keen senses, deflecting force
Saves: Fort +50, Ref +31, Will +50
Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha 48
Skills: Balance +67, Bluff +80, Climb +84, Concentration +80, Diplomacy +92, Disable Device +80, Escape Artist +61, Gather Information +86, Heal +80, Intimidate +86, Jump +102, Knowledge (all) +80, Listen +80, Move Silently +61, Open Lock +61, Perform (any two) +80, Search +80, Sense Motive +80, Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use Magic Device +80
Feats: Blinding Speed (x2), Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack, Quicken Spell-Like Ability, Snatch, Spell Knowledge (x4), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 off-spring)
Challenge Rating: 48
Treasure: Double standard
Alignment: Usually neutral
Advancement: 59-62 HD (Colossal)

A prismatic dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Breath Weapon (Su): Cone of prismatic spray, 70 ft., effect as spell, Ref half (DC 58).

Spell-Like Abilities: At will-hypnotic pattern, rainbow pattern; 3/day-sunbeam, sunburst. Caster level 26th; save DC 29 + spell level. The DC is Charisma-based.

Immunities (Ex): Immune to sleep and paralysis effects, immune to light and blindness effects.

Sorcerer Spells Known (6/11/11/11/10/10/10/10/9/11; base DC 29 + spell level):

0 - dancing lights, daze, detect magic, ghost sound, light, prestidigitation, ray of frost, read magic, resistance;

1st - enlarge person, mage armor, magic missile, shield, true strike, unseen servant;

2nd - alter self, blur, darkness, detect thoughts, levitate;

3rd - blink, fireball, greater magic weapon, haste, tongues, wind wall;

4th - confusion, polymorph, scrying, stoneskin;

5th - baleful polymorph, dismissal, fabricate, passwall, wall of force;

6th - antimagic field, greater dispel magic, true seeing;

7th - forcecage, sequester, spell turning, greater teleport;

8th - greater planar binding, mass charm monster, symbol of death, temporal stasis;

9th - dominate monster, gate, imprisonment, time stop, wish

Possessions: Staff of the cosmos, ring of regeneration, 15,563 gp.

ELEMENTAL, PRIMAL

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.


Air Elemental, Primal
Colossal Elemental (Air, Extraplanar)

Earth Elemental, Primal
Colossal Elemental (Earth, Extraplanar)
Hit Dice: 64d8+576 (944 hp)

64d8+640 (1,048 hp)
Initiative: +24 (+16 Dex, +8 Superior Initiative)
-1 (Dex)
Speed: Fly 100 ft. (perfect)
20 ft., burrow 40 ft.
Armor Class: 66 (-8 size, +16 Dex, +48 natural)
49 (-8 size, -1 Dex, +48 natural)
Base Attack/Grapple: +48/+75   

+48/+80
Attack: Slam +57 (4d8+16) melee
Slam +57 (4d10+24/19-20) melee
Full Attack: 2 Slams +57 (4d8+16) melee
2 slams +57 (4d10+24/19-20) melee
Space/Reach: 30 ft./30 ft.
30 ft./30 ft.
Special Attacks: Air mastery, whirlwind
Earth mastery, push
Special Qualities: Elemental traits, DR 10/­-, SR 42
Elemental traits, DR 15/-, SR 42
Saves: Fort +42, Ref +52, Will +28

Fort +46, Ref +21, Will +28
Abilities: Str 32, Dex 43, Con 28, Int 8, Wis 13, Cha 13
Str 43, Dex 8, Con 31, Int 8, Wis 13, Cha 13
Skills: Listen +48, Spot +57
Jump +10, Listen +57, Spot +48
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Mobility, Lightning Reflexes, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic Feats:
Blinding Speed (x2), Epic Prowess (x2), Epic Toughness (x4), Epic Will, Superior Initiative   
Devastating Critical (slam), Epic Prowess (x3), Epic Toughness (x6), Epic Will, Overwhelming Critical (slam)
Climate/Terrain Any Land

Any Land
Organization: Solitary
Solitary
Challenge Rating:
35

35
Treasure: None

None
Alignment:
Usually neutral
Usually neutral
Advancement: 65-288 HD (Colossal)
65-288 HD (Colossal)

Fire Elemental, Primal
Colossal Elemental (Fire, Extraplanar)

Water Elemental, Primal
Colossal Elemental (Water, Extraplanar)
Hit Dice: 64d8+576 (944 hp)

64d8+640 (1,048 hp)
Initiative: +22 (+14 Dex, +8 Superior Initiative)
+14 (Dex)
Speed: 50 ft.

20 ft., swim 90 ft.
Armor Class: 64 (-8 size, +14 Dex, +48 natural)
64 (-8 size, +14 Dex, +48 natural)
Base Attack/Grapple: +48/+75

+48/+80
Attack: Slam +55 (4d8+16 plus 4d8 fire) melee
Slam +57 (4d10+24/19-20)
Full Attack: 2 slams +55 (4d8+16 plus 4d8 fire) melee
2 slam +57 (4d10+24/19-20)
Space/Reach: 30 ft./30 ft.
30 ft./30 ft.
Special Attacks: Burn
Water mastery, drench, vortex
Special Qualities: Elemental traits, DR 10/-, SR 42, fire immunity, cold vulnerability
Elemental traits, DR 15/-, SR 42
Saves: Fort +32, Ref +50, Will +28

Fort +46, Ref +21, Will +28
Abilities: Str 32, Dex 39, Con 28, Int 8, Wis 13, Cha 13
Str 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13
Skills: Jump +19, Listen +48, Spot +57
Jump +7, Listen +57, Spot +48, Swim +19
Feats: Alertness, Combat ReflexesDodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Alertness, Cleave, Combat ReflexesDodge, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)   
Epic Feats:
Blinding Speed, Dire Charge, Epic Prowess, (x2), Epic Toughness (x4), Epic Will, Superior Initiative    
Devastating Critical (slam), Epic Prowess (x2), Epic Toughness (x6), Epic Will, Overwhelming Critical (slam)
Climate/Terrain Any land

Any land
Organization: Solitary
Solitary
Challenge Rating:
35

35
Treasure: None

None
Alignment:
Usually neutral

Usually neutral
Advancement: 65-288 HD (Colossal)
65-288 HD (Colossal)

Primal elementals are the most potent incarnations of the elements that compose existence.

COMBAT

Elementals have varied combat abilities and tactics, but all have the same elemental traits.

Elemental Traits: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits.

PRIMAL AIR ELEMENTAL

Air elementals are among the swiftest and most agile creatures in existence. Primal air elementals are like unto entire storms when they leave their own inner plane of air.

A primal air elemental appears as an amorphous, shifting cloud Darker bits of swirling vapor give the appearance of two eyes and a mouth.

Primal air elementals speak Auran, though they rarely choose to do so. Their voices crescendo like thunder.

COMBAT

Primal air elementals are masters of the air.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.  A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 53) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 53) to cast a spell. The DC is Strength-based.

PRIMAL EARTH ELEMENTAL

Primal earth elementals are as strong as the bones of the earth.

A primal earth elemental looks like a colossal stony humanoid. When summoned to the Material Plane (by a custom-crafted epic spell), it is made of whatever types of dirt, stones, precious metals, and gems it was conjured from. The elemental always has a cold, expressionless face with a mouthlike opening, and two eyes that sparkle like multifaceted gems. A primal earth elemental stands at least 70 feet tall and weighs in at 250,000 pounds or more.

Earth elementals speak Terran in a voice that sound like the rumbling of an earthquake.

COMBAT

Primal earth elementals enjoy battering objects (and foes) to dust.

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or water-borne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given for earth mastery, above, also apply to the elemental’s opposed Strength checks.

PRIMAL FIRE ELEMENTAL

Primal fire elementals are fast and agile, the embodiment of flame’s fury.

A primal fire elemental looks like a colossal sheet of flame with an armlike appendage on each side. These “arms” seem to flicker back into the creature’s flaming body, only to spring out again seconds later. The only facial features are two large glowing patches of brilliant blue flame, which seem to function as eyes.

A primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, a primal fire elemental may attempt to evaporate a lesser body of water if blocked. A primal fire elemental is at least 65 feet tall but weighs only 24 pounds.

Fire elementals speak Ignan in a voice akin to the sound of a mountainside burning.

COMBAT

A primal fire elemental attempts to burn creatures and objects of the Material Plane to ashes.

Burn (Ex): Those hit by a primal fire elemental’s slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.

PRIMAL WATER ELEMENTAL

A primal water elemental is the tempest of the open ocean embodied.

A primal water elemental appears as a high, crested wave with smaller waves for arms. Two orbs of deep green peer of the front of the wave, serving as eyes. A primal water elemental can’t venture more than 360 feet from the body of water from which it emerged.

Water elementals speak Aquan with the voice of an ocean gale.

COMBAT

A primal water elemental can both batter and slam opponents to death.

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD). Even ocean-going behemoths (ships of less than 20 feet in length per HD) can be slowed to half speed.

Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elemental’s HD total (64).

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has (48 rounds). In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 58) when it comes into contact with the vortex or take 4d10 points of damage. It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can swim is allowed a Reflex save (DC 58) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex hap-pens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including dark-vision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 58) to cast a spell.  The DC is Strength-based.

GENIUS LOCI

Colossal Ooze    

Hit Dice: 70d10+1,400 (1,785 hp)    
Initiative: -2 (Dex)    
Speed: 5 ft., burrow 5 ft.    
AC: 0 (-2 Dex, -8 size)    
Base Attack/Grapple: +52/+88   
Attack: Slam +64 (4d10+20) melee   
Full Attack: 10 slam +64 (4d10+20) melee   
Space/Reach: Varies (see text)    
Special Attacks: Enslave, improved grab, constrict 4d10+30    
Special Qualities: Blindsight 200 ft., fast healing 50, ooze traits    
Saves: Fort +43, Ref +21, Will +30    
Abilities: Str 50, Dex 6, Con 50, Int -, Wis 24, Cha 26    
Skills: Jump +5   
Climate/Terrain: Any    
Organization: Solitary    
Challenge Rating: 30    
Treasure: Standard    
Alignment: Usually any evil    
Advancement: None    

Sometimes a section of landscape itself animates as a single entity. A genius loci, or “local spirit,” is such a place, malign in nature.

A genius loci is difficult to spot, since it looks like any other section of landscape. One can appear as a mountain, an isolated valley, a small lake, a deep cavern, a single field, a tiny moon, or an entire (smallish) plane.

Despite the fact that it is a creature, its form almost exactly duplicates all the textures and qualities of a natural landscape, so much so that animals and plants live and grow normally on a genius loci as if it were part of the natural environment.

A genius loci itself has no intelligence, but rather “emulates” the sentience of any creature it currently enslaves (see below), if any. A creature enslaved to the genius loci inhabits the landscape in whatever manner available to it—some slaves live in structures (actually part of the genius loci), while others may nest in trees, or in burrows. Each genius loci has only a single enslaved creature at one time, though other creatures may also inhabit the surface of the genius loci.

Any creature entering a genius loci who makes successful Wilderness Lore check (DC 31) realizes that something is amiss, though it is difficult to tell exactly what—at least until the landscape itself animates and begins to batter, grab, and crush the life out of those who intrude. The genius loci feeds by occasionally absorbing some recently slain creature into itself.

Genius loci are spontaneously generated from areas that have remained undisturbed for long eras. In time, the personality of the place becomes not just a metaphor but also a fact. Most are malignant, persecuting trespassers with glee, but a few are benign, offering a safe haven to various sylvan folk.

Genius loci do not speak directly, though they may do so through their currently enslaved thrall.

COMBAT

A genius loci can directly attack any creature standing on its surface with animated parts of itself, delivering terrific slam attacks, it also directs its enslaved thrall against those it attacks. If its slave is slain, it selects another of its foes as its next newest slave. Once a genius loci animates a portion of itself to attack, such as a tree, a column of earth, or a swell of ground, the boundaries of its massive form become clear, and the creature becomes open to attack (Wilderness Lore checks to determine the extent of the genius loci are no longer nesessary). The animated part of the genius loci has a reach of 15 feet.

Enslave (Su): A genius loci can use the epic spell enslave once per round as a free action until it successfully enslaves a foe (Will DC 53 to resist). The DC is Charisma-based. Once it has a slave, it cannot enslave another until its current slave dies, is imprisoned, or is otherwise incapaticiated. A slave becomes free if its genius loci master is slain. A genius loci forces its slave to remain with it, though it may send its slave off to temporarily visit nearby locations in order to draw in unsuspecting victims. In fact, the “purposes” of the genius loci are to some degree influenced by the current slave. The genius loci has no Intelligence score of its own; thus, its emulation of its slave’s intelligence sometimes transfers attitudes and goals. However, a slave can only go so far in influencing its mobile master, and cannot knowingly attempt to free itself from the genius loci that keeps it close.

Improved Grab (Ex): If the genius loci hits a Gargantuan or smaller creature with a slam attack, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The genius loci has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals slam attack Damage, in addition to constriction Damage.

Constrict (Ex): A genius loci crushes its opponent, dealing 4d10+30 points of bludgeoning Damage, after making a successful grapple check.

Ooze Traits: An ooze is an amorphous or mutable creature. Oozes are immune to poison, sleep, paralysis, stunning, and polymorphing. They have no clear front or back and are therefore not subject to critical hits or flanking. Oozes are blind but have the blindsight special quality. They have no Intelligence scores and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

GIBBERING ORB

Huge Aberration   

Hit Dice: 27d8+216 (337 hp)    
Initiative: +20 (+12 Dex, +8 Superior Initiative)    
Speed: 5 ft., fly 20 ft. (good)    
AC: 48 (+12 Dex, -2 size, +16 natural armor, +12 insight)    
Base Attack/Grapple: +20/+39   
Attack: 24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19-20) melee   
Full Attack: 24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19-20) melee   
Space/Reach: 15 ft./10 ft.    
Special Attacks: Gibbering, improved grab, swallow whole, eye rays, spell-like abilities    
Special Qualities: All-around vision, flight, amorphous, SR 37, DR 10/epic    
Saves: Fort +21, Ref +21, Will +24    
Abilities: Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22    
Skills: Concentration +38, Escape Artist +42, Jump -4, Knowledge (arcana) +37, Hide +34, Listen +37, Move Silently +34, Search +37, Speak Language (any five), Spot +37   
Feats: Flyby Attack, Improved Initiative, Improved Critical (bite), Iron Will, Multiattack, Weapon Focus (eye ray), Weapon Focus (bite)    
Epic Feats: Epic Fortitude, Polyglot, Superior Initiative    
Climate/Terrain: Any land and underground   
Organization: Solitary    
Challenge Rating: 27    
Treasure: Standard    
Alignment: Usually chaotic evil    
Advancement: 27-54 HD (Huge); 55-108 HD (Gargantuan)    

The gibbering orb is a great, bloated, floating mass of eyes and mouths, perhaps a common ancestor of both the gibbering mouther and the beholderkin.

A gibbering orb is a pulsating sphere of grayish flesh, 20 feet or more in diameter. The orb floats above the ground, seeming to writhe and spasm as it moves, as though something inside is throwing itself against the walls of the sphere in a desperate but futile attempt to escape. Hundreds of eyes and mouths of various sizes and shapes swirl around the orb like moons around a planet, partly obscuring the central mass. There is no apparent top and bottom to a gibbering orb; eyes and mouths cycle and spin about one another in a never-ending swirling dance. The eyes stare and blink, and the mouths drool, scream, and chant terrible litanies. Few who have encountered a gibbering orb have survived, and few among those have managed to get close enough to see its form.

A gibbering orb wanders the planes and the places between the planes, seeking to consume living creatures to sate its ravenous appetite. Although it appears to be an insane, babbling creature, the gibbering orb is actually quite intelligent. In some ways, it functions like a hive mind, with the perceptions and capabilities of multiple creatures locked inside its body. It can speak all languages, and its myriad mouths each constantly speak a different one, the sound of which combines together into a cacophony of noise that drives those who hear it to insanity in a matter of moments.

When it encounters another creature, the gibbering mouther attacks with abandon, hoping to decimate its prey with its eye rays and then devour the opponent with its mouths. It will attempt to consume the opponent whole, both for food and for the magical knowledge contained therein. Because of this, the gibbering orb’s treasure is trapped inside its body.

COMBAT

The gibbering orb has the ability to bite its foes by extending a pseudopod, with one of its mouths protruding prominently from the end, outward from its body, striking with alarming speed. The orb can extend four of these at any one foe, or a total of twelve in any given round. At the same time, the legions of eyes have the ability to cast a host of spells at a rapid rate and to great effect.

Gibbering (Su): The cacophony of speech emanating from the scores of mouths that make up the orb forces all within 60 feet of the creature to succeed at a Will save each round (DC 40) or suffer the effects of an insanity spell.

Improved Grab (Ex): To use this ability, the gibbering orb must hit with a bite attack. If it gets a hold, the orb automatically deals bite Damage and can attempt to swallow whole.

Swallow Whole (Ex): A gibbering orb can attempt to swallow a Large or smaller opponent by making a successful grapple check. Once inside, the opponent takes 4d8 points of constriction Damage plus 3d10 points of acid Damage per round. A swallowed creature can cut its way out by using claws or a light slashing weapon to deal 20 points of Damage in a single blow (AC 16, DR 10/epic still applies). Once the creature exits, the fluidlike body structure of the orb closes the wound; other swallowed opponents must cut their own way out. When a creature dies by being swallowed whole (or when a creature killed by the gibbering orb in some other fashion is eaten by it), the gibbering orb absorbs the creature’s known spells, prepared spells, and spell-like abilities. The orb can use any two of those abilities per round as a free action. Each originates from an eye that is not producing an eye ray (see below) that round. Stolen spells and spell-like abilities are lost after 24 hours.

Eye Rays (Su): Two dozen of the eyes can each produce a magical ray each round, with each eye emulating a spell from among the list of spells below as if cast by a 27th-level caster. The save DCs, where applicable, are 16 + spell level. A gibbering orb has no directional limitations on where it can point its eye rays, because the eyes orbiting around its body drift and float wherever needed. However, a gibbering orb can never aim more than five rays at any single target, due to limitations of aiming. All rays have a range of 150 feet. Each of these effects functions as a ray, regardless of the normal parameters of the spell it resembles. That is, each is usable against a single target and requires a ranged touch attack.

The eye rays are: cone of cold, disintegrate, dominate monster, energy drain, feeblemind, finger of death, flesh to stone, greater dispel magic, harm, hold monster, horrid wilting, implosion, inflict critical wounds, lightning bolt, magic missile, mage’s disjunction, irresistible dance, polymorph any object, power word blind, power word kill, power word stun, prismatic spray, slay living, and temporal stasis.

Spell-Like Abilities: Caster level 27th, save DC 16 + spell level.

At will -Two stolen spells or spell-like abilities per round. 

All-Around Vision (Ex): The gibbering orb’s many eyes give it a +4 racial bonus on Spot and Search checks.

Flight (Ex): The gibbering orb’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

Amorphous (Ex): A gibbering orb is not subject to critical hits. It has no clear front or back, so it cannot be flanked.

GLOOM

Medium-Size Monstrous Humanoid    

Hit Dice: 25d8+225 (337 hp)    
Initiative: +26 (+18 Dex, +8 Superior Initiative)    
Speed: 30 ft.    
AC: 40 (+18 Dex, +12 insight)    
Base Attack/Grapple: +25/+36   
Attack: +10 keen dagger of human dread +54 (1d4+21/17-20) melee   
Full Attack: +10 keen dagger of human dread +54/+49/+44/+39 (1d4+21/17-20) melee   
Space/Reach: 5 ft./5 ft.    
Special Attacks: Fear gaze, sneak attack +13d6    
Special Qualities: Blindsight 60 ft., opportunist, quiescence, spell-like abilities, SR 35, DR 10/epic    
Saves: Fort +17, Ref +32, Will +21    
Abilities: Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30    
Skills: Bluff +38, Climb +39, Hide +46, Intimidate +38, Jump +39, Listen +35, Move Silently +66, Spot +35, Survival +35, Tumble +46   
Feats: Dodge, Improved Initiative, Improved Critical (dagger), Mobility, Spring Attack, Weapon Finesse, Weapon Focus (dagger)    
Epic Feats: Sneak Attack of Opportunity, Superior Initiative    
Climate/Terrain: Any urban    
Organization: Solitary    
Challenge Rating: 25    
Treasure: Nonstandard (just its dagger)    
Alignment:    Usually lawful evil    
Advancement: 25+ HD (Medium-size)    

A gloom is an assassin that cloaks itself in supernatural camouflage, lingering in the periphery of vision and stalking its prey from the deepest shadows.

A gloom looks very much like a human from the neck down, with dull, rubbery black skin. Its head, however, is another matter. Completely devoid of hair, the gloom also has no eyes. Its distended, exaggerated mouth, drawn back in a perpetual fiendish smile, is full of jagged black teeth. Despite its apparent lack of ocular organs, a gloom seems to have no trouble seeing. A gloom typically dresses in fine clothing suitable for a funeral (stylized for the local culture), snug fitting and all black.

A gloom is armed with a +10 keen dagger of human dread. In the hand of any other creature but a gloom, the dagger is a +5 keen dagger.

COMBAT

A gloom has the uncanny ability to reach its prey by moving from shadow to shadow—literally. Combining that with its knack to remain totally quiet, the gloom often is able to attack and vanish before its prey’s companions even realize something is wrong.

Fear Gaze (Su): Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 32) or suffer the effects of a fear spell as cast by a 20th-level caster.   The DC is Charisma-based.

Opportunist (Ex): This ability functions like the rogue class feature of the same name.

Sneak Attack (Ex): A gloom is able to sneak attack as a 25th-level rogue, dealing 13d6 extra Damage.

Quiescence (Su): A gloom is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The gloom can lower this effect at will.

Spell-Like Abilities: Caster level 20th; save DC 20 + spell level.  The DC is Charisma-based.

At will - shadow walk;

3/day - true strike.

GOLEM


Mithral Golem
Huge Construct

Adamantine Golem
Huge Construct
Hit Dice: 36d10+40 (238 hp)

54d10+40 (337 hp)
Initiative: +4 (Dex)
-1 (Dex)
Speed: 40 ft.
20 ft. (can’t run)
Armor Class: 42 (-2 size, +4 Dex, +26 natural, +4 haste)

37 (-2 size, -1 Dex, +30 natural)
Base Attack/Grapple: Base Attack/ Grapple:    +27/+49    +40/+68   
Attack:          


Attack: Slam +39 (4d10+14) melee
Slam +58 (6d10+20) melee
Full Attack: 2 slams +39 (4d10+14) melee
2 slams +58 (6d10+20) melee
Space/Reach: 15 ft./15 ft.
15 ft./15 ft.
Special Attacks: -

Trample
Special Qualities: Construct traits, magic immunity, DR 15/epic and adamantine, alacrity
Construct traits, magic immunity, DR 20/epic and adamantine
Saves: Fort +12, Ref +16, Will +12

Fort +18, Ref +17, Will +18
Abilities: Str 39, Dex 19, Con -, Int -, Wis 11, Cha 1
Str 51, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: Jump +18
Jump +14
Climate/Terrain Any land
Any land
Organization: Solitary
Solitary
Challenge Rating:
21

25
Treasure: None

None
Alignment:
Always neutral
Always neutral
Advancement: 37-54 HD (Huge); 55-72 HD (Gargantuan)
55-82 HD (Huge); 83-108 HD (Gargantuan)

Golems are magically created automatons of great power. Constructing one involves the employment of mighty magical and elemental forces.

These golems share all normal golem characteristics and construct traits as described in the Monster Manual.

MITHRAL GOLEM

A mithral golem stands 18 feet tall and weighs about 12,000 pounds. It can be fashioned in any manner, but often resembles a sleek humanoid.

A mithral golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with an agility and grace that belies its size, and unlike most golems, it can run just as well as a normal creature.

COMBAT

Mithral golems are deadly foes, particularly against those who expect them to be as ponderous as an iron golem.

Alacrity (Su): Once per round, the mithral golem may take an extra standard action (either before or after its other actions in the round).

Magic Immunity (Ex): A mithral golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect.

Construction

A mithral golem’s body is sculpted from 8 1/2 tons of pure iron and is then polymorphed into mithral (using polymorph any object). A mithral golem costs 250,000 gold pieces to create, which includes 5,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 30). The creator must be 25th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP from the creator and requires geas/quest, haste, and wish.


ADAMANTINE GOLEM

An adamantine golem towers to five times the height of a human and weighs around 32,000 pounds. It generally looks like a Huge iron golem, but with the unique sheen of adamantine.

An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous, but smooth gait at half the speed of a normal human. Each step causes the ground to tremble for a hundred feet in all directions.

COMBAT

Adamantine golems use their stupendous physical might to batter enemies into pulp.

Trample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 8d10+30 points of bludgeoning Damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 57) for half Damage. The DC is Strength-based.

Magic Immunity (Ex): An adamantine golem is immune to all magical and supernatural effects.

Construction

An adamantine golem’s body is sculpted from 45,000 pounds of pure iron and is then polymorphed into adamantine (using polymorph any object). The golem costs 500,000 gold pieces to create, which includes 25,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 40). The creator must be 30th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 10,000 XP from the creator and requires crushing hand, geas/quest, and wish.

HA-NAGA

Colossal Aberration    

Hit Dice: 20d8+220 (310 hp)    
Initiative: +14 (Dex)    
Speed: 60 ft., fly 120 ft. (perfect)    
AC: 40 (-8 size, +14 Dex, +24 natural armor)    
Base Attack/Grapple: +15/+39   
Attack: Coil whip +21 (4d6+8) melee   
Full Attack: Coil whip +21 (4d6+8) melee, sting +19 (2d8+4 plus poison) melee, bite +13 (4d8+4) melee   
Space/Reach: 30 ft./ 20 ft.    
Special Attacks: Charming gaze, poison, improved grab, constrict 4d6+12    
Special Qualities: Flight, SR 30, DR 5/epic    
Saves: Fort +17, Ref +22, Will +22    
Abilities: Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36    
Skills: Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33   
Feats: Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse    
Climate/Terrain: Temperate and warm land or underground    
Organization: Solitary or nest (2-4)    
Challenge Rating: 22    
Treasure: Standard    
Alignment: Usually chaotic evil    
Advancement: 21-40 HD (Colossal)    

The ha-naga is a massive and powerful naga lord, often worshiped by spirit nagas as a god.

A ha-naga takes the same general form as a naga, although it is of immense size and power, growing as long as 100 feet or more. A ha-naga has no set color, but instead adapts the hues and shades of its scales to match its environment, much like a chameleon. The head of a ha-naga is that of a classically beautiful woman or handsome man.

Ha-nagas prefer to make their lairs in the ruins of ancient civilizations, once they have brought about the downfall of such places, of course. A ha-naga’s favorite locale for a nest is a former center of society—a temple, a throne room, or a coliseum. It is in this place where the ha-naga gathers together the treasures of the society, bringing art, fine jewelry, and the recorded history of the civilization together as a tribute to its own devastating prowess.

COMBAT

A ha-naga has the ability to fly, winding and coiling through the air in a manner similar to a water snake’s motion. It uses this to its advantage, swirling above and around foes as it uses its gaze attack or casts spells. Like its smaller cousins, a ha-naga prefers the use of spells in combat, resorting to melee only as a last resort. When it does engage in combat, its swift speed and quick reflexes make it a formidable foe, stinging with its tail or constricting opponents with its body.

Flight (Su): As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks.

Charming Gaze (Su): As mass charm monster, 90 ft., Will save (DC 33). The DC is Charisma-based.

Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.

Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict.

Constrict (Ex): A ha-naga deals 4d6+12 points Damage with a successful grapple attack against Huge or smaller opponents.

Poison (Ex): Sting, Fort save (DC 31); initial and secondary Damage 2d8 temporary Con.  The DC is Constitution-based.

Spells: Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based.

HAGUNEMNON (PROTEAN)

Large Aberration (Shapechanger)    

Hit Dice: 44d8+616 (814 hp)    
Initiative: +17 (+13 Dex, +4 Improved Initiative)    
Speed: 50 ft.    
AC: 50 (-1 size, +13 Dex, +28 natural)    
Base Attack/Grapple: +33/+58   
Attack: Slam +54 (2d6+21/19-20) melee   
Full Attack: 5 slams +54 (2d6+21/19-20) melee   
Space/Reach: 10 ft./10 ft.    
Special Attacks: Psionics, destabilize form    
Special Qualities: Alter shape, DR 10/epic, darkvision 120 ft., immunities, regeneration 50, spell resistance 39    
Saves: Fort +40, Ref +39, Will +32    
Abilities: Str 53, Dex 37, Con 39, Int 20, Wis 23, Cha 34    
Skills: Bluff +59, Diplomacy +53, Disguise +59, Hide +35, Intimidate +47, Jump +29, Listen +55, Move Silently +35, Sense Motive +29, Spot +55   
Feats: Alertness, Cleave, Combat Reflexes, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (slam)    
Epic Feats: Blinding Speed, Devastating Critical (slam), Overwhelming Critical (slam)    
Climate/Terrain: Any    
Organization: Solitary    
Challenge Rating: 29    
Treasure: Standard    
Alignment: Always chaotic neutral    
Advancement: 45-59 HD (Large); 60-74 HD (Huge); 75-89 HD (Huge)    

The ultimate shapeshifter, a hagunemnon can take on the extraordinary abilities of any other nondeific creature.

Hagunemnons, also known as proteans, have no natural shape; they always appear in flux, incorporating the physical attributes of two, three, or more creatures simultaneously. Their forms boil with possibility, and rarely does any attribute last for more than a minute. Even newborns are tides of flesh, ever changing.

Tainted with chaos at the time of their race’s creation, proteans are denied the stability that most races enjoy. This has imbued them with undying hatred of all nonshapechanging beings (they tolerate other shapechangers but look down upon them for remaining in the same shape for hours or even days at a time). Hagunemnons travel endlessly, seeking new creatures to duplicate and new extraordinary abilities to assume. Their xenophobia generally results in their attempting to slay other beings after copying them.

Hagunemnons have an ever-evolving language that changes so quickly that only another hagunemnon can understand it. They can speak and understand the language of any other creature.

COMBAT

Hagunemnons are opportunists, availing themselves of any attack form that serves the moment. Ever-evolving, they rarely repeat the same tactic. But if they hit on a good combination of extraordinary abilities (such as a dragon’s blindsight and frightful presence, along with a yuanti’s poison bite and a xorn’s burrow ability), they may stick with it for some time.

Psionics (Sp): Caster level 20th, save DC 22.

At will - detect thoughts, dimension door, ethereal jaunt, knock, nondetection, plane shift, suggestion

Destabilize Form (Su): If a protean hits with two or more slam attacks in the same round, it partly destabilizes its foe’s physical form, dealing an additional 4d6+31 points of Damage as well as 2 points of temporary Constitution Damage. If the victim is drained to 0 Constitution, its dead body is only so much clear fluid that drains away unless somehow preserved by friends of the victim.

Alter Shape (Ex): A protean can assume the shape of any combination of physical nondeific creatures at the same time as a free action. In fact, a protean’s form constantly boils, and it requires a move-equivalent action each round for a protean to maintain a certain shape (even if that shape is a combination of several shapes). Whatever its present form, the protean retains all its own special qualities. Plus, it gains the advantage of up to four extraordinary abilities from the forms it mimics (but not spell-like or supernatural powers). The assumed form can be no smaller than a flea and no larger than 200 feet in its largest dimension (make sure to take into account rules for reach and size modifiers to AC and melee attacks). Incorporeal traits can also be assumed, which counts as a single extraordinary ability. If a hagunemnon assumes a partial form that confers an extraordinary ability already possessed by the creature, only the better of the two abilities is retained. No matter its form, the protean can never make more than five attacks using a full-round action. However, it may substitute a melee attack form for one of its slam attacks, using its own base attack bonus and Strength modifier to Damage, but dealing base Damage appropriate to the attack type.

HOARY HUNTER


Hoary Hunter
Medium-Size Fey (Cold)

Hoary Steed
Large Magical Beast (Cold)
Hit Dice: 46d6+598 (759 hp)    

12d10+36 (102 hp)
Initiative: +19 (+11 Dex, +8 Superior Initiative)
+8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft.
40 ft., fly 90 ft. (good)
Armor Class: 46 (+11 Dex, +15 insight, +10 natural)
23 (-1 size, +4 Dex, +10 natural)
Base Attack/Grapple: +23/+37

+12/+22
Attack: +6 keen longsword of binding +46 (1d8+27/17-20 plus 1d6 plus binding) melee
Hoof +17 (3d6+6) melee
Full Attack: +6 keen longsword of binding +46/+41/+36/+31 (1d8+27/17-20 plus 1d6 plus binding) melee
2 hooves +17 (3d6+6) melee, bite +15 (5d8+3) melee
Space/Reach: 5 ft./5 ft.
10 ft./5 ft.
Special Attacks: Spell-like abilities
-
Special Qualities: Cold immunity, fire vulnerability, SR 36, DR 10/epic and cold iron
Cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, SR 20, DR 5/magic and cold iron, immunities
Saves: Fort +28, Ref +36, Will +31

Fort +11, Ref +12, Will +5
Abilities: Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26
Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14
Skills: Diplomacy +14, Hide +60, Intimidate +57, Knowledge (geography, nature) +54, Listen +55, Move Silently +60, Ride +60, Search +54, Sense Motive +55, Spot +55, Survival +55
Jump +10, Listen +8, Spot +13
Feats: Blind-Fight, Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus (longsword)
Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack
Epic Feats:
Dire Charge, Epic Weapon Focus (longsword), Overwhelming Critical (longsword), Superior Initiative
-
Climate/Terrain Any cold
Any cold
Organization: Solitary or company (2-5)

Solitary (with rider)
Challenge Rating:
25

9
Treasure: None

None
Alignment:
Always neutral evil

Always neutral evil
Advancement: 47+ HD (Medium)

13-24 HD (Large); 25-36 HD (Huge)

Hoary hunters are malevolent fey that appear on frosty, moonlit nights to hunt travelers for sport, selecting their prey, chasing them down, and dragging them into the night realm of the Unseelie Court to be imprisoned forever.

Though difficult to see because of its mount’s magical breath, a hoary hunter appears as a gaunt man or elf, but with sharp, exaggerated features that are always unsettling to behold. Everything about the hunter is white, from the wild mane of hair atop its head to the pearly, luminescent buttons on its coat. At midnight, when the temperature is below freezing, and any sort of moon shines upon the frozen ground, the hunter appears initially as a roiling fog accompanied by echoing hoof beats. Dismounted and out in the open, a hoary hunter seems to be some ghostly apparition in the moonlight, but it is not undead.

A hoary hunter rides a magnificent flying horse, a snowy steed whose breath billows in great clouds of frosty vapors and whose blue eyes glow coldly in the darkness. It is often said that one who is selected as prey by a hoary hunter first knows his doom from the sound of hoofbeats and the starry glow of those eyes coming toward him through the mists.

COMBAT

The hoary hunter prefers to charge its prey while upon horseback, slashing with its +6 keen longsword of binding as it rides by. A critical hit (or the blow that would kill or render a foe unconscious) from this blade does not wound the hunter’s prey. Instead, the victim is bodily transported as per a soul binding spell heightened to 16th level (DC 30) into a brilliant white diamond at the end of the sword’s hilt. The hunter then returns to its realm, taking its prisoner with it to be enslaved.

Rarely does a hoary hunter encounter those formidable enough to challenge it, but on those occasions, it uses its spell-like abilities to overwhelm such foes, making it easier to capture them. If a chosen victim does manage to escape the hunter for 1 hour, or succeeds in defeating the fey creature, the hunt is not over. A hoary hunter cannot be killed while on the hunt (see below). It returns on the very next night that is both cold and moonlit, with a second hunter to aid it, and attempts again to capture this victim. If it fails again, this pattern is repeated each suitable night until either the prisoner is taken or five such nights pass. If a victim escapes all five nights, a hoary hunter never again troubles him.

Moving to a warmer locale only delays the inevitable. The hoary hunter bides its time, waiting years if it must, only to appear again when the night conditions are right. Shifting to a different plane of existence does not stop the hunt; a hunter follows its prey to any realm in the multiverse during the hour, and it and its companions can appear on any plane to begin the hunt anew so long as there is moonlight and freezing temperatures.

Spell-Like Abilities: Caster level 23rd; save DC 18 + spell level.

At will - discern location, true strike, fog cloud, hold monster, plane shift;

3/day - dimensional anchor, dominate monster, greater dispel magic;

1/day - mage’s disjunction, contingent recall and resurrection*.

*Contingent recall and resurrection is a variation on an epic spell. When slain, the hoary hunter is actually transported, with its mount, back to the fey realm, where it is resurrected. The only way to truly slay the hoary hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.


HOARY STEED

A hoary hunter’s mount is a supernatural beast of extraordinary elegance and prowess. It is completely loyal to its hunter and will allow no other individual to approach or ride it.

COMBAT

Air Walk (Su): A hoary steed can ride through the air as well as on the ground, as though affected by a permanent air walk spell.

Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names as cast by a 20th-level caster.

Magic Circle Against Good (Su): This ability continuously duplicates the effects of the spell. A hoary steed cannot suppress this ability.

Misty Breath (Su): The breath of a hoary steed functions like a constant obscuring mist spell.

Immunities (Ex): A hoary steed is immune to all charm and hold spells or abilities.

HUNEFER

Medium-Size Undead    

Hit Dice: 50d12+3 (603 hp)    
Initiative: +16 (+12 Dex, +4 Improved Initiative)   
Speed: 100 ft.    
AC: 52 (+12 Dex, +20 natural, +10 insight)    
Base Attack/Grapple: +25/+43   
Attack: Slam +44 (3d6+18/19-20 (+1d6 on critical hit) plus hunefer rot)   
Full Attack: 2 slams +44 (3d6+18/19-20 (+1d6 on critical hit) plus hunefer rot)   
Space/Reach: 5 ft./5 ft.    
Special Attacks: Despair, hunefer rot, spell-like abilities    
Special Qualities: Blindsight 300 ft., DR 10/-, fast healing 30, SR 37, undead traits, fire vulnerability    
Saves: Fort +18, Ref +30, Will +41    
Abilities: Str 47, Dex 35, Con -, Int 18, Wis 38, Cha 36    
Skills: Concentration +66, Jump +46, Knowledge (religion, the planes) +57, Listen +67, Search +57, Sense Motive +67, Spellcraft +57, Spot +67   
Feats: Cleave, Combat ReflexesDodge, Expertise, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (slam)    
Epic Feats: Devastating Critical (slam), Overwhelming Critical (slam), Spell Stowaway (greater teleport)    
Climate/Terrain: Any    
Organization: Solitary, pair, or court (5-9)    
Challenge Rating: 25    
Treasure: Standard    
Alignment: Always lawful evil    
Advancement: 51-56 HD (Medium-size); 57-60 HD (Large); 61-66 HD (Huge); 67-70 HD (Gargantuan); 71+ HD (Colossal)    

Hunefers are the mummies of demigods whose power has not utterly departed to astral realms.

Hunefers are withered and desiccated. Their features are hidden beneath ages-old funerary windings. They move with unbelievable celerity, quickly and efficiently defending their resting places. Most hunefers are inscribed with the symbols and pictured idols that were once important to the demigod mummy.

Hunefers seek always to recapture their godly essence, though the separation of flesh (the hunefer) and spirit (isles in the astral realm) is remarkably difficult to bridge—the hunefer effectively an altogether different being, who is driven by the corpse memories of its body of past power, though destined to never possess it. Should a dead god rise from its grave in the Astral Plane, the cast-off flesh of a hunefer is likely forgotten, and no better (or worse) off than before, except for its undying rage at being left behind.

Hunefers speak all spoken languages, though it takes one 1d4 rounds to switch between languages, as it digs through its memories.

COMBAT

Hunefers are happy to rely on their spell-like abilities in combat, and are certain to cast as many of their defensive spells prior to combat as they can manage. A hasted hunefer prefers to spend a standard action to use its slam attack, and its free partial action to use a spelllike ability.

Despair (Su): The mere sight of a hunefer requires viewers to succeed at a Will saving throw (DC 48) or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to that hunefer’s despair ability for 24 hours. The DC is Charisma-based.

Hunefer Rot (Su): Supernatural disease-slam, Fort save (DC 35), incubation period instantaneous; Damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution Damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (The mummy dust epic spell has statistics for an 18 HD mummy.)

Spell-Like Abilities: Caster level 27th; save DC 23 + spell level. The DC is Charisma-based.

At will - chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, greater teleport, true seeing, unholy aura, weird;

1/day - ruin (epic spell).

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

LAVAWIGHT

Medium-Size Undead (Fire)    

Hit Dice: 32d12 (208 hp)    
Initiative: +12 (+8 Dex, +4 Improved Initiative)    
Speed: 60 ft.    
AC: 46 (+8 Dex, +28 natural)    
Base Attack/Grapple: +16/+37   
Attack: Claw +40 (3d8+21/19-20 (+1d6 on critical hit) plus blazefire) melee   
Full Attack: 2 claws +40 (3d8+21/19-20 (+1d6 on critical hit) plus blazefire) melee, 1 skull butt +32 (2d6+10 plus blazefire) melee   
Space/Reach: 5 ft./5 ft.    
Special Attacks: Rend 6d8+31, blazefire, spell-like abilities    
Special Qualities: Undead traits, fire subtype, heat aura, SR 34, DR 10/- , fiery hardness    
Skills: Jump +33, Knowledge (religion) +33, Listen +41, Search +35, Spot +41   
Feats: Cleave, Great Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw)    
Epic Feats: Blinding Speed (x2), Epic Weapon Focus (claw), Overwhelming Critical (claw)    
Saves: Fort +12, Ref +18, Will +24    
Abilities: Str 52, Dex 27, Con -, Int 10, Wis 22, Cha 28    
Climate/Terrain: Any    
Organization: Solitary or pair    
Challenge Rating: 23    
Treasure: Standard    
Alignment: Chaotic evil    
Advancement: 33-42 HD (Medium-size); 43-55 HD (Huge)   

Lavawights are horrors of death wrapped in molten magma.

Lavawights appear as humanoid skeletons sheathed in a thick skin of molten rock. The magma serves a lavawight as searing “flesh” and does not hamper its movement in any way. Huge shards of razor-sharp, glowing obsidian depend from each finger, serving as claws. Only the skull of a lavawight is free of magma; there, a corona of white flame burns like a crown.

Lavawights are created from the remains of victims slain by shapes of fire.

Lavawights speak Common and Infernal.

COMBAT

Lavawights like to use their claws and skull butt on foes, attempting to set them on blazefire.

Rend (Ex): If the lavawight hits with both of its claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d8+31 points of Damage.

Blazefire (Su): Living creatures taking Damage from a lavawight’s attack find themselves ignited with blaze-fire; they must succeed at a Fortitude save (DC 35) or permanently lose 4 hit points. The DC is Charisma-based. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 4 more hit points each round. The lavawight heals the same amount of Damage whenever a creature is drained of hit points, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. If an opponent is slain by blazefire, only blackened ash remains of the victim. Hit points lost to the blazefire never heal naturally and cannot be magically restored - they are gone for good.

Spell-Like Abilities: Caster level 22nd; save DC 19 + spell level. The DC is Charisma-based.

At will - dimension door, flame arrow, spell immunity (sleet storm), fireball, wall of fire.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Heat Aura (Su): A 10-foot-radius spread heat aura surrounds a lavawight. All creatures of the fire subtype in the field (including the lavawight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points of fire Damage each round they remain within the heat aura.

Fire Subtype: Fire immunity, cold vulnerability.

Fiery Hardness (Ex): The lavawight’s molten skin provides it with Damage reduction of 10/-.

LEGENDARY ANIMAL


Legendary Bear
Large Animal

Legendary Tiger
Large Animal
Hit Dice: 20d8+140 (230 hp)

26d8+188 (305 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
+8 (+4 Dex, +4 Improved Initiative)
Speed: 50 ft.

50 ft.
Armor Class: 21 (-1 size, +2 Dex, +10 natural)
23 (-1 size, +4 Dex, +10 natural)
Base Attack/Grapple: +15/+32

+19/+34
Attack: Claw +27 (2d6+13) melee
Claw +29 (2d6+11) melee
Full Attack: 2 claws +27 (2d6+13) melee, bite +22 (4d6+6) melee
2 claws +29 (2d6+11) melee, bite +24 (2d8+5) melee
Space/Reach: 10 ft./5 ft.
10 ft./5 ft.
Special Attacks: Improved grab
Pounce, improved grab, rake 2d6+5
Special Qualities: Scent
Scent
Saves: Fort +19, Ref +14, Will +11

Fort +22, Ref +19, Will +12
Abilities: Str 36, Dex 14, Con 24, Int 2, Wis 16, Cha 12
Str 32, Dex 18, Con 24, Int 2, Wis 14, Cha 10
Skills: Climb +15, Jump +21, Listen +14, Spot +14, Swim +20
Climb +13, Hide +15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16
Feats: Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track
Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness(x2), Track
Climate/Terrain:
Any forest, hill, mountains, plains, and underground

Any forest, hill, mountains, plains, or underground
Organization: Solitary or pair

Solitary or pair
Challenge Rating:
9

10
Treasure:
None

None
Alignment Always neutral

Always neutral
Advancement:
21-40 HD (Large)

27-48 HD (Large)

Legendary animals are animals of historical strength, speed, and power. According to some theories, they have been imbued with power beyond all other animals to serve as nature’s defenders. Whatever their origin, legendary animals are extraordinarily rare.

Not every animal has a legendary counterpart—there aren’t any legendary sparrows, for example. Generally only the top predators and largest herbivores in a particular climate have legendary versions. Two examples are provided here: the legendary bear and legendary tiger.

LEGENDARY BEAR

A legendary bear doesn’t usually attack humans despite its great strength. Most of the bear’s diet consists of | plants and fish

COMBAT

Improved Grab (Ex): To use this ability, a legendary bear must hit with a claw attack.

LEGENDARY TIGER

The legendary tiger is among the fiercest and most dangerous land predators in the animal kingdom, measuring 8 to 10 feet long and weighing up to 600 pounds.

COMBAT

Pounce (Ex): If a legendary tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the legendary tiger must hit with a bite attack. If it gets a hold, it can rake.

Rake (Ex): A legendary tiger can make two attacks (+30 melee) against a held creature with its hind legs for 2d6+5 points of Damage each. If the legendary tiger pounces on an opponent, it can also rake.

Skills: Legendary tigers receive a +8 racial bonus on Hide and Move Silently checks. *In areas of tall grasses or heavy undergrowth, the Hide bonus improves to +16.

LESHAY

Medium-Size Fey    

Hit Dice: 50d6+650 (825 hp)    
Initiative: +21 (+17 Dex, +4 Improved Initiative)    
Speed: 40 ft.    
AC: 52 (+17 Dex, +20 insight, +5 natural armor)    
Base Attack/Grapple: +25/+30   
Attack: +10 keen brilliant energy bastard sword +53 (1d10+15/17-20) melee   
Full Attack: 2 +10 keen brilliant energy bastard swords +53/+48/+43/+38 (1d10+15/17-20) melee   
Space/Reach: 5 ft./5 ft.    
Special Attacks: Gaze, spell-like abilities, leShay weapons    
Special Qualities: Superior two-weapon fighting, DR 15/epic and cold iron, elf traits, immune to poison and disease, low-light vision, SR 42, fast healing 10    
Saves: Fort +29, Ref +44, Will +35    
Abilities: Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47    
Skills: Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59   
Feats: Blind-Fight, CleaveDodge, Expertise, Improved Critical (leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack    
Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal)    
Climate/Terrain:  Any    
Organization: Solitary    
Challenge Rating: 28    
Treasure: Standard    
Alignment: Any    
Advancement: None    

As elves are to humans, so are leShay to the elves (but more so): a race immortal, enigmatic, and exceptionally powerful.

LeShay look like tall, thin, albino elves, except that they lack the oversized ears of true elves (leShay ears look more like half-elf ears) and, while they have the glossy dead-white hair of true albinos, their eyes are pits of darkness. Some affect a particular color or style, while others change their outfits from moment to moment. All are deeply concerned with etiquette, decorum, and receiving the respect they feel due; failure to meet their standards of politeness, or simply crossing one of their whims, can often be fatal.

LeShay never die from age or disease; they perish only if killed. LeShay are the mere remnant of a once-great race whose origins are lost to history. They claim to predate the current multiverse and refer darkly to some catastrophe that not only wiped out most of their people but changed time so that their era never existed, even in the remotest past. Attempting to undo the catastrophe would apparently result in another disaster even more terrible, so the decimated survivors—less than gods but more than mortals— for the most part merely attempt to amuse them selves and stave off ennui as they work out their individual destinies.

LeShay have great facility at languages (as per the Polyglot epic feat) and can speak any language within seconds of hearing it spoken for the first time, right down to the most courtly or impressive accent thereof.

COMBAT

LeShay rarely initiate combat, since they prefer to react rather than act. However, their vast experience makes them shrewd judges of others’ capabilities and killed tacticians. Their gaze ability, in addition to their terrible weapons, make them feared opponents. LeShay are also quick to utilize their spell-like abilities to prep for combat, or flee from it. No leShay hesitates to run away from a fight that is going against him or her, only to return to the fray when the odds are more favorable, possibly years or even decades later.

Spell-Like Abilities: Caster level 28th; save DC 28 + spell level. The DCs are Charisma-based.

At will - alter self, detect thoughts, displacement, freedom, greater dispel magic, heal, greater invisibility, knock, speak with plants, spell turning, greater teleport, water breathing.

LeShay Weapons (Su): Each leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she shifts from class to class, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but leShay can “draw” their weapons from nowhere as a free action. LeShay weapons are considered light weapons for a leShay, regardless of their size.

Superior Two-Weapon Fighting (Ex): A leShay fights with a leShay weapon in each hand. Because these weapons are extensions of its own body, the leShay does not take an attack or Damage penalty for attacking with two weapons.

Gaze (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based.

Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on ListenSpot, and Search checks (already figured into the statistics given above).

LIVING VAULT

Colossal Construct    

Hit Dice: 96d10+80 (608 hp)   
Initiative: -2 (Dex)    
Speed: 10 ft. (can’t run)    
AC: 60 (-8 size, -2 Dex, +60 natural)    
Base Attack/Grapple: +72/+123   
Attack: Slam +99 (10d6+35) melee   
Full Attack: 2 slams +99 (10d6+35) melee   
Space/Reach: 30 ft./20 ft.    
Special Attacks: Imprisonment   
Special Qualities: Recognition, safekeeping, construct traits, magic immunity, DR 15/epic and adamantine    
Saves: Fort +32, Ref +30, Will +33    
Skills: Jump +0   
Abilities: Str 80, Dex 7, Con -, Int -, Wis 12, Cha 1    
Climate/Terrain: Any    
Organization: Solitary    
Challenge Rating: 33    
Treasure: Standard (see text)    
Alignment: Neutral    
Advancement: None    

A living vault is just that—a magically animated chamber constructed by the most powerful epic wizards to store and protect prized possessions.

A living vault is primarily a defensive entity, designed to guard treasures of all sorts, though it can attack as necessary. It has an array of powerful magical functions that allow it to ward off even the most aggressive attempts to penetrate its interior. Even living creatures can be stored in a living vault, carefully locked away for future interrogation.

The default appearance of a living vault is a grayish brown stone structure 50 feet by 50 feet that is 10 feet high, but once constructed, the living vault can reshape itself into a variety of forms in order to fit within particular dimensions, so long as the total amount of storage area it possesses is 25,000 cubic feet. Long and narrow vaults are common, as are tall, skinny ones. The final shape doesn’t matter so long as the volume remains constant. Living vaults form stony feet as a free action in order to move.

To access a vault, its creator must call the vault from where it is sequestered through the use of a sending spell. The vault has no obvious opening; however, items can be stored and retrieved by naming them (the living vault provides an inventory to its creator on request). The item to be stored appears to sink into the living vault’s form as if made of mud. Likewise, items retrieved pop out of the living vault’s form. Storing and retrieving items in this fashion takes one round per transaction.

Creatures other than the vault’s master who wish to access the inventory must destroy the vault to do so. If a vault is destroyed, all the objects and creatures stored within immediately emerge.

COMBAT

The living vault has no melee attack forms, but it certainly benefits from a variety of magical attacks and defenses.

Imprisonment (Sp): As a free action twice per day, a living vault can project a 60-foot cone. Creatures caught in the cone must make a Will save (DC 58) or be affected as by the imprisonment spell, except creatures are stored within the vault’s interior. The living vault can hold two Gargantuan creatures, eight Huge creatures, thirty-two Large creatures, one hundred twenty-eight Medium-size creatures, and so on. This assumes that the rest of the vault is also relatively empty, so a large hoard of treasure reduces the number of creatures a living vault can hold at any one time. If freedom is later cast upon the very spot where the victim of imprisonment disappeared, the victim is freed, though it doesn’t appear where it disappeared, but in a space adjacent to wherever the living vault is currently physically located.

Recognition (Ex): Once made, a living vault responds only to its owner; no other being can access the vault’s interior. The vault is not fooled by disguised creatures, and can distinguish between its true master and false duplicates, even penetrating disguises used in conjunction with shapechange, alter self, disguise self, polymorph, seeming, and simulacrum and similar effects. The vault does, however, respond to the product of a clone spell.

Safekeeping (Sp): At will, a living vault can use a power that combines the effects of sequester and plane shift to render the vault invisible to any form of sight or divination, and at the same time transfer it to a random portion of the Astral Plane. When in safekeeping mode, the living vault responds to a sending by its master, returning to the location from which it left and becoming tangible once again. Creatures and objects that are stored within the vault are treated as if under the effects of sequester, whether the vault itself is or not. Often, creatures are brought into the vault via imprisonment, but sometimes unconscious or otherwise subdued creatures are stored as an object, in which case they receive no saving throw to resist the effect.

Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal Damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Not at risk of death from massive Damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.

Magic Immunity (Ex): A living vault is immune to all magical and supernatural effects, except as follows. A freedom spell cast on it causes it to defer the use of its own imprisonment power for 10 rounds.

MERCANE

pictOutsider   

Hit Dice: 7d8+21 (52 hp)    
Initiative: +2 (Dex)    
Speed: 30 ft.    
AC: 15 (-1 size, +2 Dex, +4 natural)    
Base Attack/Grapple: +7/+13   
Attack: Masterwork falchion +9(2d4+3) melee   
Full Attack: Masterwork falchion +9/+4 (2d4+3) melee    
Space/Reach: 10 ft./10 ft.    
Special Qualities: SR 25, spell-like abilities, telepathy   
Saves: Fort +8, Ref +7, Will +8    
Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15    
Skills: Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12    
Feats: Expertise, Improved Disarm, Improved Feint   
Climate/Terrain: Any land and underground    
Organization: Company (1-4 mercanes and 3-18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel)
Challenge Rating: 5    
Treasure: Double standard    
Alignment: Always lawful neutral    
Advancement: By character class    
Level Adjustment: +7   

Mercanes are extraplanar merchants, selling weapons, magic, and other treasures from plane to plane.

They profess neutrality in the conflicts and rivalries of the planes, preferring to do their business and move on. But beneath the mercanes’ veneer of impartiality are motives of their own, and they often hire adventurers to set their plans in motion.

A mercane stands out in the most crowded bazaar. A 12-foot-tall, blue-skinned creature dressed in voluminous robes, it moves with a slow, languid grace. Its hands are spidery and delicate, with one more joint on each finger than humans have.

Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages.

COMBAT

Mercanes leave the fighting to their minions and bodyguards—they know that their advantages lie at the negotiating table, not on the battlefield. When pressed, they attempt to disarm their opponents or use invisibility or dimension door to escape. A mercane almost always has a Leomund’s secret chest full of treasure and magic ready, and it won’t hesitate to recall the chest to grab a potent wand—or simply bribe a worrisome foe.

Spell-Like Abilities: Caster level 14th; save DC 12 + spell level.

3/day - dimension door, invisibility;

1/day - secret chest, plane shift

Telepathy (Su): Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills: Mercanes receive a +4 racial bonus on Appraise checks.

MERCANE SOCIETY

Nomadic creatures, mercanes travel widely, buying and selling their wares. They favor opulence, so they often rent or borrow villas or palaces when they’ll be settling down for a while. Because they’re known as rich merchants, mercanes always have a squad of bodyguards nearby. They attract bandits and thieves like flies, so mercanes tend to be cautious about any strangers they come into contact with.

Mercanes present a demeanor of patience and elegance as they ply their trade. They never quarrel among themselves, and a rival who insults one mercane often finds that others also bear a grudge. Their family and mating habits are unknown, since juveniles and the elderly are never seen by those not of their race.

In Union, a squad of Union Sentinels (three regulars [Ftr14] and one sergeant [Ftr21/Union Sentinel2]) usually accompanies a mercane as it makes its way through the city, but it may hire bodyguards for each specific job, tailoring them to the task. If a company of mercanes has business in the Abyss, for example, it will probably be accompanied by tieflings or demons. Unusually dangerous trade missions require extra help, of course, and groups of adventurers are often found in the pay of a company of mercanes.

The patron deity of mercanes is Boccob.

MERCANE CHARACTERS

A mercanes favored class is wizard; the senior mercane among any company is usually a wizard. Mercanes who are clerics worship Boccob. Player character mercanes have a level adjustment of +7.

MU SPORE

Colossal Plant    

Hit Dice: 35d8+315 (472 hp)    
Initiative: +5 (-3 Dex, +8 Superior Initiative)    
Speed: 40 ft.    
AC: 27 (-3 Dex, -8 size, +28 natural)    
Base Attack/Grapple: +26/+55   
Attack: Tendril +31 (2d6+13/19-20) melee   
Full Attack: 4 tendrils +31 (2d6+13/19-20) melee, 1 bite +26 (4d6+6/19-20) melee   
Space/Reach: 30 ft./30 ft.    
Special Attacks: Spore cough, improved grab, swallow whole    
Special Qualities: Acid resistance 20, blindsight 210 ft., DR 10/epic, fast healing 10, plant traits, sticky   
Saves: Fort +28, Ref +8, Will +20    
Abilities: Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28    
Skills: Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47   
Feats: Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved Initiative, Lightning Reflexes, Power Attack   
Epic Feats: Epic Reflexes, Epic Toughness (x3), Superior Initiative   
Climate/Terrain: Any    
Organization: Solitary, pair, or polyp (3-7)    
Challenge Rating: 21    
Treasure: Standard    
Alignment: Usually chaotic neutral    
Advancement: 36+ HD (Colossal)    

Redwood-sized creatures of malignant fungus called mu spores stride through lands of perpetual twilight.

A mu spore appears as an ambulatory toadstool standing some 60 feet or more high. A mu spore’s broad, mottled cap is upside down compared to the cap of a common toadstool; it points upward and serves as a very large mouth. A nest of spore-laden tendrils extends from the sides of the creature. Mu spores stride in darkness much of the time, appearing to be black in hue, but in the light a mu spore’s bright red color becomes apparent.

Mu spores wander worlds where the full light of the sun rarely shines—often, this means subterranean domains of vast size, though some mu spores live beneath the foliage of even more prodigious foliage than themselves, or in the shadow of mountains and giant structures. Mu spores attack any creature they encounter, seeking nourishment.

Mu spores speak Common and Terran.

COMBAT

A mu spore can be difficult to approach because of its spore cough—and those who do get through to make melee attacks may soon find themselves immobilized or even swallowed.

Spore Cough (Su): Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of Damage to all creatures and structures in the area, or half Damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based.

Improved Grab (Ex): If a mu spore hits with a tendril, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the Damage given for the tendril.

Swallow Whole (Ex): If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite Damage. A swallowed creature takes the twice the Damage given for the mu spore’s bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of Damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore’s mouth, where it may be bitten or swallowed again.

Sticky (Ex): Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had successfully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option.

Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.

NEH-THALGGU (BRAIN COLLECTOR)

Huge Aberration (Extraplanar, Incorporeal)    

Hit Dice: 32d8+192 (336 hp)    
Initiative: +12 (+4 Dex, +8 Superior Initiative)    
Speed: 60 ft. or via dimension door    
AC: 35 (-2 size, +4 Dex, +3 deflection, +20 insight)    
Base Attack/Grapple: +24/-   
Attack: Bite +26 (4d10 + 12 plus poison) melee   
Full Attack: Bite +26 (4d10 + 12 plus poison ) melee, 10 head-tentacles +21 (2d10 plus ability drain ) melee touch attack   
Space/Reach: 15 ft./10 ft.    
Special Attacks: Extract brains (ranged attack), poison, spells    
Special Qualities: Dimensional travel, DR 10/epic, incorporeal traits, amorphous physiology, manifest maw, SR 30, darkvision 60 ft.   
Saves: Fort +16, Ref +14, Will +23    
Abilities: Str -, Dex 19, Con 22, Int 20, Wis 20, Cha 17    
Skills: Concentration +41, Hide +39, Knowledge (arcana, the planes) +40, Move Silently +39, Search +40, Spellcraft +40   
Feats: Blind-Fight, Combat ReflexesDodge, Eschew Materials, Expertise, Improved Initiative, Maximize Spell, Mobility, Power Attack, Spring Attack    
Epic Feats: Superior Initiative    
Climate/Terrain: Any    
Organization: Solitary   
Challenge Rating: 26    
Treasure: Triple standard    
Alignment: Usually chaotic neutral, neutral evil, or chaotic evil    
Advancement: 33-66 HD (Gargantuan); 67-112 HD (Colossal)    

Bizarre creatures best known for their unpleasant habit of harvesting humanoid brains, whatever the wishes of their current owners, neh-thalggu (also called brain collectors) endlessly prowl for additions to their collections.

Truly hideous in appearance, brain collectors have bloated, yellow-orange, oily bodies that spout dozens of short, writhing tentacles. Ten slightly longer tentacles frame its lamprey mouth, which is filled with row after row of jagged red teeth. Above the gaping maw are four large, yellow, red-irised, bulging eyes, behind which cluster a number of squirming bulges about a foot across.

These bulges house the human or humanoid brains the brain collector has harvested to date (up to thirteen brains at a time), which it uses to power its own spe cial abilities. It must discard one of its currently “banked” brains in order to replace it with another. The creatures move with surprising agility on twelve segmented crablike legs (larger specimens have eighteen or even twenty-four legs, juveniles but six). Brain collectors lack fixed internal anatomies and can rearrange organ functions at will, making them very difficult to kill.

Brain collectors hail from a distant reality known to sages only as the Far Realm or Nightmare Dimension. Occasionally juveniles (Large, 10 HD, AC 20) are encountered in isolated locations, but fully grown specimens such as the one described here are quite rare. Both types visit mundane realms in order to harvest the brains they need to fully access their abilities. A juvenile will seize any brains of characters 5th level and higher as opportunity arises, but an adult absorbs only the brains of arcane spellcasters of at least 15th level, passing along rejects to its less fussy mind flayer retainers. A creature whose brain has been harvested by a brain collector cannot be raised, reincarnated, or resurrected while the brain is in the creature, because the collector preserves and draws upon the soul and basic personality of the creature for as long as it retains the brain. A brain collector might be bargained with for the return of a specific brain, but only in exchange for a better (higher-level) specimen.

Brain collectors typically attract a retinue of 1d4+1 mind flayers, drawn by the desire to study the aberration’s technique in extracting brains with ranged attacks and its ability to access the arcane brainpower of the assimilated brains. Some sages have ascribed the illithids’ attraction to simple self-interest (the illithids get to claim the rejects that do not meet the neh-thalggu’s demanding specifications), others to an affinity almost amounting to worship. On rare occasions a neh-thalggu is accompanied by a single paragon mind flayer sworn to its service.

Neh-thalggus’ own language is a silent sign language “spoken” with their writhing head-tentacles. They can also communicate telepathically with any creature that has a language within 100 feet.

COMBAT

Neh-thalggu are cunning and powerful, vigorously harvesting new brains whenever they can do so without undue risk.

Poison (Ex): A neh-thalggu’s bite injects a debilitating poison (DC 32) that Damages the victim’s Constitution. He or she loses half his or her current Constitution immediately on a failed save and must save again 1 minute later or lose half of his or her remaining Constitution. If the character survives, he or she heals the ability Damage at the normal rate (1 point per day). The save DC is Constitution-based.

Head-Tentacles (Ex): The long, whiplike tentacles that frame either side of a brain collector’s face can deliver a dangerous touch attack that, if successful, causes the target to dehydrate and wither (2d10 points of desiccation Damage). In addition, each successful tentacle attack drains 1 point of Strength, 1 point of Dexterity, and 1 point of Constitution. This is permanent ability drain and may only be reversed by spells such as restoration and greater restoration. It can bring all ten tentacles to bear on a single target facing it or divide its attacks against up to ten targets that it threatens.

Extract Brains (Sp): Once every 1d4 rounds, as a full-round action, a brain collector can extract the brain from a target creature in line of sight. This attack is psionic in nature and can be blocked by a dimensional anchor currently in force on the target. The target gets a Will save (DC 31) to resist the extraction. The save DC is Intelligence-based. If the save fails, his or her brain is drawn out intact through the skull by extradimensional means and sucked up by the brain collector, lodging in an unused storage sac above and behind its eyes. If the save succeeds, he or she takes 9d6 points of Damage and is stunned for 1d4+1 rounds. A brain collector prefers to absorb brains of high-level arcane spellcasters but is fully capable of extracting those of other foes as a highly effective attack. When encountered, assume a neh-thalggu has a full retinue of thirteen stolen brains. Each brain less than the full thirteen bestows one negative level on the neh-thalggu (though these never convert to actual level loss), which is a powerful incentive for the creature to always keep its brain-sacs filled. A neh-thalggu is free to draw on all the Knowledge skills of each brain it currently stores, using the base ranks in a skill possessed by each brain, and adjusted by the neh-thalggu’s own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in).

Dimensional Travel (Sp): A brain collector’s preferred method of locomotion is via dimension door, which it can do as a quickened action, once per round. It can also use greater teleport or plane shift at will as a move-equivalent action.

Spells (Sp): A fully grown brain collector can cast arcane spells as a 13th-level sorcerer (one level of spell-casting ability per brain).

Incorporeal: A neh-thalggu is not wholly in our reality but always remains partially extradimensional. Thus it can be harmed only by other incorporeal creatures, +1 or better weapons, magic, or psionics, with a 50% chance to ignore any Damage from a corporeal source. It can pass through solid objects at will, and its own attacks pass through armor (except for its bite attack, which is treated as if a corporeal attack). It always moves silently unless it chooses otherwise.

Amorphous Physiology (Ex): A brain collector does not have fixed organs. As such, it is immune to critical hits, death from massive Damage, sneak attacks, and coup de grace.

Manifest Maw: Though it is an incorporeal creature, a neh-thalggu can manifest its mouth in corporeal form as a standard action. While so manifested, the mouth can deliver bite attacks against corporeal creatures or pick up objects. The mouth bites as if it had Str 35.

Feats: A neh-thalggu gains Power Attack as a bonus feat, even though it has no Strength score.

PARAGON CREATURE

CREATING A PARAGON CREATURE

“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).

The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here.

HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.

Speed: A paragon creature’s speed triples, for all movement types.

AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better).

Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.

Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.

Special Attacks: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.

Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.

Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.

  • Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
  • Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
  • Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
  • Fast healing 20. If the creature already possesses fast healing, use whichever is better.
  • A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Saves: The paragon creature gains a +10 insight bonus on all its saving throws.

Abilities: All ability scores are 15 points higher than those of the base creature.

Skills: The paragon creature gains a +10 competence bonus on all its skill checks.

Feats: Same as the base creature, plus one bonus feat.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: As base creature +15.

Treasure: Standard for a creature of the adjusted CR.

Alignment: Same as the base creature.

Advancement: Same as the base creature.

PRISMASAURUS

Huge Magical Beast    

Hit Dice: 60d10+620 (950 hp)    
Initiative: +15 (+7 Dex, +8 Superior Initiative)    
Speed: 30 ft.    
AC: 55 (-2 size, +7 Dex, +40 natural)    
Base Attack/Grapple: +60/+79   
Attack: Bite +72 (8d10+11/ 19-20 (+1d6 on critical hit)) melee   
Full Attack: Bite +72 melee (8d10+11/ 19-20 (+1d6 on critical hit)), tail +67 (10d6+5) melee   
Space/Reach: 15 ft./10 ft.    
Special Attacks: Prismatic emanations    
Special Qualities: Immunities, prismatic blur, SR 38, DR 10/-    
Saves: Fort +41, Ref +39, Will +24    
Abilities: Str 32, Dex 25, Con 29, Int 4, Wis 19, Cha 10    
Skills: Listen +37, Spot +38   
Feats: Alertness, Cleave, Combat ReflexesDodge, Endurance, Great Cleave, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (tail)
Epic Feats: Devastating Critical (bite), Epic Endurance, Epic Toughness (x4), Epic Weapon Focus (bite), Epic Weapon Focus (tail), Overwhelming Critical (bite), Superior Initiative
Climate/Terrain: Any sunny land    
Organization: Solitary or pair    
Challenge Rating: 28    
Treasure: None    
Alignment: Always neutral    
Advancement: 61-90 HD (Huge); 91-150 HD (Gargantuan)   

The prismasaurus’s dazzling scales create a deadly rainbow of effects for all who behold it.

A prismasaurus is about 20 feet long from nose to base of tail, and stands around 8 feet tall at the shoulder. It has a bony ridge that runs from the back of its neck all the way down to the base of its tail that is covered with special crystalline scales. The creature’s snout is elongated, and it possesses a jaw full of powerful, crushing teeth. The tip of a prismasaurus’s tail is a thick, bony bulge with horny protrusions all over it.

COMBAT

The beast’s ridge scales, magical in nature, reflect and refract the light in a myriad of colors, accompanied by a host of arcane energies that make the beast a formidable opponent. Through the use of these energies, the prismasaurus incapacitates its opponents and then feeds, able to consume its prey regardless of whatever state it might be in due to the prismatic effects applied to it.

In addition to the prismasaurus’s prismatic light attacks, it can deliver a powerful bite and a crushing tail attack.

Prismatic Emanations (Su): The reflected and refracted light from the prismasaurus’s crystalline ridge functions very similarly to the prismatic spray spell. Any creature of less than 8 HD that is within 30 feet of the creature is automatically blinded for 2d4 rounds. In addition, any creature within 20 feet of the prismasaurus is randomly struck by one or more rays of light, as determined by the table that accompanies the prismatic spray spell. This effect is as the prismatic spray spell in a 30-foot-radius spread, but is otherwise as cast by a 20th-level caster. The save DC for the prismatic spray effects is 49.

Immunities (Su): It is immune to poison, gases, petrification, and mind-affecting attacks.

Prismatic Blur (Ex): The reflected and refracted light that constantly surrounds the creature blurs the creature’s outline and makes it difficult to properly target. All melee and ranged attacks against the creature have a 50% miss chance.

PSEUDONATURAL TROLL

Large Outsider (Extraplanar)   

Hit Dice: 6d8+66 (114 hp)    
Initiative: +7 (Dex)    
Speed: 60 ft.    
AC: 51 (-1 size, +7 Dex, +35 natural)    
Base Attack/Grapple: +4/+40   
Attack: Tentacle rake +35 (2d8+17) melee   
Full Attack: 5 tentacle rakes +35 (2d8+17) melee   
Space/Reach: 10 ft./10 ft.    
Special Attacks: Constant insight, improved grab, rend 4d8+25, rotting constriction    
Special Qualities: DR 5/epic, SR 30, acid and electricity resistance 20, regeneration 5, scent, spell-like abilities, darkvision 90 ft.    
Saves: Fort +16, Ref +9, Will +8    
Abilities: Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6    
Skills: Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, Spot +15   
Feats: Alertness, Iron Will, Track    
Climate/Terrain: Any    
Organization: Solitary or gang (2-4)    
Challenge Rating: 21    
Treasure: Standard    
Alignment: Always chaotic evil    
Advancement: By character class    

Pseudonatural trolls (called pseudonatrolls, or just pseudotrolls) are creatures descended from trolls and alien protoplasm originating in a realm far beyond the known multiverse.

A pseudotroll appears roughly humanoid in shape, standing 9 feet tall and weighing 500 pounds. Its mossgreen hide is rubbery and mottled green and gray. Instead of arms, it possesses five tentacles, lined with suckers, barbs, and eyes, and tipped with toothy mouths. A writhing, hairlike mass is situated where a head might sit on a natural creature. The legs end in great three-toed feet.

Pseudotrolls speak Giant (using all their tentaclemouths simultaneously)

COMBAT

Pseudotrolls have no fear of death. They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Constant Insight (Su): A pseudotroll makes all its attacks (including grapples) with a +15 insight bonus (calculated into the above statistics). The creature is not affected by the miss chance that applies to attacks against a concealed target.

Improved Grab (Ex): If a pseudonatural troll hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex): If a pseudotroll hits with two or more tentacle rake attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+25 points of Damage, and can be used concurrently with its improved grab ability.

Rotting Constriction (Ex): Once a pseudotroll has hold of an opponent, each successful grapple check it makes during subsequent rounds automatically drains 2d4 points of Constitution. At the same time, the pseudotroll regains 10 lost hit points.

Regeneration (Ex): Fire and acid deal normal Damage to a pseudotroll. If a pseudotroll loses a tentacle or body part, the lost portion regrows in 1 minute. The creature can reattach the severed member instantly by holding it to the stump.

Spell-Like Abilities: Caster level 20th; save DC 8 + spell level. The DC is Charisma-based.

At will - blur, dimension door, shield, unhallow.

Alternate Form (Su): At will, a pseudotroll can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against a pseudotroll in this alternate form.


CREATING A PSEUDONATURAL CREATURE

“Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature).

Pseudonatural creatures dwell between the stars, beyond the planes as we know them, or nestled in far realms of insanity. When summoned to the Material Plane they often take the form of and emulate the abilities of familiar creatures, though such a creature is more gruesome in appearance than its normal earthly counterparts. Alternatively, a pseudonatural creature may appear in a manner more consistent with its origin: A combination of its worldly form and a mass of writhing tentacles is most common.

The creature’s type changes to outsider. It uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

HD: A pseudonatural creature always has maximum hit points.

Speed: A pseudonatural creature’s speed doubles, for all movement types.

AC: Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better.

Attack/Full Attack: A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus.  It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.

Damage: Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier.

Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following.

Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.

Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

Spell-Like Abilities: Caster level 20th.  The DCs are Charisma-based.

At will - blur, dimension door, shield, unhallow.

Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following.

  • Electricity and acid resistance of a varying amount related to its Hit Dice (see the table below). If the creature already possesses such resistance, use whichever is better.
  • Damage reduction of a varying amount related to its Hit Dice (see the table below). If the creature already possesses Damage reduction, use whichever is better.
  • Spell resistance equal to the creature’s HD x5. If the creature already possesses spell resistance, use whichever is higher.
  • One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has.
  • A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Hit Dice
Electricity and Acid Resistance
Damage Reduction
Extra Tentacle Rake Attacks
1-3
15
5/epic
1
4-7
20
5/epic 2
8-11
25
10/epic 3
12-15
30
10/epic 4
16-19
35
15/epic 5
21-24
40
15/epic 6
each 4 more HD
+5
15/epic +1

If the creature already has one or more of these special qualities, use the better value.

Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.

Saves: Same as the base creature.

Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3.

Skills: Same as the base creature.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10

Treasure: Same as the base creature.

Alignment: Same as base creature.

Advancement: Same as the base creature.

RUIN SWARM

Tiny Vermin (Swarm)   

Hit Dice: 50d8+500 (725 hp)   
Initiative: +16   
Speed: 20 ft., climb 20 ft., fly 90 ft. (perfect)   
Armor Class: 30 (+2 size, +16 Dex, +2 natural), touch 28, flatfooted 14   
Base Attack/Grapple: +37/-   
Attack: Swarm (5d6)   
Full Attack: Swarm (5d6)   
Space/Reach: 10 ft./0 ft.   
Special Attacks: Blinding, distraction (DC 45)   
Special Qualities: Blindsense, fast healing 15, swarm traits, vermin traits   
Saves: Fort +37, Ref +34, Will +22   
Abilities: Str 3, Dex 42, Con 30, Int-, Wis 23, Cha 32   
Skills: -   
Feats: -   
Environment: Any   
Organization: Solitary, cloud (2-4 swarms), or plague (5-8 swarms)   
Challenge Rating: 23   
Treasure: None   
Alignment: Always neutral   
Advancement: None   

A ruin swarm is composed of tens of thousands of vermin acting as a single malevolent organism—a flying ooze of colossal size.

A ruin swarm appears as an amorphous, mutable cloud of darkness 100 feet or more in diameter that rises into the sky like billows of smoke marking a scene of destruction. A swarm emits a thunderous roar that can be heard (as a rumbling drone) from up to a mile away; within a distance of 90 feet from a swarm, its roar drowns out all other sound. As the flying ooze wings through the air, its shape constantly spirals, twists, and mutates, and sometimes even divides into two or more distinct units before rejoining again moments later.

A ruin swarm originates in areas of magical contamination or leakage, or possibly through the design of an arcane experimentalist. Once formed, a ruin swarm is for all intents and purposes a single organism of the ooze type-—its individual particulates have no more bearing on its vulnerabilities or powers.

A ruin swarm possesses vestigial intelligence but speaks no languages.

COMBAT
A ruin swarm has only one tactic: swoop in and engulf any creature, in order to feed its never-ending hunger.

Blinding (Ex): Any living creature that begins its turn with a ruin swarm in its space must make a Fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based.

Blindsense (Ex): The ruin swarm notices and locates creatures within 200 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment).

Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 45 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.

Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.
A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage.

Vermin Traits: A ruin swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).

SHADOW OF THE VOID

Large Undead (Cold, Incorporeal)   

Hit Dice: 35d12 (227 hp)    
Initiative: +17 (+9 Dex, +8 Superior Initiative)    
Speed: Fly 60 ft. (perfect)    
AC: 48 (-1 size, +9 Dex, +10 deflection, +20 insight)    
Base Attack/Grapple: +17/-   
Attack: Incorporeal touch +25 (2d6 plus blightfire) melee   
Full Attack: Incorporeal touch +25 (2d6 plus blightfire) melee   
Space/Reach: 10 ft./10 ft.    
Special Attacks: Blightfire, create spawn, spell-like abilities   
Special Qualities: Undead traits, incorporeal traits, turn resistance +6, cold subtype, cold aura, SR 36, DR 10/epic    
Saves: Fort +13, Ref +20, Will +26    
Abilities: Str -, Dex 29, Con -, Int 17, Wis 25, Cha 31    
Skills: Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45   
Feats: Alertness, Blind-Fight, Combat ReflexesDodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack    
Epic Feats: Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative    
Climate/Terrain: Any    
Organization: Solitary or gang (2-5)    
Challenge Rating: 26    
Treasure: None    
Alignment: Always lawful evil    
Advancement: 36-42 HD (Large); 43-70 HD (Huge)    

A shadow of the void is a manifestation of cold malevolence, the spirit of one condemned in the afterlife to an eternity of frosty conflagration.

A shadow of the void appears to be a 10-foot-tall incorporeal humanoid made of blightfire, black flames that crackle with cold energy. The only discernible feature of a shadow of the void is its two blue, piercing eyes. Shadows of the void are usually found far from the Material Plane, sometimes accompanied by a winterwight or two.

The creatures known as winterwights were originally created by shadows of the void, though winterwights have also been created artificially by powerful demiliches. Whenever a shadow of the void discovers an artificially created winterwight, the shadow attempts to slay it.

COMBAT

Shadows of the void prefer to close with their opponents because of their deadly blightfire.

Blightfire (Su): Living creatures taking Damage from a shadow of the void’s incorporeal touch attack find themselves ignited with blightfire; cold, black flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 6 points of Constitution. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points. The creature heals 30 points of Damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blight-fire, only icy fragments of the victim remain, until they reform as a winterwight.  The save DC is Charisma-dased.

Create Spawn (Su): Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. Winterwights are under the command of the shadow of the void that created them and remain enslaved until its death. They do not possess any of the abilities they had in life, though they do possess general knowledge of the slain creature. This knowledge is used for evil purposes, if possible.

Spell-Like Abilities: Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.

3/day - deeper darkness, freezing sphere.

Incorporeal Traits: Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Cold Subtype: Immunity to cold. Vulnerability to fire, (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure).

Cold Aura (Su): A 10-foot-radius spread cold aura surrounds a shadow of the void. All creatures of the cold sub-type in the area (including the shadow of the void) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura.

SHAPE OF FIRE

Large Undead (Fire, Incorporeal)    

Hit Dice: 35d12 (227 hp)    
Initiative: +17 (+9 Dex, +8 Superior Initiative)    
Speed: Fly 60 ft. (perfect)    
AC: 48 (-1 size, +9 Dex, +10 deflection, +20 insight)    
Base Attack/Grapple: +17/-   
Attack: Incorporeal touch +25 (2d6 plus blazefire) melee   
Full Attack: Incorporeal touch +25 (2d6 plus blazefire) melee   
Space/Reach: 10 ft./10 ft.    
Special Attacks: Blazefire, create spawn, spell-like abilities    
Special Qualities: Undead traits, incorporeal traits, turn resistance +6, fire subtype, heat aura, SR 36, DR 10/epic    
Saves: Fort +13, Ref +20, Will +26    
Abilities: Str -, Dex 29, Con -, Int 17, Wis 25, Cha 31    
Skills: Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45   
Feats: Alertness, Blind-Fight, Combat ReflexesDodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack    
Epic Feats: Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative    
Climate/Terrain: Any    
Organization: Solitary or gang (2-5)    
Challenge Rating: 26    
Treasure: None    
Alignment: Always lawful evil    
Advancement: 36-42 HD (Large); 43-70 HD (Huge)    

A shape of fire is a manifestation of white-hot malice, the spirit of one condemned in the afterlife to an eternity of scorching damnation.

A shape of fire appears to be a 10-foot-tall incorporeal humanoid made of blazefire, white-hot flames that crackle with searing energy. The only discernible feature of a shape of fire is its two red, piercing eyes. Shapes of fire are usually found far from the Material Plane, sometimes accompanied by an lavawight or two.

COMBAT

Shapes of fire prefer to close with their opponents because of their deadly blazefire.

Blazefire (Su): Living creatures taking Damage from a shape of fire’s incorporeal touch attack find themselves ignited with blazefire; white-hot, lambent flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 10 hit points. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 10 more hit points each round. The shape of fire heals the same amount of Damage whenever a creature is drained, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blazefire, only blackened ash remains of the victim. Hit points lost to the blazefire never heal naturally and cannot be magically restored-they are gone for good. The save DC is Charisma-based.

Create Spawn (Su): Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. Lavawights are under the command of the shape of fire that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Spell-Like Abilities: Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.

3/day - fire storm, incendiary cloud.

Incorporeal Traits: Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Fire Subtype: Immunity to fire. Vulnerability to cold (takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure).

Heat Aura (Su): A 10-foot-radius spread heat aura surrounds a shape of fire. All creatures of the fire subtype in the area (including the shape of fire) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points of fire Damage each round they remain within the heat aura.

SIRRUSH


Sirrush
Large Magical Beast

Three-Headed Sirrush
Large Magical Beast    
Hit Dice: 40d10+680 (900 hp)

45d10+855 (1,102 hp)
Initiative: +23 (+15 Dex, +8 Superior Initiative)    
+25 (+17 Dex, +8 Superior Initiative)    
Speed: 90 ft.    
120 ft.    
Armor Class: 44 (+15 Dex, -1 size, +20 natural)    
50 (+17 Dex, -1 size, +24 natural)    
Base Attack/Grapple: +40/+60   
+45/+67   
Attack: Claw +56 (2d6+16/19-20 (+1d6 on critical hit)) melee

Claw +63 (3d6+18/19-20 (+1d6 on critical hit)) melee
Full Attack: 4 claws +56 (2d6+16/19-20 (+1d6 on critical hit)) melee, bite +54 (4d6+8) melee   

4 claws +63 melee, 3 bites +61 melee   
Space/Reach: 10 ft./5 ft.
10 ft./5 ft.    
Special Attacks: Pounce, stunning roar
Pounce, stunning roar    
Special Qualities: Blindsight 300 ft., DR 10/epic, darkvision 60 ft., fast healing 20, low-light vision, SR 39, scent; acid, cold, electricity, fire, and sonic resistance 10
Blindsight 350 ft., DR 10/epic, darkvision 60 ft., fast healing 25, low-light vision, SR 42, scent; acid, cold, electricity, fire, and sonic resistance 15   
Saves: Fort +39, Ref +37, Will +27    
Fort +45, Ref +43, Will +33    
Abilities: Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28    
Str 47, Dex 45, Con 49, Int 26, Wis 43, Cha 33    
Skills: Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57   

Balance +65, Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently +65, Search +56, Spot +64, Survival +64   
Feats: Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Epic Feats:
Blinding Speed (x4), Overwhelming Critical (claw), Superior Initiative
Blinding Speed (x6), Overwhelming Critical (claw), Superior Initiative
Climate/Terrain Any    
Anye
Organization: Solitary, pair, or pack (4-9 sirrushes and 1-2 three-headed sirrushes)
Solitary, pair, or pack (1-2 three-headed sirrushes and 4-9 sirrushes).    
Challenge Rating:
24    
28    
Treasure: Standard    
Standard    
Alignment:
Usually chaotic neutral    
Usually chaotic neutral    
Advancement: 41-50 HD (Large), 51-60 HD (Huge), 61+ HD (Gargantuan)    
46-55 HD (Large); 56-65 HD (Huge); 66+ HD (Gargantuan)    

The sirrush is a four-legged predator of undisputed ferocity and unrelenting hunger.

A sirrush has the form of a lean carnivorous cat with thick dragonlike scales instead of fur. It weighs in at around 650 pounds, with a coloration of mottled black and silver. Instead of a mane of hair it has a protective bone plate, which shields its head and neck from otherwise lethal blows; likewise, its dragonlike scales save it from the worst of any elemental effect. Oversized incisors jut from its equally large mouth, and its talonlike claws leave no doubt that the creature is a fearsome foe.

Three-Headed Sirrush: The rarer, far deadlier threeheaded sirrushes dominate average sirrushes. Often, three-headed sirrushes lead packs of lesser sirrushes. Sirrushes hunt anything, but specialize in hunting dragons (though they are intelligent, and can ascertain quickly if a particular dragon is too tough for them). A slain dragon is enough to feed a sirrush pack for a week, though that doesn’t necessarily stop them from hunting other creatures for sport.

Sirrushes speak Sylvan and Draconic.

COMBAT

Once a sirrush scents and surreptitiously takes the measure of a potential meal, it will stalk its prey for up to a day before attacking with all-out fury. Because of its stealth, it often uses the surprise round to loose its stunning roar, after which it pounces on its next action. A sirrush is so accomplished a carnivore that it can bite and use all four of its limbs to attack its prey in the same round as a full attack.

Stunning Roar (Ex): Every 1d4 rounds, a sirrush can loose a sonic attack of such volume that it stuns all creatures in a 60-foot spread for 1d4 rounds if they fail a Fortitude saving throw (DC 47, or DC 51 for a three-headed sirrush). The DC is

Pounce (Ex): If a sirrush charges or leaps upon a foe during its first round of combat, it can make a full attack even if it has already taken a move action.

Headloss Resistance (Ex): A sirrush’s thick bony plate protects its neck like a shield and provides resistance from effects that could normally behead it, such as a vorpal weapon. When a sirrush or three-headed sirrush would otherwise lose its head, it instead makes a Fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker’s Str modifier). On a failed save, the sirrush’s head leaves its shoulders normally, but on a successful save, the sirrush is unaffected by the beheading. A sirrush dies when beheaded; a three-headed sirrush goes on fighting until all its heads are lost (the only penalty it incurs is one or two fewer bite attacks when it makes a full attack).

SLAAD

Slaadi are well-known representatives of planes of unstable form and energy, though the more powerful white and black slaadi are less recognized.

Like their lesser cousins, white and black slaadi are creatures of chaos, and somewhat resemble humanoid toads of terrible aspect. Some black and white slaadi have variant physical features (see Variant Slaadi in the Monster Manual).

All slaadi speak their own language, Slaad. White and black slaadi also speak Abyssal, Common, Celestial, and Infernal, and in addition can communicate telepathically.

COMBAT

Slaadi generally attack with their claws and bite. They relish melee combat but are savvy enough to use their summoning and other spell-like abilities to good effect.

Blood of Chaos (Ex): Black and white slaadi are more in tune with the true principle of chaos than their lesser cousins. As such, black and white slaadi can summon forth the force of chaos to degrade and destroy that which they bite, spit upon, or touch. The chaos, once released, burns all substances almost like acid. Even creatures protected against chaos, such as by a magic circle against chaos spell, take half damage.

Resistances (Ex): Black and white slaadi have acid, cold, electricity, fire, and sonic resistance 20. Black and white slaadi are also immune to their own chaos attacks.

Summon Slaad (Sp): Slaadi can summon other slaadi much as though casting a summon monster spell, but they have only a chance of success each time they try. Roll d% and refer to the chance of success given in the particular slaad’s description. On a failure, no slaadi answer the summons. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour.

Most slaadi do not use this ability lightly, since they are generally distrustful and fearful of one another. In general, they use it only when necessary to save their own lives.

SLAADI CHARACTERS

Slaadi rarely have the focus to devote themselves to a character class. White slaadi sometimes train as fighters, and black slaadi sometimes train as clerics (and are rumored to serve, and possibly worship, the enigmatic Slaad Lords).


White Slaad
Large Outsider (Chaotic)

Black Slaad
HugeOutsider (Chaotic)    
Hit Dice: 24d8+312+20 (440 hp)
29d8+406 (536 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
+10 (+2 Dex, +8 Superior Initiative)
Speed: 40 ft
80 ft.
AC: 40 (+8 Dex, –1 size, +23 natural)
48 (+6 Dex, –2 size +34 natural)
Attacks: 2 claws +36 melee, bite +34 melee; or chaos spittle +31 ranged touch
2 claws +43 melee, 4 tongues +42 melee touch or +33 chaos spittle ranged touch
Damage: Claw 5d6+13, bite 2d10+6 plus chaos bite; chaos spittle 8d4
Claw 5d8+16, tongue 10d4/19–20 chaos touch; chaos spittle 20d4
Face/Reach: 5 ft. by 5 ft./10 ft
10 ft. by 10 ft./15 ft
Special Attacks: Chaos spittle, spell-like abilities, summon slaad, stun, weapon breaker
Chaos spittle, chaos touch, spell-like abilities, summon slaad, stun, weapon breaker
Special Qualities: Fast healing 15, DR 35/+5, resistances, alternate form
Fast healing 30, DR 45/+7, resistances, alternate form, darkvision 320 ft.
Saves: Fort +27, Ref +22, Will +22
Fort +30, Ref +22, Will +26
Abilities: Str 36, Dex 26, Con 37, Int 26, Wis 27, Cha 27
Str 42, Dex 22, Con 38, Int 29, Wis 30, Cha 31
Skills: Balance +39, Climb +40, Diplomacy +12, Escape Artist +35, Hide +31, Jump +44, Knowledge (arcana) +35, Knowledge (local) +23, Knowledge (the planes) +35, Knowledge (religion) +26, Listen +35, Move Silently +35, Search +35, Sense Motive +35, Spot +35, Tumble +39
Balance +42, Bluff +42, Diplomacy +18, Escape Artist +38, Hide +30, Intimidate +14, Jump +52, Knowledge (arcana) +41, Knowledge (local) +41, Knowledge (the planes) +41, Knowledge (religion) +41, Listen +42, Move Silently +38, Scry +22, Search +41, Sense Motive +42, Spot +42, Tumble +42
Feats: Dodge, Improved Initiative, Multiattack, Power Attack, Sunder
Cleave, Improved Critical (tongue), Improved Initiative, Multiattack, Power Attack, Sunder, Weapon Focus (tongue)
Epic Feats: Blinding Speed, Epic Toughness
Superior Initiative
Climate/Terrain: Any land and underground
Any land and underground
Organization: Solitary or pair
Solitary or pair
Challenge Rating: 21
25
Treasure: Double standard
Double standard
Alignment: Always chaotic neutral
Usually chaotic neutral (sometimes chaotic evil)
Advancement: 25–29 HD (Large); 30–44 HD (Huge)
30–45 HD (Huge); 56–70 HD (Gargantuan)

WHITE SLAAD

A death slaad (see the Monster Manual) that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the white—and devotes most of its time and attention to the study of yet more lethal art. A white slaad is as pale as snow, seeming to glow in even the dimmest light.

Combat

A white slaad may wield a magic weapon if it can find one of sufficient power to compete with its fearsome natural abilities.

Stun (Ex): A white slaad can make an attacks as though it had the Stunning Fist feat (see Chapter 5 of the Player’s Handbook) nine times per day. The Fortitude save DC is 30.

Chaos Bite (Ex): On a successful bite attack, the slaad deals an additional 8d4 points of chaotic damage. Unless the chaos infecting the wound is somehow neutralized, it deals another 4d4 points of chaotic damage every subsequent round for 9 rounds.

Chaos Spittle (Ex): A white slaad can spit a glob of chaos at any target it can see within 60 feet as a ranged touch attack. The chaos deals 10d4 points of chaotic damage (no splash damage). Unless the chaos is somehow neutralized, the glob deals another 5d4 points of chaotic damage every subsequent round for 9 rounds.

Weaponbreaker (Ex): When a white slaad uses its Sunder feat, it rolls damage twice and takes the higher of the two rolls as the roll to break the weapon.

Spell-Like Abilities: At will—animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, dispel law, fear, finger of death, fireball, fly, greater dispelling, identify, improved invisibility, magic circle against law, plane shift, power word blind, power word kill, see invisibility, shatter, teleport without error, word of chaos; 1/day— implosion, peripety, ruin (epic spell). Caster level 21st; save DC 18 +spell level.

Alternate Form (Su): A white slaad can shift between its natural form and any humanoid form at will as a standard action. A white slaad can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 21st-level caster.

Summon Slaad (Sp): Three times per day a white slaad can attempt to summon 2–4 gray slaadi (01–20 fails, 21–100 succeeds), or 1–2 death slaadi (01–60 fails, 61–100 succeeds).

Telepathy (Su): White slaadi can communicate telepathically with any creature within 100 feet that has a language.

BLACK SLAAD

A white slaad that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the black. The power of a black slaad eclipses that of some abominations and many of the oldest wyrms. A black slaad is a blot of darkness, a toad-shaped-void from which only two evil stars of its eyes gleam.

Combat

A black slaad fights in deeper darkness, because it can see in such conditions while most other creatures can not. The black slaad has a 15-footlong prehensile tongue split into equal lengths, allowing it to make four melee touch attacks per round. It always uses its true seeing ability to see past an opponent’s use of invisibility, blur and displacement, or similar ruses.

Stun (Ex): A black slaad can make an attack as if it had the Stunning Fist feat (see Chapter 5 of the Player’s Handbook) eleven times per day. The Fortitude save DC is 34. The black slaad can stun with its tongues as well as its claws.

Chaos Touch (Ex): On a successful tongue melee attack, the slaad deals 10d4 points of chaotic damage. Unless the chaos infecting the wound is somehow neutralized, it deals another 5d4 points of chaotic damage every subsequent round for 11 rounds.

Chaos Spittle (Ex): A black slaad can spit a glob of chaos at any target it can see within 120 feet as a ranged touch attack. The chaos deals 20d4 points of chaos damage (no splash damage). Unless the chaos is somehow neutralized, the glob deals another 10d4 points of damage every subsequent round for 11 rounds.

Weaponbreaker (Ex): When a black slaad uses its Sunder feat, it rolls damage twice and takes the higher of the two rolls as the roll to break the weapon.

Spell-Like Abilities: At will—animate objects, circle of death, chaos hammer, cloak of chaos, death knell, deeper darkness, dispel law, fear, finger of death, fireball, fly, greater dispelling, identify, improved invisibility, lightning bolt, magic circle against law, plane shift, power word blind, power word kill, protection from law, see invisibility, shatter, teleport without error, word of chaos; 1/day—implosion, peripety, ruin, spell worm (epic spell). Caster level 25th; save DC 20 + spell level.

Alternate Form (Su): A black slaad can shift between its natural and any humanoid form at will as a standard action. A black slaad can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 21st-level caster.

Summon Slaad (Sp): Three times per day a black slaad can attempt to summon 2–4 death slaadi (01–20 fails, 21–100 succeeds), or 1–2 white slaadi (01–60 fails, 61–100 succeeds).

Telepathy (Su): Black slaadi can communicate telepathically with any creature within 100 feet that has a language.

TAYELLAH

Gargantuan Magical Beast    

Hit Dice: 34d10+448 (635 hp)    
Initiative: +27 (+19 Dex, +8 Superior Initiative)    
Speed: 100 ft.    
AC: 44 (+19 Dex, -4 size, +15 insight, +4 natural)    
Base Attack/Grapple: +34/+57   
Attack: Claw +52 (2d8+11) melee   
Full Attack: 2 claws +52 (2d8+11) melee, 3 bites +47 (2d6+5) melee, sting +39 (3d6+5 plus poison) melee    
Space/Reach: 20 ft./15 ft.    
Special Attacks: Pounce, improved grab, rake 4d6+15    
Special Qualities: SR 34, DR 10/epic    
Saves: Fort +31, Ref +38, Will +22    
Abilities: Str 32, Dex 48, Con 34, Int 14, Wis 32, Cha 19    
Skills: Hide +44, Jump +39, Listen +48, Move Silently +56, Spot +48   
Feats: Combat Reflexes, Improved Initiative, Iron Will, Track, Weapon Focus (bite), Weapon Focus (claw), Weapon Finesse   
Epic Feats: Epic Toughness (x2), Epic Weapon Focus (bite), Epic Weapon Focus (claw), Superior Initiative,   
Climate/Terrain: Any temperate or cold land    
Organization: Solitary or pair    
Challenge Rating: 24    
Treasure: None    
Alignment: Always neutral    
Advancement: 35-68 HD (Gargantuan); 69-102 HD (Colossal)    

Tayellahs are lone hunters of supernatural origin.

A tayellah is a massive feline creature. Appearing as a gargantuan, black, three-headed lynx, it stands 30 feet tall at the shoulder. Its pupilless eyes shine a gleaming yellow. It sports a tentaclelike tail that ends in a wicked stinger. It is devious in the extreme, using its agility to stalk and pounce on its surprised prey. Tayellahs hunt in the most savage of wilds, even places beyond the Material Plane. Some of their favorite prey includes giant eagles and giant lizards.

COMBAT

The tayellah prefers to stalk its prey, using its ability to hide and jump to its advantage. When it confronts a creature that proves a threat, a tayellah prefers to keep its foe at bay with its great agility and stinging tail.

Poison (Ex): Sting, Fort save (DC 39); initial and secondary Damage 2d10 temporary Con. The save DC is Constitution-based.

Pounce (Ex): If a tayellah leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the tayellah must hit with two of its claw attacks. If it gets a hold, it can rake.

Rake (Ex): A tayellah that gets a hold can make two additional rake attacks (+44 melee) with legs it normally only uses for walking, dealing 4d6+5 points of Damage each. If the tayellah pounces on an opponent, it can also rake.

THORCIASID

Medium-Size Aberration    

Hit Dice: 29d8+348 (478 hp)    
Initiative: +22 (+14 Dex, +8 Superior Initiative)    
Speed: 70 ft.    
AC: 42 (+14 Dex, +18 natural)    
Base Attack/Grapple: +21/+27   
Attack: Forelimb +36 (0 plus ability drain) melee touch   
Full Attack: 2 forelimbs +36 (0 plus ability drain) melee touch, 2 antennae +30 (antenna 0 plus energy drain) melee touch   
Space/Reach: 5 ft./5 ft.    
Special Attacks: Ability drain, energy drain, cocoon    
Special Qualities: DR 10/epic, darkvision 240 ft., scent, SR 34, fire resistance 30    
Saves: Fort +21, Ref +25, Will +25    
Abilities: Str 22, Dex 38, Con 34, Int 25, Wis 29, Cha 31    
Skills: Bluff +42, Concentration +44, Diplomacy +38, Escape Artist +46, Hide +46, Intimidate +38, Jump +22, Listen +41, Move Silently +46, Spot +41, Survival +25   
Feats: Dodge, Expertise, Improved Disarm, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (forelimb)    
Epic Feats: Blinding Speed, Superior Initiative    
Climate/Terrain: Any    
Organization: Solitary, pair, or infestation (4-7)    
Challenge Rating: 22    
Treasure: Standard    
Alignment: Usually neutral    
Advancement: 30-36 HD (Medium-size); 37-42 HD (Large)    

Thorciasids are the ultimate parasite, preying on the very life force of all other creatures.

Thorciasids are insectoid creatures. Like a particularly lean (and monstrously large) cockroach, a thorciasid is quick, multilimbed, and the color of burnt wood. It scuttles about on four hind limbs, using two fiendish forelimbs and two writhing antennae to deliver lifedraining attacks.

Thorciasids can be found anywhere, but usually prefer dark, shadowed parts of the area they infest.

Thorciasids sometimes cocoon their prey against future needs, hiding them away in large, multichambered, cunningly hidden nests built on the undersides of buildings, cliffsides, sewers, very large seagoing or planar-going craft, or other even more surprising areas.

Thorciasids speak Common, Elven, Dwarven, and Giant.

COMBAT

Thorciasids are amazingly quick and agile, and take full advantage of this trait in combat. If one catches a foe flatfooted, its first action is to attempt to use its cocoon ability to tether the foe in place. If facing several foes, it might tether a foe in place in order to concentrate its ability-draining and energy-draining melee touch attacks on others, then return to the original foe to finish the cocooning process. During standard combat, a thorciasid always makes full use of its Spring Attack feat in order to keep its foes moving around, especially if it can move a foe into an area where it has prepared a trap (which is possible if the fight is taking place in a thorciasid nest).

Cocoon (Ex): A thorciasid can eject a stream of noxious goo that hardens on contact, potentially fixing a subject in place and hindering its movement and actions. Using a standard action, the thorciasid makes a ranged touch attack against any foe it can see up to 60 feet away. If it succeeds at the ranged touch attack, the subject makes a grapple check against the cocoon. This is accomplished as if the thorciasid itself were making the grapple check with a competence bonus of +10, for a total check modifier of +37. On a failed check for the subject, the goo hardens into a partial cocoon, and the victim is treated as if grappled (even though the thorciasid is free to do as it desires). The subject can attempt to break the grapple of the cocoon (or use Escape Artist) each round, making an opposed grapple check against the cocoon (check modifier +37 for the cocoon). A thorciasid can reinforce a partial cocoon by spending a standard action secreting additional goo. Each action so spent provides an additional +5 to the cocoon’s grapple check modifier. Visually, the victim becomes more and more covered and is finally completely encased in a cocoon. Even fully encased victims can still breathe, and a thorciasid can drain a victim’s life force at its leisure.

Ability Drain (Su): On a successful melee touch attack with a forelimb, the thorciasid permanently drains 1d4+1 points of Strength, 1d4+1 points of Dexterity, and 1 point of Constitution from the victim. The thorciasid regains 20 lost hit points with each successful ability drain.

Energy Drain (Su): On a successful melee touch attack with an antenna, the thorciasid gives the victim one negative level. Each negative level bestowed upon a victim gives the thorciasid +1 bonus to its Constitution that lasts for 24 hours. The negative levels similarly last for 24 hours, at which time the victim must make a Fortitude saving throw (DC 34) to avoid level loss. The save DC is Charisma-based.

TITAN, ELDER

Colossal Outsider (Extraplanar)   

Hit Dice: 70d8+700 (1,015 hp)    
Initiative: +0    
Speed: 150 ft.    
AC: 58 (-8 size, +32 natural, +24 insight)    
Base Attack/Grapple: +70/+104   
Attack: Colossal +5 warhammer +87 (4d8+30/19-20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70 (2d10+22/19-20) ranged   
Full Attack: Colossal +5 warhammer +87/+82/+77/+72 (4d8+30/19-20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70/+65/+60/+55 (2d10+22/19-20) ranged   
Space/Reach: 30 ft./30 ft.    
Special Attacks: Spell-like abilities, spells    
Special Qualities: DR 20/epic, SR 40    
Saves: Fort +47, Ref +37, Will +50    
Abilities: Str 45, Dex 10, Con 31, Int 33, Wis 37, Cha 26    
Skills: Concentration +83, Craft (any five) +45, Decipher Script +84, Diplomacy +45, Gather Information +87, Intimidate +56, Jump +90, Knowledge (all) +66, Listen +86, Sense Motive +86, Speak Language (any five), Spellcraft +90, Spot +86   
Feats: Blind-Fight, Cleave, Expertise, Great Cleave, Improved Critical (warhammer), Improved Critical (javelin), Improved Sunder, Power Attack, Silent Spell, Still Spell, Weapon Focus (warhammer), Weapon Focus (javelin)    
Epic Feats: Automatic Silent Spell (0- through 9th level spells), Automatic Still Spell (0- through 9th level spells), Devastating Critical (warhammer), Epic Spellcasting, Epic Weapon Focus (warhammer), Epic Weapon Focus (javelin), Overwhelming Critical (warhammer), Polyglot    
Climate/Terrain: Any    
Organization: Solitary    
Challenge Rating: 30    
Treasure: Standard    
Alignment: Always neutral    
Advancement: 71-140 HD (Colossal)    

Elder titans are the brooding, primeval forefathers of titans—massive, ponderous beings who have sunk deeply into contemplation of the workings of the universe to the exclusion of almost all else.

Eons older than their smaller counterparts, elder titans stand 75 feet tall or more, weighing close to 400,000 pounds. Each one has a unique, not necessarily totally human, appearance. Because of their cerebral nature, elder titans are acutely withdrawn, taking up residence in the farthest corners of the multiverse, desolate places inhospitable to most others where they are unlikely to be disturbed. Each has taken on many characteristics of the very environment in which he dwells, allowing his body to alter over time as he becomes a very part of that place. Because of this, elder titans tend to customize their special abilities to adapt to their environment, although they are not considered to be a subtype associated with that environment.

Hidden away in their elemental lairs, elder titans spend the majority of their time either thoroughly settled into the depths of their own minds, or magically combing the planes in search of obscure knowledge.

Elder titans are sometimes inaccurately perceived as less cognitive or even less intelligent than their more lively cousins, but the truth is that elder titans have simply moved beyond the joys of physical existence and revel now almost exclusively in the pleasures of the mind. They may be less physically aware of their immediate surroundings, but they perceive well enough, for they consider the multiverse to be their library, a place to garner knowledge for knowledge’s own sake.

Though not secretive with his knowledge, an elder titan seldom welcomes disturbances to his contemplations. It is, in fact, difficult even to get the attention of one of these beings, so deep in thought is he. Even after he is brought out of his reverie, an elder titan is slow to react, both because he is loath to leave his thoughts half finished and because he is carefully analyzing this new data. Once riled, he is a formidable foe, acutely perceptive of his surroundings and enjoying an almost precognitive understanding of battle tactics, and he throws himself into eliminating disturbances quickly and efficiently.

Elder titans have devoted so much time to the pursuit of knowledge that they can speak and read any language (such is the power of the Polyglot feat they possess), though it is as likely as not that they will ignore such mundane intrusions as mere words for the sake of their ponderous reflecting.

Every few millennia, an elder titan rouses himself to find another of his kind for companionship, weapons practice, or some other enjoyable activity. This contact almost always takes place on some desolate and featureless plane where distractions are minimal.

COMBAT

Elder titans have not completely forsaken their connections with their smaller counterparts, and thus fight with massive warhammers and stout javelins, just as titans do. In combat, the tactics an elder titan uses depend largely on environment. In wide-open spaces, an elder titan uses his fly spell-like ability to get up into the air and hurl javelins and other spelllike effects at enemies. In close quarters (relatively speaking), he will rain heavy blows down on his foes with his warhammer.

An elder titan tends to use his spell-like abilities in ways that reflect his favored environment. Thus, an elder titan who has chosen to dwell deep beneath the surface of the ocean has used alter self to change into a waterbreather, while one whose lair is in the heart of a volcano utilizes protection from elements to resist the great heat. Likewise, one will favor fog cloud in combat while the other prefers produce flame.

In any event, an elder titan enters true combat for the sole purpose of quickly and efficiently eradicating nuisances, eliminating persistent distractions to his studies. Whether an elder titan kills his foe or merely drives it away is inconsequential, so long as the result of the fight is a return to peace and quiet.

Spell-Like Abilities: Caster level 29th; save DC 18 + spell level. The save DCs are Charisma-based.

At will - alter self, analyze dweomer, commune with nature, cure critical wounds, eyebite, freedom of movement, fly, fog cloud, produce flame, protection from energy, read magic, remove curse, sanctuary, sending, speak with animals, soften earth and stone, speak with plants, summon monster VI, greater teleport, wind wall;

3/day - antilife shell, astral projection, contact other plane, greater dispel magic, greater scrying, invisibility purge, plane shift.

Spells: An elder titan can use arcane spells as a 29th-level wizard or divine spells as a 29th-level cleric, from the cleric list and from the Knowledge and Magic domains. He will also possess the knowledge of at least three epic spells and the means by which to develop them, though he may not have done so himself.

TREANT, ELDER

Colossal Plant   

Hit Dice: 50d8+880 (1,105 hp)    
Initiative: +3 (-1 Dex, +4 Improved Initiative)    
Speed: 60 ft.    
AC: 41 (-1 Dex, -8 size, +40 natural)    
Base Attack/Grapple: +37/+72   
Attack: Slam +51 (10d6+19/19-20(+1d6 on critical hit)) melee   
Full Attack: 2 slams +51 (10d6+19/19-20 (+1d6 on a critical hit)) melee   
Attacks: 2 slams +49 melee    
Damage: Slam 10d6+19/19-20    
Space/Reach: 30 ft./30 ft.    
Special Attacks: Animate trees, trample, triple Damage against objects, spell-like abilities    
Special Qualities: Plant traits, SR 29, DR 10/-    
Saves: Fort +45, Ref +17, Will +33    
Abilities: Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35    
Skills: Diplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51   
Feats: Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)    
Epic Feats: Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will    
Climate/Terrain: Any forest    
Organization: Solitary or with grove of treants    
Challenge Rating: 25    
Treasure: Standard    
Alignment: Always neutral good    
Advancement: 51-150 HD (Colossal)    

Elder treants are huge varieties of living trees, sentient creatures that look like the largest trees known, such as the giant redwood sequoia.

Peaceful by nature, elder treants combine features of both trees and humans. Like their smaller counterparts, elder treants hate evil and the unrestrained use of fire, considering themselves guardians of both trees and treants alike. They are massive and ponderous, very slow to act but always acting with deliberation and purpose.

Like treants, elder treants speak the language of treants, plus Common and Sylvan.

COMBAT

Treants rarely engage in combat themselves, preferring to watch for danger from their great heights and summoning other creatures to aid them.

Animate Trees (Sp): An elder treant can animate trees within 500 feet at will, controlling up to six trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves and fights as a treant in all physical respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range.

Trample (Ex): An elder treant can trample Gargantuan or smaller creatures for 8d20+40 points of Damage. Opponents who do not make attacks of opportunity against the elder treant can attempt a Reflex save (DC 54) to halve the Damage. The save DC is Strength-based.

Triple Damage against Objects (Ex): An elder treant that makes a full attack against an object or structure deals triple Damage.

Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.

Skills: Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas.

Spell-Like Abilities: Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based.

At will - animal messenger, command plants, speak with plants, stone tell;

3/day - mass cure light wounds (plants only), plant growth, sunburst, wall of thorns;

1/day - shambler.

UMBRAL BLOT (BLACKBALL)

Medium-Size Construct    

Hit Dice: 57d10 +120 (433 hp)    
Initiative: +18 (+10 Dex, +8 Superior Initiative)    
Speed: Fly 90 ft. (perfect)    
AC: 40 (+10 Dex, +20 natural)    
Base Attack/Grapple: +42/+42   
Attack: Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch   
Full Attack: Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch   
Space/Reach: 5 ft./5 ft.   
Special Attacks: Disintegrating touch, vortex    
Special Qualities: Blindsight 200 ft., construct traits, fast healing 10, planar travel, SR 44; acid, cold, electricity, fire, and sonic resistance 30    
Saves: Fort +19, Ref +29, Will +29    
Abilities: Str 10, Dex 30, Con -, Int 14, Wis 30, Cha 30    
Skills: Hide +62, Listen +52, Move Silently +62, Sense Motive +43, Spot +52, Survival +43   
Feats: Alertness, Combat Reflexes, Improved Initiative, Skill Focus (Sense Motive), Skill Focus (Survival), Stealthy, Track   
Epic Feats: Epic Prowess (x3), Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spot), Epic Toughness (x5), Superior Initiative   
Climate/Terrain: Any    
Organization: Solitary    
Challenge Rating: 32    
Treasure: None    
Alignment: Always neutral    
Advancement: 58-63 HD (Medium-size); 64-79 HD (Large); 80-95 HD (Huge); 96-171 HD (Gargantuan)    

A hovering sphere of absolute void, an umbral blot (sometimes called a blackball) is an extraordinarily dangerous opponent to any who come into contact with it.

When at rest, a blackball appears exactly like an overlarge sphere of annihilation, a sphere of utter darkness. In fact, sometimes one will be encountered by an arcane caster armed with a talisman of the sphere, who commands it in the mistaken belief it is merely a sphere of annihilation and not the far more dangerous creature it actually is. The umbral blot sometime chooses to obey its pseudo-master for a time, before turning on her at the most inopportune time and disintegrating her for her presumption.

Some sages declare that the Old Ones, the gods who were before the gods of today, created umbral blots as messengers and sometimes assassins. A few even maintain that they were called “Assassins of the Elder Gods” in certain ancient texts because, having been created by the forgotten gods of yore, they destroyed their creators and have since roamed the cosmos idly, searching for any who may have escaped them.

An umbral blot is perfectly silent; it never speaks. Perhaps it understands the lost language of the Old Ones, but if so, no others are left to converse with now.

COMBAT

An umbral blot simply advances until it comes into contact with a target and disintegrates it, showing subtlety only when faced with elusive foes. However, it prefers to initially come at foes from a direction they might not expect, and often disintegrates its way through the floor below or the ceiling above as it charges to attack.

Disintegrating Touch (Ex): Any material object that comes into contact with a blackball is immediately disintegrated unless it succeeds at a Fortitude save (DC 38). A character or object that has been disintegrated by an umbral blot disappears completely, leaving behind not even dust to mark its passing. Those who make a successful saving throw still take 5d6 points of Damage from the disintegrating touch. Likewise, weapons or objects that save take a like amount of Damage. (Remember, tended or held objects save with the same bonus as their owners.)

Vortex (Ex): Normally a blackball insulates itself somehow from the air around it (otherwise it would perpetually be at the center of a howling wind-storm). If it chooses, instead of allowing the air to bend around it, the blackball can suspend this insulation, causing a sudden rush of wind to pour toward the blackball from all directions. This vortex sucks all the air from a 30-foot-by-30-foot-by-30-foot room in a single round, creating a sudden influx of air in its direction. All flying or floating creatures within 30 feet of the umbral blot who fail a Reflex save (DC 38) are swept along with the wind into contact with the blackball. Nonflying creatures within 30 feet who fail a Reflex save (DC 19) are pulled into contact with the umbral blot. Contact with an umbral blot could lead to disintegration, as noted above.

Spell Immunities (Ex): In addition to the spells that an umbral blot is immune to because of its construct traits, it is immune to disintegration spells and variations thereof.

Planar Travel (Ex): A blackball can fold space at will, allowing it to use ethereal jaunt, dimension door, greater teleport, or plane shift at will as a standard action.

Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal Damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Not at risk of death from massive Damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.

UVUUDAUM

Large Outsider (Evil, Extraplanar)    

Hit Dice: 38d8+646 (817 hp)    
Initiative: +14 (Dex)    
Speed: 80 ft., climb 40 ft.    
AC: 52 (+14 Dex, -1 size, +29 natural)    
Base Attack/Grapple: +38/+56   
Attack: Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee   
Full Attack: Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee   
Space/Reach: 10 ft./10 ft.    
Special Attacks: Confusion aura, spell-like abilities, Wisdom drain    
Special Qualities: Blindsight 500 ft., DR 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, SR 39    
Saves: Fort +40, Ref +37, Will +41    
Abilities: Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46    
Skills: Balance +18, Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69, Knowledge (arcana, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59   
Feats: Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack    
Epic Feats: Epic Reflexes, Improved Combat Reflexes, Spell Stowaway (time stop), Tenacious Magic (haste), Tenacious Magic (displacement), Tenacious Magic (stoneskin)    
Climate/Terrain: Any    
Organization: Solitary, pair, or madness (3-6)    
Challenge Rating: 27    
Treasure: Standard    
Alignment: Usually neutral evil    
Advancement: As character class    

Lords of a realm far removed from the multiverse sometimes infect our reality, trailing madness in their wake. An uvuudaum is a manifestation of a distant realm where the rules of proper dimention are meaningless. When an uvuudaum manifests in common realms of matter and though, it is terrible to behold.

An uvuudaum is a humanoid creature with two standard human arms that protrude from the torso where expected, but whose lower body has six arms instead of legs, splayed spiderlike below it (tough loose clothing somewhat drapes its grotesque legs). The real horror is the taillike appendage replacing what would be a head on a normal creature. At the very end of the appendage is an ironhard spike.

Uvuudaums hail from a space beyond the planes that is terrifyingly remote from standard planar geometries. The entities that abide in this far realm are inchoate, different, and alien. Outside time, unspeakable things whisper awful truths to those who dare listen. Uvuudaums partake in and are part of this madness, which they delight in revealing, by their mere presence, in more structured realities.

Uvuudaums can speak telepathically to any creature within 500 feet that has a language.

COMBAT

Creatures in the presence of an uvuudaum may be affected by its confusion aura. Foes that can hold onto their reason are beset by the spell-like abilities an uvuudaum can use. Creatures who enter melee with an uvuudaum are subject to its head spike, which deals considerable damage in addition to Wisdom drain. An uvuudaum never fails to take account of haste, displacement, and stoneskin if it has any time to prepare.

Confusion Aura (Su): This ability operates continuously, as the confusion spell but with a 30-foot radius. Potential victims can make a Will save (DC 47) to resist confusion. Those affected by the aura can make a new save every 4 rounds to throw off the effect. Once it has successfully resisted, a subject remains immune to that uvuudaum’s confusion aura for 24 hours. The save DC is Charisma-based.

Wisdom Drain (Su): This effect permanently reduces a living opponent’s Wisdom score by 2d4 points when the creature hits with its head spike, or twice that amount on a critical hit. The creature regains 5 lost hit points (or 10 on a critical hit ) whenever it drains Wisdom, gaining any excess hit points as temporary hit points. Thesse temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom drain with a Fortitude save (DC 47). The save DC is Charisma-based.

Spell-Like Abilities: Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based.

At will - confusion, dimension door, greater dispel magic, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true strike, web;

3/day - chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, scrying, greater teleport, wall of force;

1/day - contingent resurrection, nailed to the sky, time duplicate (epic spells), time stop.

Regeneration (Ex): Uvuudaums take normal damage from holy weapons, cold, and fire.

VERMIURGE

Large Aberration    

Hit Dice: 42d8+546 (735 hp)    
Initiative: +11 (+7 Dex, +4 Improved Initiative)   
Speed: 50 ft., fly 90 ft. (perfect)    
AC: 40 (+3 Dex, -1 size, +24 natural)    
Base Attack/Grapple: +31/+47   
Attack: Sting +43 (1d6+12/19-20 plus poison) melee   
Full Attack: Sting +43 (1d6+12/19-20 plus poison) melee, 4 pincers +41 (2d8+6/19-20) melee, bite +40 (3d6+6 plus poison) melee   
Space/Reach: 5 ft./5 ft.   
Special Attacks: Aura of doom, concealing aura, frightful presence, poison, spell-like abilities    
Special Qualities: DR 10/epic, darkvision 60 ft., fast healing 10, immune to all mind-affecting effects, low-light vision, SR 34; scent    
Saves: Fort +29, Ref +21, Will +38    
Abilities: Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44    
Skills: Heal +24, Hide +33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, Spot +47   
Feats: Alertness, Cleave, Combat ReflexesDodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (pincers), Improved Critical (sting), Improved Initiative, MultiattackPower Attack, Weapon Focus (pincers), Weapon Focus (sting)    
Epic Feats: Blinding Speed   
Climate/Terrain: Any    
Organization: Solitary    
Challenge Rating: 24    
Treasure: Standard    
Alignment: Usually lawful neutral   
Advancement: 43-52 HD (Large); 53-70 HD (Huge)    

If the stinging beetles, scorpions, and other deadly insects have gods, they are vermiurges.

A vermiurge is always surrounded by an aura of swarming insects, preventing easy viewing of the core creature. Beneath the aura is a 10-foot-long body resembling that of a scorpion, except for an extended flexible thorax that holds an additional set of pincers. Dragonfly wings grace a vermiurge’s back, allowing the creature to fly.

These creatures are usually content to wander wastelands, deserts, and grassland steps, communing with the desolation and the few representatives of their lesser kin they might encounter. Sometimes, for reasons not entirely clear, a vermiurge moves into more populated, verdant lands, leaving pestilence and death in its wake.

Vermiurges speak Terran.

COMBAT

The single most terrible aspect of a vermiurge is its aura of doom ability, which it uses to lethal effect.

Aura of Doom (Su): A vermiurge is constantly affected as if by a crown of vermin spell (epic spell) cast by a 42nd-level caster. As per the spell, a vermiurge may completely suppress the aura of insects as desired. A vermiurge’s aura of doom constantly replenishes itself at a rate of 200 vermin per round (unlimited duration). When vermin die off either by being slain or by dealing Damage to another creature, the aura does not permanently collapse, even if all the vermin are slain or if all 1,000 vermin deal their Damage in 1 round. As soon as any vermin are replenished, they participate normally in the crown of vermin effect.

Concealing Aura (Ex): Its aura of doom constantly provides a vermiurge with nine-tenths concealment, so all attacks made against it have a 40% miss chance.

Frightful Presence (Su): This ability takes effect automatically when the vermiurge first engages its aura of doom. It affects only opponents with fewer Hit Dice or levels than the creature has. The affected creature must make a successful Will save (DC 48) or become shaken. Success indicates that the target is immune to that creature’s frightful presence for one day. The save DC is Charisma-based.

Poison (Ex): Sting or bite, Fort save (DC 44); initial Damage 1d6 temporary Con, secondary Damage 2d6 temporary Con. The save DC is Constitution-based.

WINTERWIGHT

Medium-Size Undead (Cold)    

Hit Dice: 32d12 (208 hp)    
Initiative: +12 (+8 Dex, +4 Improved Initiative)    
Speed: 60 ft.    
AC: 46 (+8 Dex, +28 natural)    
Base Attack/Grapple: +16/+37   
Attack: Claw +40 (3d8+21/19-20 (+1d6 on critical hit) plus blight-fire) melee   
Full Attack: 2 claws +40 (3d8+21/19-20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 (2d6+10 plus blightfire) melee   
Space/Reach: 5 ft./5 ft.    
Special Attacks: Rend 6d8+31, blightfire, spell-like abilities    
Special Qualities: Undead traits, cold subtype, cold aura, SR 34, DR 10/-   
Skills: Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43   
Feats: Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw)    
Epic Feats: Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw)    
Saves: Fort +14, Ref +18, Will +24    
Abilities: Str 52, Dex 27, Con -, Int 10, Wis 22, Cha 28    
Climate/Terrain: Any    
Organization: Solitary or pair    
Challenge Rating: 23    
Treasure: Standard    
Alignment: Always chaotic evil    
Advancement: 33-42 HD (Medium-size); 43-55 HD (Huge)    

Winterwights are horrors of death wrapped in ice.

Winterwights appear as humanoid skeletons sheathed in a thick skin of ice. The ice serves a winterwight as frigid “flesh” and does not hamper its movement in any way. Huge shards of jagged ice depend from each finger, serving as claws. Only the skull of a winterwight is free of ice; a corona of ebony flame burns there like a crown.

Winterwights are the creation of a legendary demilich who sought the limits of necromantic power. Luckily, winterwights are few, and generally trapped in forgotten citadels decaying on the Astral Plane or the Negative Energy Plane. Extremely powerful liches, vampires, and demiliches sometimes gain winterwights as temporary allies.

Winterwights speak Common and Infernal.

COMBAT

A winterwight likes to use its claws and skull butt on foes, attempting to immerse them in blightfire.

Rend (Ex): If the winterwight hits with both of its claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d8+31 points of Damage.

Blightfire (Su): When a winterwight deals Damage to a living opponent, a night-black flame begins to burn on the opponent’s body. If the opponent fails a Fortitude save (DC 35), it takes 4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 4 points of Constitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments of the victim remain. The save DC is Charisma-based.

Spell-Like Abilities: Caster level 23rd; save DC 19 + spell level. The save DCs are Charisma-based.

At will - cone of cold, control weather, dimension door, spell immunity (fireball), sleet storm (a winterwight is immune to the effects of a sleet storm spell), wall of ice.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Cold Subtype: Immunity to cold. Vulnerability to fire (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure).

Cold Aura (Su): A 10-foot-radius spread cold aura surrounds a winterwight. All creatures of the cold subtype in the field (including the winterwight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura.

WORM THAT WALKS

Medium-Size Aberration    

Hit Dice: 23d8 + 46 +10 (159 hp)   
Initiative: +8 (+4 Dex, +4 Improved Initiative)    
Speed: 30 ft.    
AC: 47 (+4 Dex, +8 bracers, +3 ring, +2 amulet, +20 insight)    
Attacks: +4 staff +15/+10 melee    
Damage: +4 staff 1d6+4   
Space/Reach: 5 ft./5 ft.    
Special Attacks: Spell-like abilities, engulf, frightful presence    
Special Qualities: Blindsight 300 ft., SR 36, discorporate, bonus hit points, immunities   
Saves: Fort +11, Ref +14, Will +17    
Abilities: Str 10, Dex 14 (18 with gloves), Con 13 (15 with Ioun stone), Int 20 (26 with headband), Wis 12, Cha 8   
Skills: Concentration +22, Craft (alchemy) +28, Listen +24, Knowledge (arcana, local, nature, religion) +28, Listen +21, Move Silently +24, Spellcraft +28   
Feats: Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness    
Epic Feats: Improved Spell Capacity (10th), Improved Spell Capacity (11th)    
Climate/Terrain: Any    
Organization: Solitary    
Challenge Rating: 26    
Treasure: As character    
Alignment: Any evil    

Advancement: As character    

A worm that walks is the evil memory of an arcane spellcaster whose will and personality have survived the dissolution of his body and transferred themselves to the worms or maggots that devoured the corpse.

Hideous to behold, a worm that walks is composed of hundreds of worms or maggots that constantly squirm and writhe while somehow holding a vaguely humanoid shape. It typically disguises itself when it leaves its lair, often with a cloak and hood, sometimes accompanied by a mask. Those who have encountered one previously invariably recognize the claylike, earthy smell that accompanies it.

The process of becoming a worm that walks is unpredictable, and occurs spontaneously when an evil arcane spellcaster with great force of personality perishes with a head full of prepared or uncast spells. His sentience passes into the blind, mindless worms that gnaw the charnel clay, enabling him to walk again in a new guise.

A worm that walks rarely speaks, although it retains knowledge of all languages it knew in life, as well as any it has learned since. All vermin of the type that compose its form obey its silent commands without question.

COMBAT

A worm that walks generally enters combat with haste, mirror image, displacement, globe of invulnerability, and shield in effect. It prefers to fight opponents with its offensive spells, but if forced into melee, it proceeds to use its engulf ability as potent dissuasion.

Spells: A worm that walks can cast any spells it could cast as a character. This sample worm was a 23rd-level wizard (spells per day: 4/12/6/6/6/5/5/5/5/4/1/1). The last spell slots are 10th-level and 11th-level slots, respectively, and are available for 0-9th level meta-magic spells.

Spell-Like Abilities: Caster level 20th; save DC 9 + spell level. The save DCs are Charisma-based.

1/day - animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague).

Engulf (Ex): A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of damage. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of Damage. Constructs are immune to this attack.

Spells: The worm that walks can cast any spells it could cast when a living character. It also gains several related abilities.

Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a -5 penalty on his or her saving throw.

Discorporate (Ex): If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence.

Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.

Possessions: Scrolls of fireball (10th-level caster), greater teleport, acid fog, incendiary cloud, shapechange, wail of the banshee, clenched fist, horrid wilting, maze, summon monster IX; potions of cure serious wounds, alter self, haste, fly. Other magic gear: amulet of natural armor +2, bracers of armor +8, ring of protection +3, +4 staff, rod of absorption, gloves of Dexterity +4, headband of intellect +6, pink Ioun stone, wings of flying.


CREATING A WORM THAT WALKS

“Worm that walks” is a template that can be added to any evil wizard or sorcerer. It uses all the original character’s statistics, special abilities, and equipment, except as noted here.

Type: The character’s type changes to aberration (it is a creature composed of hundreds of discrete crawling worms).

Hit Dice: Increase to d8.

AC: The mass of worms that make up this creature, each looking out for danger, in sum provide a +20 insight bonus to AC.

Special Attack: A worm that walks retains all the character’s special attacks. It also gains one special attack, engulf.

Engulf (Ex): A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of Damage as the biting vermin nibble away. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of Damage. Constructs are immune to this attack.

Spells: A worm that walks can cast any spells it could cast as a living character.

Spell-Like Abilities: Caster level 20th.

1/day - animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague).

Special Qualities: A worm that walks retains any special abilities it had in life and gains those mentioned below.

Blindsight (Ex): Worms that walk have blindsight 300 ft.

Spell Resistance (Ex): A worm that walks has spell resistance equal to its Challenge Rating +10.

Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a -5 penalty on his or her saving throw.

Discorporate (Ex): If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence.

Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.

Saves: Same as the character.

Abilities: Same as the character.

Skills: Same as the character, except that a worm that walks receives a +20 racial bonus on HideListen, and Move Silently checks.

Feats: Same as the character.

Epic Feats: Same as the character.

Climate/Terrain: Any.

Organization: Solitary, occasionally with minions or master.

Challenge Rating: Same as the character + 3.

Treasure: Same as the character.

Alignment: Any evil.

Advancement: By character class.


WORM THAT WALKS CHARACTERS

By making eldritch preparations on a burial plot, a powerful spellcaster can improve the likelihood of a worm that walks emerging from the ground. The body is buried in an elaborate ritual that, the spellcaster hopes, will attract a critical mass of worms or maggots. The spellcaster performing the ritual must spend 10,000 gp in rare reagents for the ceremony. Furthermore, the ritual drains 2,000 XP from the spell-caster and requires the following spells: limited wish, polymorph any object, summon swarm (heightened to 7th level), and sympathy. Even if the ritual is performed correctly, there is only a chance that the deceased spellcaster will arise as a worm that walks. For each prepared but uncast arcane spell the deceased had at the moment of death (or unused spell slots if a spontaneous caster), there’s a 1% chance that a worm that walks will slither from the grave soil in 1d4 days. Some worms that walk arise spontaneously from ordinary burial plots, but such an event is exceedingly rare. And an epic spell can create worms that walk every time without fail.

GATHERING OF MAGGOTS

Conjuration (Healing)
Spellcraft DC: 49
Components: V, S , D F
Casting Time: 7 days
Target: Dead creature touched
Duration: Permanent
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 441,000 gp; 9 days; 17,640 XP. Seeds: life (DC 27), transform (DC 21). Factors: change creature type to aberration (+5 DC); add worm that walks’ spell-like, extraordinary, and supernatural abilities (+40 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC); increase casting time by 7 days (-14 DC).

When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks.