Monsters

Ashen Husk
Asherati
Ashworm
Bhuka
Camelopardel
Chekryan
Crawling Apocalypse
Crucian
Cursed Cold One (Gelun)
Desert Devil (Araton)
Dinosaur
Protoceratops
Diprotodon
Dire Animal
—Dire Hippopotamus
—Dire Jackal
—Dire Puma
—Dire Tortoise
—Dire Vulture
Dragon, Sand
Dry Lich
Dune Hag
Dunewinder
Dustblight
Dustform Creature
Dust Twister
Forlorn Husk
Giant Banded Lizard
Half-Janni
Ironthorn
Lycanthrope
—Werecrocodile
Marruspawn
Marrulurk
Marrusault
Marrutact
Marruspawn Abomination
Mephit
—Glass Mephit
—Sulfur Mephit
Mirage Mullah
Ooze
—Brine Ooze
—Lava Ooze
Porcupine Cactus
Saguaro Sentinel
Sand Golem
Sand Hunter
Scarab Swarm, Death
Scorpion Swarm
Sphinx
—Canisphinx
—Crocosphinx
—Saurosphinx
—Threskisphinx
Thunderbird
Troll, Wasteland
Tumbling Mound
Waste Crawler (Anhydrut)

LYCANTHROPE

Lycanthropes are humanoids or giants that can turn themselves into animals. In the waste, werecrocodiles are sometimes encountered along contested riverways.

WERECROCODILE
Werecrocodile, Human Form Medium Humanoid (Human, Shapechanger) Werecrocodile, Crocodile Form Medium Humanoid (Human, Shapechanger) Werecrocodile, Hybrid Form Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp) 1d8+1 plus 3d8+9 (28 hp) 1d8+1 plus 3d8+9 (28 hp)
Initiative: +0 +1 +1
Speed: 30 ft. (6 squares) 20 ft. (4 squares), swim 30 ft. 30 ft. (6 squares), swim 20 ft.
Armor Class: 12 (+2 natural), touch 10, flat-footed 12 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+4 +3/+8 +3/+8
Attack: Scimitar +4 melee (1d6+1/18–20) or spear +4 ranged (1d6+1/×3) Bite +8 melee (1d8+5) or tail slap +8 melee (1d12+5) Bite +8 melee (1d8+5) or tail slap +8 melee (1d12+5)
Full Attack: Scimitar +4 melee (1d6+1/18–20) or spear +4 ranged (1d6+1/×3) Bite +8 melee (1d8+5) or tail slap +8 melee (1d12+5) Bite +8 melee (1d8+5) or tail slap +8 melee (1d12+5)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Improved grab, curse of lycanthropy Improved grab, curse of lycanthropy
Special Qualities: Alternate form, crocodile empathy, low-light vision, scent, hold breath Alternate form, crocodile empathy, damage reduction 10/silver, hold breath, low-light vision, scent Alternate form, crocodile empathy, damage reduction 10/silver, hold breath, low-light vision, scent
Saves: Fort +6, Ref +3, Will +3 Fort +8, Ref +4, Will +3 Fort +8, Ref +4, Will +3
Abilities: Str 12, Dex 10, Con 13, Int 10, Wis 11, Cha 8 Str 20, Dex 12, Con 17, Int 10, Wis 11, Cha 8 Str 20, Dex 12, Con 17, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +1 Handle Animal +3, Hide +9*, Listen +4, Move Silently +5, Spot +4, Swim +13 Handle Animal +3, Hide +9*, Listen +4, Move Silently +5, Spot +4, Swim +13
Feats: Alertness, Iron Will, Power Attack, Skill Focus (Hide) Alertness, Iron Will, Power Attack, Skill Focus (Hide) Alertness, Iron Will, Power Attack, Skill Focus (Hide)
Environment: Warm marshes or rivers Warm marshes or rivers Warm marshes or rivers
Organization: Solitary or pair Solitary or pair Solitary or pair
Challenge Rating: 4 4 4
Treasure: Standard Standard Standard
Alignment: Always chaotic evil Always chaotic evil Always chaotic evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

This powerful, scaly reptile stands upright like a human, but that’s where the resemblance ends. Its flesh is that of a vicious crocodile, complete with a flattened body and tail, short legs, and powerful, toothy jaws. It stands over 7 feet tall. Werecrocodiles in human form tend to be well-muscled individuals, often with bowed legs and little hair. Werecrocodiles often work somewhere close to water, and they have unnerving, steady stares.

Werecrocodiles are found only in deep waste environments that are pierced by life-giving rivers.

COMBAT

Werecrocodiles can assume hybrid forms as well as animal forms. In crocodile form, they rely on stealth to approach potential victims, then lunge forward with a bite attack. They use their tail slaps only when facing multiple opponents. In hybrid form, though, werecrocodiles generally lead with their tails, using their bites only when they wish to grapple.

Alternate Form (Su): A werecrocodile can assume the form of a crocodile or a crocodile–human hybrid.

Crocodile Empathy (Ex): Communicate with crocodiles, giant crocodiles, and dire crocodiles, and a +4 racial bonus on Charisma-based checks against crocodiles, giant crocodiles, and dire crocodiles.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werecrocodile’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Hold Breath (Ex): A werecrocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a werecrocodile must hit a creature with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, the werecrocodile establishes a hold on the opponent with its mouth and can attempt to drag it into deep water with another successful grapple check (see page 156 of the Player’s Handbook), where it tries to drown its victim.

Skills: A werecrocodile in crocodile or hybrid form has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

A werecrocodile in crocodile or hybrid form gains a +4 racial bonus on Hide checks when it is in the water. Further, a werecrocodile in animal or hybrid form can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

MARRUSPAWN

A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn’t save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds.

The marru understood the stratified nature of the multi verse, and in their wish to ascend closer to heaven, they built their strongholds on the tops of pyramids, so that religious observances and rituals could be conducted as close as possible to the divine realm of the sky. While later cultures saw and copied the marru structures in their own building styles, it was the marru who first perfected the form. Primeval pyramidal structures that date back to the Flesh Wars still contain blood thirsty marruspawn.

Full-grown marruspawn stand 7 feet tall and resemble ebony-hued, jackal-headed humanoids—mostly. Different types of marruspawn were crafted for different purposes in the ancient war, and thus their outward forms might vary. All types of marruspawn can interbreed, though the progeny of such unions is never a hybrid of two forms—it is always one of the original forms created by the marru.

Marruspawn come in three distinct types: the marrusault, the marrulurk, and the marrutact. Marrusaults are brutish warriors; marrulurks are sly assassins; and the powerful but rare marrutacts command their brethren in the event of a skirmish and provide magical support. In the long periods between conflicts, marrutacts also lead their sibling marruspawn. Many other types of marru spawn were crafted, but most of those rarely breed true; their bloodlines have been lost along with that of the progenitor race.

For years without number, lingering marruspawn were content in their small, isolated communities at the center of lonely tracts of endless waste, worshiping their progenitor race and engaging in the demanding tasks required to eke out an existence in a blasted land. In more recent centuries, the marruspawn have endured an increasing number of incursions by adventurers and desert settlers into their own territories. One marrutact, called Wisdom, finally moved beyond the rituals that had kept his race mollified and in perpetual decline in the lost desert sands. In a bold move, Wisdom broke with the rituals of centuries—he claimed to have received a message from the ancient progenitor race: Expand forth from the waste and wipe clean from the earth all that are not spawned of the marru.

Marruspawn are scattered into hidden communities called crèches. Thus, many marruspawn have yet to hear of Wisdom’s proclamation. About half the time, those that do hear the message believe the proclamation to be false, and these have declared Wisdom a false prophet. In some ancient places, the wars of the marru have resumed as a result. In other places, marruspawn newly converted to Wisdom’s ideals spread outward, committed to genocide. According to Wisdom, only when all other sentient creatures are eradicated will the progenitors return.

Marruspawn speak Marru, the ancient language of their progenitors. Those that break their racial conditioning and become renegades might learn Common, if they make it far enough from their crèches before being hunted down by other marruspawn.

COMBAT

Though different types of marruspawn have unique individual abilities, the race as a whole enjoys several common traits.

Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet.

When a marruspawn detects a noise, the exact location of the source is not revealed—only its presence somewhere within range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move—in any round when they move, they are detectable by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected.

Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage (see page 15), that damage is reduced by 10 before being applied to the marruspawn’s hit points.

A marruspawn also takes no nonlethal or lethal damage from failing Constitution checks to avoid becoming dehydrated (see page 15), although it might still become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size.

Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5.

Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination.

MARRULURK
Small Monstrous Humanoid Hit Dice: 3d8+6 (19 hp) Initiative: +7 Speed: 20 ft. (4 squares) Armor Class: 20 (+1 size, +3 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 14, flat-footed 17 Base Attack/Grapple: +3/+0 Attack: Scimitar +5 melee (1d4+1/18–20 plus poison) or longbow +7 ranged (1d6/×3 plus poison) Full Attack: Scimitar +5 melee (1d4+1/18–20 plus poison) or longbow +5/+5 ranged (1d6/×3 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Death attack, nauseating breath, poison use, sneak attack +2d6 Special Qualities: Darkvision 60 ft., marruspawn traits Saves: Fort +3, Ref +6, Will +6 Abilities: Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 14 Skills: Bluff +5, Hide +10, Listen +10, Move Silently +6, Spot +7 Feats: Improved Initiative, Point Blank Shot B, Rapid Shot B, Track Environment: Warm deserts Organization: Solitary, death squad (3–5), party (1 plus 2 marrusaults plus 1 marrutact), or troop (2–3 plus 6–11 marrusaults plus 1–2 marrutacts) Challenge Rating: 4 Treasure: Standard coins; double goods; standard items Alignment: Usually neutral Advancement: By character class Level Adjustment: +1

A small, slender humanoid skulks in darkness. It wears studded leather armor and grins like a jackal. Its obsidian black fur highlights the malign sparkle of its eyes, like the glint of fresh blood under the stark desert sun.

Sometimes victory is gained through guile rather than through headstrong charges into battle. This consideration led to the marru’s creation of the marrulurk subrace. The marru used these creatures as assassins or treacherous adjuncts to units that also included marrusaults and marrutacts.

Marrulurks always look for an advantage in any situation, but like other subraces created by the marru, they have a racial inclination to follow the dictates of marrutacts. This compulsion is somewhat stronger in marrulurks than in marrusaults, but after generations of unmonitored breeding, the compulsion has faded to the point where some marrulurks can ignore it entirely. However, those that openly display disobedience to a marrutact in the confines of a crèche are ordered immediately destroyed.

Combat

Marrulurks prefer to attack suddenly and secretly with poisoned weapons. If caught in combat against a foe they deem too difficult to face head on, they use their nauseating breath to discomfit their opponent long enough to slip back into hiding. Other times they use their nauseating breath to set foes up for a swift, deadly attack.

Death Attack (Ex): If a marrulurk studies a victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (marrulurk’s choice). The save DC against a marrulurk’s death attack is 13, and the save DC is Charisma-based. This ability otherwise functions like the assassin’s death attack ability described on page 180 of the Dungeon Master’s Guide and is subject to the same limitations.

Nauseating Breath (Su): Once per day, a marru lurk can breathe a 10-foot cone of nauseating gas as a free action. All creatures except other marrulurks within the area must succeed on a DC 13 Fortitude save or be nauseated 1 round. The save DC is Constitutionbased. See page 301 of the Dungeon Master’s Guide for a description of the nauseated condition.

Poison Use (Ex): A marru lurk is skilled in the use of poison and never risks accidentally poisoning itself when applying poison to a weapon. A marrulurk typically carries 2d4 doses of Large monstrous scorpion venom (Fort DC 14; 1d4 Con/1d4 Con), applying it to its crossbow bolts and scimitars.

Sneak Attack (Ex): A marrulurk deals extra damage when it is flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player’s Handbook.

Skills: Marrulurks have a +4 racial bonus on Hide and Move Silently checks.

MARRUSAULT
Large Monstrous Humanoid Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 20 ft. (6 squares) in full plate, 30 ft. base speed Armor Class: 23 (–1 size, +1 Dex, +5 natural, +8 full plate), touch 10, flat-footed 22 Base Attack/Grapple: +6/+15 Attack: Great falchion +11 melee (1d12+7/18–20) or bite +10 melee (1d8+5) Full Attack: Great falchion +11/+6 melee (1d12+7/18–20) and bite +5 melee (1d8+2) Space/Reach: 10 ft./10 ft. Special Attacks: Howl of defiance, pounce Special Qualities: Ferocity, marruspawn traits Saves: Fort +7, Ref +6, Will +5 Abilities: Str 20, Dex 12, Con 16, Int 7, Wis 10, Cha 14 Skills: Listen +7, Search +1, Spot +3 Feats: Cleave, Exotic Weapon Proficiency (great falchion) B, Great Fortitude, Power Attack, Weapon Focus (great falchion) B Environment: Warm deserts Organization: Solitary, party (2 plus 1 marrulurk plus 1 marrutact), or troop (6–11 plus 2–3 marrulurks plus 1–2 marrutacts) Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +2

Jacketed in coal-black full plate and clutching a prodigious scimitar, this jackal-headed humanoid looks like a juggernaut of death.

In ancient days, armies of marrusaults darkened the oncegreen plains, fighting for the will of the marru. Bred for fighting, each marrusault knows its worth in any conflict. Hardy survivors, marrusaults eked out existence where many of the weaker or more specialized spawncrafted creations of the marru perished with their masters. Still, a marrusault depends on the equipment and other resources it gains from swearing service to a marrutact. Sometimes a marrusault goes rogue—these creatures often find death in the waste, their bones posing a mystery to travelers who come upon them.

Individually, marrusaults are known for the ability to withstand wounds that would drop a lesser creature. Of course, such fortitude is just another gift of spawncraft.

Combat

Like all marruspawn, a marrusault relies on its discriminating hearing to pinpoint hidden enemies. Once identified, a marrusault uses its howl as it pounces on its target, bringing its mighty blade to bear.

Howl of Defiance (Su): Once per day, a marrusault can loose a terrifying howl as a free action. All creatures except other marrusaults within 30 feet must succeed on a DC 15 Will save or become fatigued. Those within 10 feet who fail their saves become exhausted. The save DC is Charisma-based.

Pounce (Ex): If a marrusault charges, it can make a full attack, including its bite attack.

Ferocity (Ex): A marrusault is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

MARRUTACT
Medium Monstrous Humanoid Hit Dice: 7d8+7 (38 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 19 (+1 Dex, +4 natural, +4 mage armor), touch 11, flat-footed 18 Base Attack/Grapple: +7/+7 Attack: Masterwork staff +8 melee (1d6) Full Attack: Masterwork staff +8/+3 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Howl of healing, spells Special Qualities: Marruspawn traits, spell resistance 16 Saves: Fort +3, Ref +6, Will +9 Abilities: Str 11, Dex 13, Con 13, Int 18, Wis 18, Cha 16 Skills: Concentration +11, Hide +11, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (geography) +14, Listen +8, Spellcraft +16, Survival +4 (+6 to keep from getting lost or avoid hazards) Feats: Combat Expertise, Dodge, Improved Initiative Environment: Warm deserts Organization: Solitary, party (1 plus 2 marrusaults plus 1 marrulurk), or troop (1–2 plus 2–3 marrulurks plus 6–11 marrusaults) Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +3

This tall, gaunt humanoid wears sand-brown robes and a voluminous hood that fails to hide its jackallike visage. Wielding a staff intricately carved to resemble a slender double helix, the creature commands respect with its mere presence.

The marrutact commands by birthright, ordering the lesser marruspawn subraces as it desires. The sign of a marrutact’s authority is the staff it wields, a symbol of the forgotten spawncraft lore that raised desert jackals to a race of intelligent creatures of amazing ability. Lesser marruspawn rarely question the decrees of a marrutact, though among themselves marrutacts scheme and argue, each eager to put itself forward as the supreme commander of all surviving marruspawn.

With the death of the progenitors, the equilibrium that allowed the quarrelsome subrace to exist in something like military harmony is gone. Thus, many marrutacts claim areas apart from their fellows, content in the short term to rule the fates of a small retinue of marrulurk and marrusault followers. If an advantage is spied, it is not uncommon for one marrutact to lead its forces against another marrutact’s holdings. The victor claims all the surviving lesser marruspawn, and it might even accept the surrender of the enemy marrutact itself if it pledges on the memory of the marru to serve the victor.

Combat

Marrutacts prefer to give orders in a conflict rather than physically enter melee themselves, though they use their spells and special abilities to support their troops as necessary.

Howl of Healing (Su): Once per day, a marrutact can loose a regenerative howl as a free action. All marruspawn pledged to the howling marrutact within 30 feet heal 3d8+5 points of damage. Those within 10 feet heal an extra 1d8+1 points of damage.

Spells:A marrutact casts spells as a 5th-level wizard.

Typical Wizard Spells Prepared (caster level 5th): 0—daze (DC 14), disrupt undead, mage hand, resistance; 1st—mage armor, magic missile (2), true strike; 2nd—detect thoughts (DC 16), see invisibility, mirror image; 3rd—dispel magic, fireball (DC 17).

MARRUSPAWN SOCIETY

The marruspawn, or “the Crafted,” as they sometimes refer to themselves, are a society of small cells that contain a selection of marrusaults and marrulurks, each led by a few (and often just one) marrutacts. Typically, many cells coexist together in the body of ancient structures (often shaped like pyramids) honeycombed with chambers, each subsisting in uneasy alliance or open warfare with the other cells. Other cells exist in lone structures in the waste, the resident marruspawn within even more isolated than their brethren. The constant adherence to strict rules laid down by the marru keep the marruspawn occupied with rituals of loyalty and remembrance, despite the marru being long dead. When rituals do not beckon, the chores of eking out life in a waste take most of the remaining waking time a marruspawn might otherwise have to grow bored or unhappy with its limited existence.

When marruspawn reach a certain age, they are old enough to breed. In any given year, a single marruspawn capable of reproducing is chosen from each cell by the most powerful marrutact and sent to a secret location in the waste that serves as the core of the race’s continued survival. This location is rumored to be a pyramid so vast that even the tip jutting from the earth reaches a height of several hundred feet. Called the Cradle, it is said to contain sections sealed since the death of the marru, marruspawn types other than marrulurks, marrusaults, and marrutacts, and even well-guarded chambers where spawncrafting lore might yet reside. Those who return a year later from a trip to the Cradle cannot speak of what they’ve seen—the memory of the experience is wiped before they return to their home. No marruspawn is quite sure what the purpose of these trips might be—only that to make them is the inviolable law of the marru.

MARRUSPAWN ITEMS

Marruspawn possess some relic technology of spawncrafting. Large structures that hold three or more marru spawn cells usually also include a marruzyme master (a marruspawn with at least 4 ranks in Craft [spawncrafting]). The marruzyme master oversees several odiferous vats where molds, bacteria, and other exotic substances are cultured to specific ends: the creation of zymes.

A zyme is a turgid liquid in which milky blobs float, usually bottled in a clay vial. A zyme is activated by drinking it (a standard action that provokes attacks of opportunity). Though features of these items resemble alchemical or magic items, they are created through a biological process quite different from that used by alchemists or potion brewers. Generally, zymes are useful only for marruspawn, or for creatures that utilize the marrucraft zyme, since they are designed to unlock dormant abilities already present in marruspawn.

A small selection of zymes are described below. All zyme effects have a duration of 1 minute.

Rage Zyme: A marruspawn that drinks this zyme flies into a berserk rage in the following round, fighting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The marruspawn cannot end its rage voluntarily.

Bite Zyme: A marruspawn that drinks this zyme gains a bite attack (if it doesn’t already have one) that deals a base 1d6 points of damage. A marruspawn armed with a weapon usually uses the weapon as its primary attack and the bite as a natural secondary attack.

If a marruspawn hits with the bite attack, it uses its empowered jaws to latch onto the opponent’s body. An attached marruspawn is effectively grappling its foe. The marruspawn loses its Dexterity bonus to AC, but holds on with great tenacity. Each round it remains attached, the marruspawn automatically deals triple bite damage.

An attached marruspawn can be struck with a weapon or grappled itself. To remove an attached marruspawn through grappling, the opponent must achieve a pin against the marruspawn.

Speed Zyme: The base land speed of a marruspawn that drinks this zyme increases by 30 feet for the zyme’s duration.

Supercharged Zyme: A marruspawn that drinks this zyme can make one whirlwind attack per round, giving up its regular attacks and instead making one melee attack at its full base attack bonus against each opponent within reach. The marruspawn forfeits any extra attacks granted by other abilities or feats.

Marrucraft Zyme: If a creature other than a marruspawn drinks this zyme, a painful series of biological responses occurs over the course of 1 round, dealing 1d6 points of damage to the creature. For the next minute, that creature can benefit from other marruspawn zymes (for their full duration, even if the duration of the marrucraft zyme expires in the meantime) as if it were a marruspawn itself. However, after 1 minute, the creatures takes 2d6 points of damage as the process reverses. If drunk by a marruspawn, this zyme heals 3d8+5 points of damage.

MARRUSPAWN CHARACTERS

Marruspawn generally choose the character class to which they are already most suited: marrulurks prefer the rogue class, marrusaults the fighter class, and marru tacts the wizard class, but exceptions are possible. These classes are also the favored classes of each kind of marruspawn. Marrulurks that add levels of rogue add sneak attack damage dice to their class sneak attack ability. Marrutacts that add levels of wizard add their natural spellcasting ability (5th level) to their class levels in wizard and determine their spellcasting ability accordingly. Only marruspawn that go rogue from their cell and give up their loyalty to the vanished marru can be characters.

MARRUSPAWN ABOMINATION

Medium Outsider (Native) Hit Dice: 20d8+140 (300 hp) Initiative: +4 Speed: 60 ft. (12 squares) Armor Class: 43 (+19 natural, +10 insight, +4 Dex), touch 24, flat-footed 39 Base Attack/Grapple: +20/+32 Attack: Claw +32 melee (2d8+12) or bite +32 melee (4d6+12) Full Attack: Claw +32/+27/+22/+17 melee (2d8+12) and bite +34 melee (4d6+6) Space/Reach: 5 ft./5 ft. Special Attacks: Howl of dissolution, spell-like abilities Special Qualities: Blindsight 120 ft., damage reduction 10/magic and adamantine, darkvision 120 ft., fast healing 15, immunities, marruspawn traits, nondetection, resistance to cold 20, spell resistance 32, telepathy, touch of the divine Saves: Fort +19, Ref +16, Will +21 Abilities: Str 35, Dex 18, Con 24, Int 20, Wis 29, Cha 25 Skills: Balance +15, Bluff +19, Climb +24, Concentration +30, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 when acting in character), Heal +20, Intimidate +32, Jump +35, Knowledge (history) +28, Knowledge (the planes) +28, Listen +32, Sense Motive +32, Search +28, Spellcraft +16, Spot +32, Survival +9 (+11 on other planes), Swim +24 Feats: Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Multiattack, Power Attack, Quicken Spell-Like Ability (flesh to salt) Environment: Warm deserts Organization: Solitary Challenge Rating: 19 Treasure: Standard Alignment: Always evil (any) Advancement: 21–30 HD (Large); 31–60 HD (Huge) Level Adjustment: —

If the soul of ferocity could be contained in a single form, this ebony creature might be it. Shaking the dust of ages from its coal-black pelt, the creature opens its eyes. Within those orbs is malice—the creature is rage personified, like some god of starving jackals or the very embodiment of savagery. Vaguely humanoid, the lupine creature bounds forward, an unearthly energy contained in its sinews, eager for the kill.

This creature’s genesis is rumored to be the true cause of the marru’s extinction. Delving too far into their lore of spawncraft, the marru dared to add the blood of a deity to one of their force-bred creations. Seeking to spawn a champion marruspawn, they instead created an abomination.

Abominations are mistakes—the unwanted, unforeseen offspring of misguided deific concourse. Abortions of spirit, abominations live on, nurtured by their quasi-deific powers and the pure, undiluted hate of their forebears and all naturally formed creatures.

This mistake ended the marru, though the histories are unclear how—either through the machinations of the deity whose essence was stolen and infused into the creature, or by the waking abomination itself.

A marruspawn abomination possesses a spark of godhood. As such, it is virtually immortal unless slain. It is not actually immortal, but it ages so slowly and needs to eat, sleep, and even breathe so rarely that death for it could arrive only through conflict.

The marruspawn abomination that is rumored to exist (though there could be more) is confined in a subterranean prison secured both by powerful spells and by the quintessential preservative fluids designed by spawncraft. The prison lies below a blighted wasteland, and its mere presence prevents any future flowering of that desert. Were it ever to escape its binding, its appearance would at the very least be an ominous omen for the welfare of the world. Even without its release, its dreams sometimes interact with those who draw too near, but never in the same way twice.

A marruspawn abomination speaks Abyssal, Celestial, Infernal, and Terran.

COMBAT

An abomination tries to begin any combat by first summoning the monstrosities of the desert—it uses its spell-like ability to summon one (or more) Gargantuan fiendish monstrous scorpions. It uses its howl of fossilization in every round that it is able. If it can, it uses its other spell-like abilities from a distance. Otherwise, it tears into its foes with its claw and bite attacks.

Howl of Fossilization (Su): Once every 1d4 rounds, a marruspawn abomination can loose a fossilizing howl as a free action. All creatures within 30 feet must succeed on a DC 27 Fortitude save or become fossilized. This effect functions as the flesh to stone spell (see page 232 of the Player’s Handbook). The save DC is Charisma-based. Even a creature that makes its save is subject to the abomination’s howl of fossilization ability in later rounds.

Immunities (Ex): A marruspawn abomination has immunity to polymorph (although it can activate a polymorph effect on itself) and petrification. It is not subject to energy drain, ability drain, or ability damage. It has immunity to mind-affecting spells and abilities and fire, and a marruspawn abomination is not subject to death from massive damage.

Marruspawn Traits: A marruspawn abomination has all the abilities of the marruspawn, including discriminating hearing, resistance to dessication 10, and low-light vision (the resistance to fire 5 ability has no effect since an abomination already has immunity to fire).

Nondetection (Su): A marruspawn abomination is treated as if affected by a continuous nondetection spell with a caster level equal to its Hit Dice.

Spell-Like Abilities:At will—parching touch† (DC 18), true seeing; 3/day—flesh to salt † (DC 22), sandform† , summon monster IX (Gargantuan fiendish monstrous scorpion only); 1/day—symbol of thirst † (DC 23). Caster level 20th.

† Sandstorm spell.

Telepathy (Su): A marruspawn abomination can communicate telepathically with any creature within 200 feet that has a language.

Touch of the Divine (Ex): A marruspawn abomination has maximum hit points for each Hit Die.

MEPHIT

Mephits are minor creatures from the elemental planes. They are more curious than evil, though each individual’s nature varies depending on the essence of the element that birthed it.

All mephits appear as small, winged creatures with more or less humanoid features. Although they are often described as impish, their elemental origins are apparent.

COMBAT

All mephits fight with their claws or by using their breath weapons, the nature and effects of which vary from creature to creature.

A mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.

Spell-Like Abilities:All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.

Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon mephit ability for 1 hour. This ability is the equivalent of a 2nd-level spell, so mephits summoned with this ability remain for 3 rounds before disappearing back to their native planes.

Fast Healing (Ex): A mephit heals 2 points of damage each round, provided it is alive and certain other conditions are met. See the individual descriptions for details.

GLASS MEPHIT
Small Outsider (Earth, Extraplanar, Fire) Hit Dice: 3d8+3 (16 hp) Initiative: +4 Speed: 30 ft. (6 squares), fly 40 ft. (average) Armor Class: 16 (+1 size, +5 natural), touch 11, flatfooted 16 Base Attack/Grapple: +3/+2 Attack: Claw +7 melee (1d3+3 plus 1 fire) Full Attack: 2 claws +7 melee (1d3+3 plus 1 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities, summon mephit Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2 Saves: Fort +4, Ref +3, Will +3 Abilities: Str 16, Dex 10, Con 13, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +6, Hide +10, Intimidate +4, Listen +6, Move Silently +6, Spot +6, Use Rope +0 (+2 with bindings) Feats: Improved Initiative, Power Attack Environment: Elemental Plane of Earth Organization: Solitary, gang (2–4 mephits of mixed varieties), or mob (5–12 mephits of mixed varieties) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral Advancement: 4–6 HD (Small); 7–9 HD (Medium) Level Adjustment: +3 (cohort)

This winged creature is small, with smooth but angular features. It has a glossy surface and glows dully like a dying ember.

Glass mephits inhabit the boundary between the elemental planes of Earth and Fire.

A glass mephit is about 4 feet tall and weighs 50 pounds. Glass mephits speak Common and Terran.

Combat

Glass mephits, like most of their species, use their breath weapons as much as possible. Before a fight, glass mephits will activate their blur ability if possible, and they try to reserve their vitrify ability when facing large groups or to cover a retreat.

Breath Weapon (Su): 10-ft. cone of molten glass, damage 1d4 fire, Reflex DC 13 half. Living creatures that fail their saves are exposed to splashes of hot glass that continue to burn their skin. The molten glass deals an extra 1d4 points of fire damage per round for 3 rounds. The creature can take a full-round action to scrape off the burning material; doing so means the creature stops taking the additional damage. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities:2/day—heat metal; 1/hour— blur (mephit only). Caster level 3rd.

When the mephit activates its blur ability, its skin becomes translucent.

Fast Healing (Ex): A glass mephit heals only if it is touching molten glass or a flame at least as large as a torch.

SULFUR MEPHIT
Small Outsider (Air, Earth, Extraplanar) Hit Dice: 3d8+3 (16 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 50 ft. (average) Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 Base Attack/Grapple: +3/+0 Attack: Claw +5 melee (1d3+1) Full Attack: 2 claws +5 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities, summon mephit Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2 Saves: Fort +4, Ref +5, Will +3 Abilities: Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +8, Hide +12, Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings) Feats: Dodge, Power Attack Environment: Elemental Plane of Air Organization: Solitary, gang (2–4 mephits of mixed varieties), or mob (5–12 mephits of mixed varieties) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral Advancement: 4–6 HD (Small); 7–9 HD (Medium) Level Adjustment: +3 (cohort)

This winged creature looks vaguely goblinoid. It has yelloworange skin and is accompanied by the smell of brimstone. Its skin looks like it’s crumbling, as though the creature were carved of sandstone.

Sulfur mephits inhabit the boundary between the Elemental Planes of Air and Earth.

A sulfur mephit is about 4 feet tall and weighs 20 pounds. Sulfur mephits speak Common and Auran.

Combat

Sulfur mephits activate their haboob ability and attack with their breath weapons as much as possible, knocking opponents unconscious before resorting to claw attacks. They try to reserve their stinking cloud ability to cover a retreat.

Breath Weapon (Su): 10-ft. cone of toxic volcanic vapor, initial damage unconsciousness, secondary damage none, Fort DC 12 negates. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities:1/ hour—haboob† (centered on mephit only, DC 15); 1/day—stinking cloud (DC 15). Caster level 6th.

† New spell described on page 117.

Fast Healing (Ex): A sulfur mephit heals only if in a region of volcanic gases or similar fumes.

MIRAGE MULLAH

Fey nobles known as mirage mullahs rule fey oases (see page 21). Unlike other sorts of fey, these seemingly jovial creatures have precious little compassion where mortals are concerned, and they delight in exacting punishment for the slightest perceived offense. Mortals who speak harsh words to a mirage mullah might be cursed with muteness. Those who raise a hand against a mirage mullah might be stricken blind. Those who accept a mirage mullah’s hospitality run the greatest risk of all: A mortal who fails to leave a fey oasis before the sun rises becomes a mirage mullah himself.

SAMPLE MIRAGE MULLAH

This richly dressed desert merchant has warmly burnished skin, twinkling, mischievous eyes, and a jovial tone. This example uses a 5th-level human fighter as the base creature.

Mirage Mullah, 5th-level Human Fighter
Medium Fey Hit Dice: 5d10+5 (37 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 20 (+2 Dexterity, +4 mage armor, +4 shield), touch 12, flat-footed 18 Base Attack/Grapple: +5/+6 Attack: +1 scimitar +8 melee (1d6+2/18–20) or javelin +7 ranged (1d6+1) Full Attack: +1 scimitar +8 melee (1d6+2/18–20) or javelin +7 ranged (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Daylight weakness, low-light vision, oasis dependent Saves: Fort +5, Ref +3, Will –1 Abilities: Str 13, Dex 14, Con 12, Int 14, Wis 6, Cha 16 Skills: Intimidate +11, Ride +10, Move Silently +6, Spot +2 Feats: CleaveB, Improved Initiative, Point Blank Shot, Power AttackB, Weapon Focus (scimitar), Weapon Specialization (scimitar) B Environment: Warm deserts (fey oases) Organization: Solitary, pair, or caravan (20–50) Challenge Rating: 7 Treasure: Double standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +3 (+4 if Charisma exceeds 18)
CREATING A MIRAGE MULLAH

“Mirage mullah” is an inherited template that can be added to any humanoid creature (hereafter referred to as the base creature).

A mirage mullah uses all the base creature’s statistics and special abilities except as noted here.

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

Hit Dice: Convert all current and future racial Hit Dice to d6s. Do not change class Hit Dice.

Special Attacks: A mirage mullah has all the special attacks of the base creature, plus the following special attacks.

Spell-Like Abilities:At will—ghost sound, mage armor, prestidigitation, shield; 3/day—lullaby, minor image, ventriloquism; 1/day—charm person, lesser confusion.

A mirage mullah with a Charisma of 19 or greater gains the following spell-like abilities as well: At will— mage hand, message, tongues; 3/day—blindness/deafness, major image, suggestion; 1/day—confusion, hallucinatory terrain; 1/week—bestow curse.

Caster level equals the creature’s HD.

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

Low-Light Vision (Ex): A mirage mullah can see twice as far as a human in conditions of low light (but not total darkness).

Oasis Dependent (Su): Each mirage mullah is mystically bound to the fey oasis where it was transformed, and it can never stray beyond the light of its various torches, candles, and campfires (about 60 feet from the edge of the camp). Any mirage mullah that does so becomes ill and must succeed on a DC 12 Will save each hour or permanently lose 1 point each from Strength, Constitution, and Charisma. The DC increases by +1 for each previous failed check. If a mirage mullah survives 24 hours away from its fey oasis, it becomes mortal again, losing the mirage mullah template, and regains any ability score points it had lost at the rate of 1 point per ability per hour.

Daylight Weakness (Su): A mirage mullah exposed to natural sunlight (not merely a daylight spell) takes a –2 penalty on attack rolls, saving throws, and ability checks, and loses 4 points of Charisma.

Abilities: Change from the base creature as follows: Str –2, Con –2, Int +2, Wis –2, Cha +6.

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +3 (+4 if Charisma exceeds 18).

OOZE

Oozes are amorphous creatures that live only to eat. Oozes of the waste inhabit scorched and sandy areas throughout the world, scouring dust, ruins, and riversides in search of organic matter—living or dead.
BRINE OOZE
Huge Ooze Hit Dice: 12d10+84 (150 hp) Initiative: –5 Speed: 10 ft. (2 squares), swim 20 ft. Armor Class: 3 (–2 size, –5 Dex), touch 3, flat-footed 3 Base Attack/Grapple: +9/+20 Attack: Slam +10 melee (1d8+4 plus dessication) Full Attack: Slam +10 melee (1d8+4 plus dessicration) Space/Reach: 15 ft./10 ft. Special Attacks: Constrict 1d8+4 plus dessication, dessicating impact, improved grab Special Qualities: Blindsight 60 ft., camouflage, immunity to dessication, ooze traits, split Saves: Fort +11, Ref –1, Will –1 Abilities: Str 17, Dex 1, Con 24, Int —, Wis 1, Cha 1 Skills: Hide –13, Swim +11 Feats: — Environment: Warm deserts Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 13–24 HD (Huge); 25–36 HD (Gargantuan) Level Adjustment: —

A pool shimmers before you in the desert heat. Suddenly, glistening pseudopods extend from the pool as it begins to glide across the side.

Brine oozes lurk in salt lakes or form poollike shapes in the desert, waiting for prey to come along.

A typical brine ooze is 15 feet across and 2 feet thick. It weighs about 12,000 pounds. However, it can spread out until it is only an inch or two thick and up to 30 feet across.

Combat

A brine ooze hunts much as a crocodile does, relying on camouflage to let prey get close, then grabbing with its pseudopods.

Camouflage (Ex): A brine ooze can spread itself out in a shallow depression that resembles a pool of water anywhere from 15 to 30 feet across. It is difficult to determine the true nature of the creature, requiring a DC 20 Spot check. A creature that touches the “pool” is automatically affected by the ooze’s dehydrating impact.

Constrict (Ex): A brine ooze deals automatic slam and dessication damage with a successful grapple check.

Dessicating Impact (Ex): Each time a brine ooze hits a living creature with its slam attack, the opponent must make a DC 23 Fortitude save or take 4d6 points of dessication damage as moisture is evaporated from its body. This impact is especially devastating to plants and elementals with the water subtype, which take 4d8 points of damage on a failed save instead. A successful save reduces the dessication damage by half, although the creature still takes normal damage from the slam. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a brine ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Immunity to Dessication (Ex): A brine ooze has immunity to any spell or effect that deals magical dessication damage, as well as to any damage that results from failed Constitution checks to resist the effects of dehydration. A brine ooze cannot become dehydrated (as the condition; see page 15).

Split (Ex): Slashing and piercing weapons deal no damage to a brine ooze. Instead, the creature splits into two identical oozes, each with half the original’s current hit points (round down). A brine ooze with 10 hit points or fewer cannot be further split and dies if it is reduced to 0 hit points.

Skills: A brine ooze gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

A brine ooze has a +12 bonus on Hide checks when immersed in water.

LAVA OOZE
Large Ooze (Fire) Hit Dice: 8d10+84 (128 hp) Initiative: –5 Speed: 10 ft. (2 squares), climb 10 ft. Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4 Base Attack/Grapple: +6/+14 Attack: Slam +9 melee (1d6+6 plus 2d6 fire) Full Attack: Slam +9 melee (1d6+6 plus 2d6 fire) Space/Reach: 10 ft./5 ft. Special Attacks: Burn, constrict 1d6+6 plus 2d6 fire, improved grab Special Qualities: Blindsight 60 ft., immunity to fire, ooze traits, vulnerability to cold Saves: Fort +9, Ref –3, Will –3 Abilities: Str 19, Dex 1, Con 24, Int —, Wis 1, Cha 1 Skills: Climb +12 Feats: — Environment: Underground Organization: Solitary Challenge Rating: 5 Treasure: No coins; 50% goods (gems only); no items Alignment: Always neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge) Level Adjustment: —

A fiery mass of lava surges forward, pseudopods of white-orange stretching out before it. A flamestorm surrounds it, and its trail is a hot, glassy channel through the sand.

A lava ooze favors hot underground caves and lava tubes formed over still-hot magma. It consumes stone and metallic items. As it feeds, its body becomes filled with “indigestible” gems.

A typical lava ooze is 5 to 10 feet across and 1 foot thick. It weighs about 2,000 pounds

Combat

A lava ooze flows through tunnels, melting and consuming stone and metal that it engulfs. It is able to detect high concentrations of nutritious minerals, and characters wearing heavy armor are at risk of becoming a meal. (The ooze does not mind ingesting organic material along with the metal.)

Burn (Ex): A lava ooze’s body has the temperature and consistency of thick lava. With a successful slam attack, the ooze leaves behind some of its substance and might set flesh and clothing aflame. A struck creature must make a DC 21 Reflex save or catch on fire. The flames burn for 1d4 rounds. See Catching on Fire, page 303 of the Dungeon Master’s Guide. The save DC is Constitution-based.

Creatures that strike a lava ooze with a natural weapon or an unarmed attack take 2d6 points of fire damage and catch on fire unless they succeed on a Reflex save.

Constrict (Ex): A lava ooze deals automatic slam and fire damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a lava ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A creature grappled by the ooze automatically takes fire damage each round, even if it avoids taking slam damage.

Skills: A lava ooze receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

PORCUPINE CACTUS

Small Plant Hit Dice: 2d8+4 (13 hp) Initiative: –5 Speed: 0 ft. Armor Class: 14 (+1 size, –2 Dex, +5 natural), touch 9, flat-footed 13 Base Attack/Grapple: +1/–4 Attack: — Full Attack: — Space/Reach: 5 ft./5 ft. Special Attacks: Detonate, thorns Special Qualities: Low-light vision, plant traits Saves: Fort +5, Ref –2,Will –4 Abilities: Str —, Dex 7, Con 15, Int —, Wis 2, Cha 1 Skills: — Feats: — Environment: Warm deserts Organization: Solitary or patch (4–24) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3–6 HD (Small) Level Adjustment: —

This stubby, barrel-shaped cactus bristles with wickedly long thorns.

Porcupine cacti are so named for their unique method of reproduction. They explode in a burst of pulp, seeds, and thorns at the slightest touch.

These plants form roughly circular patches containing dozens of cacti. During long periods of dry weather, they grow very slowly and conserve the limited moisture in their tissues. When porcupine cacti are not ready to reproduce, they have a somewhat flattened shape and their flesh is quite leathery. However, when a sudden rain comes, they absorb prodigious amounts of water, swelling like rain barrels. Large, showy flowers appear within hours and are quickly fertilized by small desert birds that can maneuver safely among the cactus’s numerous thorns. The petals drop after a day, and the fertilized plants begin to swell even more with fastgrowing seeds. After about a week, they are ready to scatter their offspring.

A turgid porcupine cactus is extremely sensitive to vibration. If a creature chances to brush against it, a strong wind blows up, or a slight tremor shakes the ground, the plant explodes violently. The spray of thorny matter shreds any creatures unfortunate enough to be nearby. Creatures slain by the exploding cactus then conveniently provide fertilizer for the new patch. In patches, one cactus exploding is sufficient to set off a chain reaction of explosions from other cacti in the patch.

A patch of porcupine cacti consists of up to two dozen plants, 5 to 10 feet apart from one another.

COMBAT

Porcupine cacti do not attack but simply wait for something to wander into them. Their wickedly sharp thorns protect them from damage when they are not ready to scatter seeds.

These plants are easy to avoid if someone knows what to look for. A DC 10 Knowledge (nature) check suffices to recognize the telltale circle of a porcupine cactus patch. However, creatures that are running or charging are not entitled to a check.

Detonate (Ex): Merely touching a turgid porcupine cactus causes it to explode violently. The detonation can be triggered by a strong wind (over 20 mph), a sonic spell or effect that produces vibration, a moderate shaking of the ground (such as might be produced by a tunneling ashworm or the footsteps of a giant), or any amount of damage dealt to a cactus. An exploding cactus deals 2d6 points of slashing and piercing damage to all creatures within a 10-foot radius. A DC 13 Reflex save reduces the damage to half. The save DC is Constitution-based.

Although the damage from a single porcupine cactus is not usually enough to kill a creature, the explosion causes any other turgid cacti within 10 feet to explode as well. Usually an entire patch goes up at once. The resulting area of spiny flesh leaves behind the equivalent of a field of caltrops (see page 126 of the Player’s Handbook) for 24 hours after the explosion. New cacti begin to sprout after that time and reach full size in a week.

Thorns (Ex): A porcupine cactus’s thorns tear at any creature that touches it, dealing 1d4 points of piercing damage. Creatures that strike a porcupine cactus with natural attacks or unarmed strikes, or that try to grapple the cactus (presumably to pull it out of the ground), are subject to this damage, but creatures striking with melee weapons are not. A creature that is pushed into or falls onto a plant also takes damage from its thorns.

SAGUARO SENTINEL

Huge Plant Hit Dice: 12d8+84 (138 hp) Initiative: –1 Speed: 20 ft. (4 squares) Armor Class: 22 (–2 size, –1 Dex, +15 natural), touch 7, flat-footed 22 Base Attack/Grapple: +9/+28 Attack: Slam +18 melee (3d6+11) Full Attack: 2 slams +18 melee (3d6+11) Space/Reach: 15 ft./15 ft. Special Attacks: Thorns, trample 3d6+16 Special Qualities: Damage reduction 10/piercing, low-light vision, plant traits, tough flesh Saves: Fort +15, Ref +3, Will +5 Abilities: Str 33, Dex 8, Con 25, Int 10, Wis 13, Cha 14 Skills: Disguise +2, Intimidate +12, Knowledge (nature) +10, Listen +3, Spot +8, Survival +6 (+8 aboveground) Feats: Alertness, Awe some Blow, Improved Bull Rush, Improved Natural Attack, Power Attack Environment: Warm deserts Organization: Solitary or stand (2–5) Challenge Rating: 9 Treasure: Standard Alignment: Usually neutral Advancement: 13–16 HD (Huge); 17–36 HD (Gargantuan) Level Adjustment: +4

This massive being possesses several thick, jointed arms raised to the sky. Long, needle-sharp thorns cover its thick hide, and tiny, deep-set eyes peer from between ridges along its body.

Saguaro sentinels are wastelands relatives of the treant. Like those tree folk, they consider themselves guardians of desert plant life. Unlike treants, though, they are not much concerned with good and evil.

Saguaro sentinels stand over 30 feet tall, and some exceptional individuals approach 50 feet in height. They are thicker-bodied and retain more water than treants, having an average weight of 6,000 pounds. These cactus folk are normally slow to anger, but once aroused they are deadly juggernauts.

Saguaro sentinels speak Sylvan; those of above average intelligence also know the Treant language. Their voices are deep and booming.

COMBAT

A saguaro sentinel spends most of its time standing and watching. It prefers higher ground, as long as it has soil in which to root, so it can observe larger portions of the waste. If interlopers are causing harm to desert life, a sentinel barrels down on them without warning.

Thorns (Ex): The body of a saguaro sentinel is covered with long, cruel thorns. These thorns tear at any creature that touches it, dealing 1d6 points of piercing damage. Creatures striking a saguaro sentinel with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. A creature that is pushed into or falls onto a plant also takes damage from its thorns.

Trample (Ex): Reflex DC 27 half. The save DC is Strength-based.

Tough Flesh (Ex): The flesh of a saguaro sentinel is tough and retains water in the harshest of conditions. It does not take extra damage from dehydration spells and effects (including horrid wilting) as plants normally do.

Skills: A saguaro sentinel has a +12 racial bonus on Disguise checks to resemble an inanimate plant.

SAND GOLEM

Huge Construct Hit Dice: 18d10+40 (139 hp) Initiative: –1 Speed: 20 ft. (4 squares), burrow 20 ft. (sand and earth only) Armor Class: 23 (–2 size, –1 Dex, +16 natural), touch 7, flat-footed 23 Base Attack/Grapple: +13/+27 Attack: Slam +17 melee (3d8+6 plus stifle) Full Attack: 2 slams +17 melee (3d8+6 plus stifle) Space/Reach: 15 ft./15 ft. Special Attacks: Brownout, stifle Special Qualities: Construct traits, damage reduction 5/adamantine and bludgeoning, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort +6, Ref +5, Will +6 Abilities: Str 23, Dex 8, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: Warm deserts Organization: Solitary or gang (2–4) Challenge Rating: 12 Treasure: None Alignment: Always neutral Advancement: 19–36 HD (Huge); 37–54 HD (Gargantuan) Level Adjustment: —

This hulking automaton looks like an abstract sculpture of a human, molded in magically fused sand. Its feet disappear into the ground, and a cloud of dust surrounds it.

A sand golem is the creation of a walker in the waste (see page 89), set to patrol the desert endlessly.

Sand golems are massive things, weighing 5,000 pounds or more. Sand golems seem to be a part of the earth. They can move readily through sand and loose soil at their burrow speed, and they can do so indefinitely, since they have no need to breathe.

When fashioned, a sand golem is keyed to a set of magic amulets, usually in the shape of scarabs or scorpions. Henceforth, it regards the wearer of an amulet as its master, obeying that person’s commands without fail. The wearer of an amulet can call the sand golem from any distance, and it will come as long as it is on the same plane, no matter how long this might take.

A sand golem cannot speak, although it can emit a dry hissing like the approach of a duststorm.

COMBAT

A sand golem’s master can command it if the golem is within 60 feet and can see and hear its master. If uncommanded, a sand golem usually follows its last instruction to the best of its ability, although if attacked it returns the attack. Its master can give the golem a simple command to govern its actions in her absence, such as “Remain in this area and attack all creatures that enter.” Its creator can order a sand golem to obey the commands of another person (usually a member of the Dusty Conclave; see page 63), but she can always resume control over the golem by commanding it, at will, to obey her alone.

A sand golem attacks with its fists, pummeling its opponents. Its Armor Class is relatively low, and its ability to resist damage is less than that of other golems, but it draws strength from the fury of a desert storm.

Brownout (Ex): The dust cloud that surrounds a sand golem produces a constant condition of brownout, a common side effect of sandstorms (see page 16 for details on sandstorms). Creatures within 10 feet of a sand golem take a –4 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision. These effects end when the creature leaves the 10-foot area around a golem.

Stifle (Ex): When a sand golem strikes a living creature, some of the shapesand that forms its body forces its way into its opponent’s mouth and nose, causing that creature to suffocate. The opponent must make an immediate DC 10 Constitution check, repeated each round with the DC increasing by 1 for each previous check, until it can clear the sand from its lungs. A stifled creature can clearing the sand from its blocked airways by spending a full-round action that provokes attacks of opportunity. When the opponent fails a Constitution check, it begins to suffocate (see page 304 of the Dungeon Master’s Guide).

Immunity to Magic (Ex): A sand golem has immunity to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

An earthquake spell cast directly on a sand golem stops it from moving on its next turn and deals 3d12 points of damage.

A vitrify spell (see page 125) does not actually change the sand golem’s structure but negates its damage reduction and immunity to magic for 1 round.

A blast of sand or flaywind burst spell restores 1 hit point for every 3 points of damage it would otherwise deal. (A sand golem caught in a supernatural flaywind also benefits from this effect.) A fuse sand spell restores all of a sand golem’s lost hit points.

CONSTRUCTION

Only the Dusty Conclave of walkers in the waste has the hidden knowledge of sand golem creation.

A sand golem’s body must be formed from a mass of shapesand (see page 25) having a volume of 1,000 cubic feet (equivalent to a 10-foot cube), and treated with volcanic ash and precious powders worth at least 2,000 gp. Creating the body requires a DC 15 Craft (sculpting) check.

CL 14th; Craft Construct (see page 303 of the Monster Manual), awaken sand, fuse sand (see page 116), geas/quest, caster must be at least 14th level; Price 50,000 gp; Cost 27,000 gp + 920 XP.

SAND GOLEM AMULETS

Members of the Dusty Conclave share a set of amulets and can use any of the sand golems an individual walker has created. The walkers in the waste are in contact with one another and are aware of any member’s use of an amulet. If a sand golem’s amulet is destroyed, the golem no longer follows instructions except from its creator, and only if that creator is within 60 feet. If the wearer dies but the amulet is intact, the golem becomes inactive until a new person wears the amulet.

SAND HUNTER

Medium Magical Beast Hit Dice: 3d10+6 (22 hp) Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 16 (+3 Dex, +3 natural), touch 13, flatfooted 13 Base Attack/Grapple: +3/+5 Attack: Bite +5 melee (1d4+3) Full Attack: Bite +5 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: Pack attack, sonic howl Special Qualities: Darkvision 60 ft., low-light vision, pack mind, scent Saves: Fort +5, Ref +6, Will +4 Abilities: Str 15, Dex 17, Con 15, Int 3, Wis 12, Cha 12 Skills: Listen +5, Spot +5, Survival +3 Feats: Alertness B, Improved Initiative, Iron Will, TrackB Environment: Warm deserts Organization: Pack (4–16) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral good Advancement: 4–9 HD (Medium) Level Adjustment: —

A small group of scaly, doglike creatures lopes across the sand. An eerie whining surrounds the pack, which seems to move as one being.

Sand hunters are bizarre, intelligent predators that exist only in packs. Each member of the pack has a long, sinuous neck and flexible lips to help it manipulate objects, and the creatures are capable of tool use.

Sand hunters share a “pack mind,” allowing the pack to act as one coordinated being. The pack consciousness is established through high-pitched sonics (mostly at frequencies beyond human hearing) and a limited empathic contact. If a sand hunter is split off from the others in a pack, or the group is reduced to one or two individuals, the pack mentality breaks down. Isolated sand hunters become little more than animals, unintelligent and mad. They do not live long.

Sand hunters prefer to prey on large herbivores of the plains and deserts, using their superior group intelligence and coordination to overcome prey much larger than themselves. They are shy in the presence of intruders, often choosing to retreat and hide. However, they have a longstanding good relationship with the asherati, who call them the “spirit of the sands,” and the two often hunt and work together.

COMBAT

When hunting, sand hunters spread out to the limit of communication, scouting out prey and acting as beaters to drive creatures ahead of them. The hunters yip back and forth in a series of signals but keep “pack speak” to a minimum to prevent alerting their prey. Once within range of a suitable target, the pack uses its sonic howl attack in an attempt to stun the target. If successful, the pack attacks.

If attacked, a sand hunter uses its sonic howl to discourage the enemy, then flees to its pack’s hidden den. In combat, sand hunters leap in and out of melee range, setting up flanks and attempting to grapple and overcome their foes.

Pack Attack (Ex): If a sand hunter in a pack uses the aid another action to assist another pack member’s attack roll in combat, it grants a +4 bonus on its ally’s next attack roll instead of the usual +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant it a +2 bonus on grapple checks to pin the opponent. Often two or three members enter a grapple, with the remainder aiding their companions.

Pack Mind (Ex): As long as a pack contains at least three individuals, none of which is more than 50 feet from any other individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are.

The pack mind operates through high-frequency sounds and limited empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master.

The collective Intelligence score of a pack of sand hunters is 12, and their tactics reflect this. Each individual has an Intelligence score of only 3, as given in the statistics above. A pack must include at least three members to gain the benefit of the higher Intelligence score.

Sonic Howl (Ex): As a standard action, a pack of sand hunters can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a Will save or be stunned for 1d4 rounds. The save DC of the howl is 10 + 1/2 the number of sand hunters in the pack + each pack member’s Cha modifier. A pack must include at least three members to activate the sonic howl, and no two contributing pack members can be more than 30 feet apart. Creatures with immunity to sonic energy attacks do not have immunity to the sonic howl, although creatures that can’t hear the howl (such as deaf creatures or those within the area of a silence spell) are not affected. The save DC is Charismabased and includes the Charisma bonus of each member participating in the attack.

SCARAB SWARM, DEATH

Diminutive Undead (Swarm) Hit Dice: 12d12+9 (87 hp) Initiative: +6 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14 Base Attack/Grapple: +6/— Attack: Swarm (3d6) Full Attack: Swarm (3d6) Space/Reach: 10 ft./0 ft. Special Attacks: Consumption, distraction Special Qualities: Damage reduction 10/magic, darkvision 60 ft., hive mind, low-light vision, resistance to fire 10, swarm traits Saves: Fort +4, Ref +10, Will +9 Abilities: Str 1, Dex 23, Con —, Int 6, Wis 13, Cha 15 Skills: Climb +4, Hide +18, Listen +10, Spot +10 Feats: Alertness, Iron Will, Toughness (3) Environment: Warm deserts Organization: Solitary, dread (2–4 swarms), or horror (5–8 swarms) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: —

A black carpet of furiously vibrating carapaces surges forward. Every square inch of the ground is covered with hundreds of scrabbling scarabs.

Death scarabs are vicious, undead beetles that reside in some desert tombs. A single death scarab resembles a round, night-black beetle 1-1/2 inches long. Death scarabs exhibit no fear, and when swarming, these creatures seem unstoppable.

While living scarab beetle swarms are terrible to contend with, the tenacity of death scarab swarms is something living swarms cannot duplicate.

Death scarab swarms are visually distinct from living beetles in that they are black all over, and an individual is slightly larger than its living counterpart.

COMBAT

A death scarab swarm surrounds and swarms any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. It can completely consume prey in moments under the right conditions.

Consume (Ex): A death scarab swarm can attempt to instantly consume prey by entering a creature directly through the skin or by crawling into its mouth and other orifices to eat the target both inside and out. If a scarab swarm successfully distracts a foe it surrounds, it takes advantage of the distraction, and the swarm enters the distracted prey’s body. Once scarabs have entered a creature, the victim automatically takes 6d6 points of damage in each subsequent round. If the swarm slays the prey, it is considered completely consumed, leaving nothing behind but equipment.

A remove disease or heal spell cast on a victim being consumed expels the invading scarabs (in that round, anyway; the swarm can attempt to consume again on the following round if all other conditions are met).

Distraction (Ex): Any living creature that begins its turn with a death scarab swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.

Hive Mind (Ex): Any death scarab swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard death scarab swarm) forms a hive mind, giving it an Intelligence of 6. When a death scarab swarm is reduced below this hit point threshold, it becomes mindless.

Skills: A death scarab swarm has a +8 racial bonus on Climb checks and can always take 10 on a Climb check, even if rushed or threatened.

SCORPION SWARM

Diminutive Vermin (Swarm) Hit Dice: 9d8+9 (49 hp) Initiative: +4 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14 Base Attack/Grapple: +6/— Attack: Swarm (2d6 plus rend plus poison) Full Attack: Swarm (2d6 plus rend plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, poison, rend 4d6 Special Qualities: Darkvision 60 ft., swarm traits, tremorsense 0 ft., vermin traits Saves: Fort +7, Ref +7, Will +3 Abilities: Str 1, Dex 19, Con 12, Int —, Wis 10, Cha 2 Skills: Climb +12, Spot +4 Feats: Weapon FinesseB Environment: Warm deserts Organization: Solitary, gathering (2–4 swarms), or living mat (7–12 swarms) Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: —

A jumping, sticky mass of desert scorpions rolls forward, hundreds of tiny stingers held high, each glistening with poison.

A scorpion swarm is a heaving mass of desert scorpions eager to feast on any large prey it can bring down.

COMBAT

A scorpion swarm seeks to surround and attack any living creature it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a scorpion swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Rend (Ex): If a scorpion swarm successfully distracts a foe it surrounds, it takes advantage of the distraction and tears the victim’s flesh. This attack automatically deals an extra 4d6 points of damage.

Skills: A scorpion swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks.

A scorpion swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

SPHINX

Sphinxes are enigmatic creatures with great, feathery wings and leonine bodies. The most common sphinxes are the androsphinx, criosphinx, gynosphinx, and hieracosphinx— but in the wastes, the canisphinx, crocosphinx, saurosphinx, and threskisphinx are just as prevalent.

All sphinxes are territorial, but the more intelligent ones can differentiate between deliberate intrusion and temporary or inadvertent trespass.

A typical sphinx is about 10 feet long and weighs about 800 pounds.

Sphinxes speak Common, Draconic, and Sphinx.

COMBAT

Most sphinxes fight on the ground, using their wings to help them pounce much as lions do. If outnumbered by earthbound creatures, a sphinx takes wing and attacks from the air.

Pounce (Ex): If a sphinx charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Each sphinx’s description provides its attack bonus and damage.

CANISPHINX
Large Magical Beast Hit Dice: 9d10+18 (67 hp) Initiative: +1 Speed: 60 ft. (12 squares), fly 90 ft. (poor) Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 Base Attack/Grapple: +9/+18 Attack: Bite +13 melee (1d10+5) Full Attack: Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2, roar Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +8, Ref +7, Will +6 Abilities: Str 21, Dex 13, Con 15, Int 15, Wis 17, Cha 16 Skills: Intimidate +15, Listen +21, Spot +17, Survival +15 Feats: Alertness, Flyby Attack, Power Attack, Track Environment: Warm deserts Organization: Solitary or pair Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral evil Advancement: 10–15 HD (Large); 16–27 HD (Huge) Level Adjustment: +3 (cohort)

This creature is bigger than a riding horse and has a tawny lion’s body, great falcon wings, and a jackal’s head.

Vicious hunters, canisphinxes often chase their prey across the desert sands for hours, waiting for the victim to drop from exhaustion. Though these creatures generally hunt alone, a mated pair occasionally gangs up on prey as a prelude to some sort of courting behavior.

Combat

Canisphinxes prefer prey that is too weak to fight back, and they usually flee in the face of stronger opposition. When they decide to fight, they try to pin their foes and finish them off with bite and rake attacks.

Rake (Ex): Attack bonus +13, damage 1d6+2.

Roar (Su): Three times per day, a canisphinx can loose a mighty roar as a standard action. All creatures within 200 feet must succeed on a DC 17 Will save or be affected as though by a fear spell for 2d4 rounds.

If the sphinx roars a second time during the same encounter, all creatures within 100 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds, and all those within 60 feet are also deafened for 1d4 rounds (no save). If it roars a third time during the same encounter, all those within 50 feet must succeed on a DC 17 Fortitude save or take 1d4 points of Strength damage for 1d4 rounds. The effect of roars from multiple canisphinxes is cumulative. A second canisphinx that roars within 100 feet of a creature already affected by another’s fear roar forces that creature to save to resist paralysis. Other canisphinxes have immunity to these effects. The save DCs are Charisma-based.

Skills (Ex): Canisphinxes have a +4 racial bonus on Listen checks.

CROCOSPHINX
Large Magical Beast Hit Dice: 15d10+90 (172 hp) Initiative: –1 Speed: 40 ft. (8 squares), fly 60 ft. (poor), swim 40 ft. Armor Class: 23 (–1 size, –1 Dex, +15 natural), touch 8, flat-footed 23 Base Attack/Grapple: +15/+27 Attack: Bite +22 melee (2d6+8) or tail slap +22 melee (1d12+12) Full Attack: Bite +22 melee (2d6+8) and 2 claws +17 melee (2d4+4); or tail slap +22 melee (1d12+12) and 2 claws +17 melee (2d4+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 2d4+4 Special Qualities: Darkvision 60 ft., hold breath, lowlight vision Saves: Fort +15, Ref +8, Will +7 Abilities: Str 26, Dex 8, Con 23, Int 13, Wis 14, Cha 15 Skills: Hide +8, Intimidate +11, Listen +22, Spot +22, Swim +8 Feats: Alertness, Awesome Blow, Cleave, Flyby Attack, Improved Bull Rush, Power Attack Environment: Warm deserts Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Always chaotic evil Advancement: 16–22 HD (Large); 23–45 HD (Huge) Level Adjustment: +8 (cohort)

This large creature looks like something out of a nightmare. Great feathered wings sprout from behind the front shoulders of its powerful leonine body, but its most terrifying feature is its large, toothy crocodile head. A crocodile’s tail droops from its hindquarters.

Crocosphinxes are among the most aggressive of the sphinxes. They lair on the banks of rivers that cut through the waste, often amid colonies of crocodiles, with which they freely interbreed. When hunting, they slip into the water and lie mostly submerged, leaving only their eyes and nostrils above the surface. They then swim slowly closer to their prey. They appear almost to drift until the victim is within reach; then they pounce in a sudden, deadly attack.

Despite having wings, crocosphinxes rarely feel the need to fly, and cannot do so immediately out of the water, in any case. A crocosphinx that has been submerged must wait for 1 minute before it can fly; its wings must dry out before it can take to the air.

Combat

A crocosphinxes pounces on its opponent from beneath the water, then drags it in and attempts to drown the victim.

Hold Breath (Ex): A crocosphinx can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a crocosphinx must hit a creature with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, the crocosphinx establishes a hold on the opponent and drags it into deep water, attempting to pin it to the bottom.

Rake (Ex): Attack bonus +17, damage 2d4+4.

Skills (Ex): A crocosphinx has a +8 racial bonus on any Swim check to perform some special action to avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

A crocosphinx gains a +4 racial bonus on Hide checks when in the water. Further, a crocosphinx can lie in the water with only its eyes and nostrils showing, gaining a +10 circumstance bonus on Hide checks.

SAUROSPHINX
Large Magical Beast Hit Dice: 8d10+32 (76 hp) Initiative: +2 Speed: 60 ft. (12 squares), fly 90 ft. (poor) Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17 Base Attack/Grapple: +8/+16 Attack: Claw +11 melee (1d6+4) Full Attack: 2 claws +11 melee (1d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2 Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +10, Ref +8, Will +4 Abilities: Str 19, Dex 14, Con 19, Int 11, Wis 15, Cha 15 Skills: Knowledge (any one) +6, Listen +12, Spot +12 Feats: Alertness, Flyby Attack, Power Attack Environment: Warm deserts Organization: Solitary, pair, or clutch (5–10) Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral Advancement: 9–15 HD (Large); 16–24 HD (Huge) Level Adjustment: +2 (cohort)

A pair of feathery wings and an inquisitive reptilian face augment this creature’s slender leonine body. As large as a horse, the creature has powerful claws that look capable of rending smaller creatures limb from limb.

Among sphinxes, saurosphinxes are the most civilized. Though not remarkably intelligent, they are far more interested in conversation than combat, and they sometimes travel long distances to listen to sages and scholars speak. Other, more aggressive sphinxes often see saurosphinxes as little more than educated food.

Saurosphinxes lair in rocky hills, where they seek the shade of small caves during the day and crawl out at twilight to enjoy the waning warmth. They dislike the cold intensely, and they flee from encounters with anyone who wields cold weapons or casts cold spells.

Combat

Saurosphinxes avoid combat, but when given no other choice they try to limit an opponent’s ability to attack at range. They tend to make flyby attacks on opponents with long-range weapons—bows and crossbows, typically—and depart as soon afterward as possible. A saurosphinx forced to fight on the ground tries its best to take to the air and flee as soon as it can.

Rake (Ex): Attack bonus +11, damage 1d6+4.

THRESKISPHINX
Large Magical Beast Hit Dice: 10d10+40 (95 hp) Initiative: +2 Speed: 40 ft. (8 squares), fly 100 ft. (poor) Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17 Base Attack/Grapple: +10/+19 Attack: Claw +14 melee (1d4+5) Full Attack: 2 claws +14 melee (1d4+5) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d4+2, spells Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +11, Ref +9, Will +10 Abilities: Str 20, Dex 15, Con 18, Int 19, Wis 24, Cha 19 Skills: Concentration +17, Knowledge (any one) +17, Knowledge (nature) +17, Listen +22, Spellcraft +17, Spot +22 Feats: Alertness, Craft Wondrous Item, Flyby Attack, Still Spell Environment: Warm deserts Organization: Solitary Challenge Rating: 8 Treasure: Standard Alignment: Always neutral good Advancement: 11–16 HD (Large); 17–30 HD (Huge) Level Adjustment: +5 (cohort)

As big as a horse, this creature has a lion’s body, but the resemblance to a great feline ends there. Feathered wings sprout from the creature’s shoulders, and its head is that of an ibis—one of the commonly revered birds of the waste.

Ibis-headed threskisphinxes are renowned for the magic items they create. They are the sages of the sphinxes. They lair frequently at the edge of lakes and rivers, hiding among flocks of ibises and often protecting the flocks with their spells. While not particularly aggressive, they do not like uninvited guests and try to chase them off whenever possible.

Good heroes sometimes seek out threskisphinxes for magical aid, usually in the form of a magic item that the threskisphinx has created. A threskisphinx creates only a few items in its lifetime, though, and those merely as an academic pursuit. Any given threskisphinx encountered has a 75% chance of having an additional wondrous item—one that it has created—among its treasure.

Combat

Threskisphinxes use their spells to avoid combat whenever possible, usually throwing out an obscuring mist or a summon nature’s ally spell to distract opponents. Because they eat only small fish, a threskisphinx’s natural weapons are generally used only for defense.

Rake (Ex): Attack bonus +11, damage 1d4+2.

Spells:A threskisphinx casts spells as a 6th-level druid.

Typical Druid Spells Prepared (caster level 6th): 0—create water, cure minor wounds, detect magic, light, purify food and drink; 1st—charm animal (DC 18), cure light wounds, obscuring mist, speak with animals, summon nature’s ally I; 2nd—animal trance (DC 19), delay poison, hold animal (DC 19), lesser restoration, summon nature’s ally II; 3rd—cure moderate wounds, daylight, neutralize poison, remove disease.

THUNDERBIRD

Huge Magical Beast Hit Dice: 15d10+90 (172 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 80 ft. (good) Armor Class: 18 (–2 size, +3 Dex, +7 natural), touch 11, flat-footed 15 Base Attack/Grapple: +15/+32 Attack: Talon +22 melee (1d8+9) Full Attack: 2 talons +22 melee (1d8+9) and bite +20 melee (2d6+4) Space/Reach: 15 ft./10 ft. Special Attacks: Spell-like abilities Special Qualities: Darkvision 60 ft., immunity to electricity and sonic, resistance to acid 10 and fire 10, spell resistance 25 Saves: Fort +15, Ref +12, Will +11 Abilities: Str 28, Dex 17, Con 22, Int 12, Wis 19, Cha 17 Skills: Intimidate +21, Knowledge (nature) +10, Listen +13, Spot +20, Survival +4 (+6 aboveground) Feats: Flyby Attack, Hover, Iron Will, Multiattack, Power Attack, Snatch Environment: Temperate deserts Organization: Solitary Challenge Rating: 12 Treasure: Standard coins; double goods; double items Alignment: Always chaotic good Advancement: 16–30 HD (Huge); 31–45 HD (Gargantuan) Level Adjustment: —

The clouds part as lightning surges down and you see the enormous silhouette of a bird of prey. As the thunder peals, its eyes flash with electric light, and its beating wings threaten to block out the sky.

The thunderbird is a fabulous beasts that embodies the fury and abundance of nature. It is often worshiped as a nature spirit, particularly by the bhukas.

A typical thunderbird is 20 to 30 feet long and has a wingspan of 50 feet, although much larger individuals have been sighted. Its plumage is brightly colored, usually red and orange, but blue and white thunderbirds also exist. The creature is usually difficult to see clearly, since it is surrounded by vapors and clouds.

A thunderbird is often friendly to humanoids, but is a wild creature with a ferocious appetite and a quick temper. It nests in a hidden cave deep within a mountain or canyon, and does not tolerate intruders. A thunderbird can readily carry off prey the size of a horse or larger (coastal varieties are known to feed on orca whales).

Thunderbirds speak Auran and Common.

COMBAT

An angry thunderbird is a terrible opponent. It hovers over the battlefield, striking with talons and beak while its wings stir up storm winds on the ground below. With a blink of its flashing eyes, it can call down lightning from a clear sky and blast foes with crashes of thunder.

Spell-Like Abilities:At will—call lightning (DC 16), fog cloud, shout (DC 17); 3/day—call lightning storm (DC 18), greater shout (DC 21), sandstorm† , solid fog; 1/day—earthquake (DC 21). Caster level 15th.

† New spell described on page 119.

Skills: Thunderbirds have a +4 racial bonus on Spot checks.

TROLL, WASTELAND

Large Giant Hit Dice: 8d8+56 (92 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 17 (–1 size, +8 natural), touch 9, flatfooted 17 Base Attack/Grapple: +6/+17 Attack: Claw +13 melee (1d6+7) or greatclub +12 melee (2d8+10) Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d8+3) or greatclub +12/+7 melee (2d8+10) and bite +8 melee (1d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: Rend 2d6+10 Special Qualities: Darkvision 90 ft., light sensitivity, low-light vision, regeneration 5, scent Saves: Fort +14, Ref +4, Will +4 Abilities: Str 25, Dex 11, Con 24, Int 5, Wis 10, Cha 8 Skills: Listen +8, Spot +7 Feats: Alertness, Iron Will, Weapon Focus (claw) Environment: Warm hills and mountains Organization: Solitary or tomb (2–4) Challenge Rating: 7 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +5

Stepping from the darkness is a night-black, bulky creature, half again as tall as a human, and with long, thick arms and legs. Its legs end in great, three-toed feet, the arms in wide, powerful hands with sharp claws. The creature’s hide appears as thick as stone, and it has no hair.

Larger, more powerful versions of the common troll, wasteland trolls prowl the mountains and badlands of the deserts. The bane of caravans and nomads, they fearlessly attack anything that might be edible.

Wasteland trolls differ from ordinary trolls chiefly in that sunlight dazzles their eyes and makes them sluggish. Otherwise, they are just as ravenous and brutal as other varieties. Whenever possible, they set up their lairs near settlements, then prey upon the inhabitants night after night until they have devoured every living creature. Because they hunt under the cover of darkness, their prey might not even realize the nature of the threat until it’s too late.

Unlike ordinary trolls, wasteland trolls are not agile, though they make up for this lack with sheer strength. They walk upright but dangle their arms at their sides—often dragging their greatclubs along the ground behind them.

An average wasteland troll stands just over 10 feet tall and weighs over 600 pounds. Females are virtually indistinguishable from males.

Wastelands trolls speak Giant.

COMBAT

Wasteland trolls are no more subtle about combat than their more common relatives. They charge opponents with no regard for their own safety—or, for that matter, combat tactics. Though vulnerable to fire, they merely seek to avoid it and continue attacking.

Light Sensitivity (Ex): A wasteland troll is dazzled by bright sunlight or the glare of a daylight spell.

In addition, a wasteland troll exposed to sunlight or its equivalent is treated as though it was slowed: It can take only a single move action or standard action each turn, but not both (nor can it take full-round actions). It also takes a –1 penalty on attack rolls, AC, and Reflex saves, and moves at half its normal speed.

Regeneration (Ex): Fire and acid deal normal damage to a wasteland troll.

If a wasteland troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend: If a wasteland troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.

TUMBLING MOUND

Medium Plant Hit Dice: 6d8+12 (39 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 17 (+1 Dex, +6 natural), touch 11, flatfooted 16 Base Attack/Grapple: +4/+7 Attack: Slam +7 melee (2d6+3) Full Attack: 2 slams +7 melee (2d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Blood drain, improved grab, thorns 2d4 Special Qualities: Darkvision 60 ft., low-light vision, plant traits, resistance to fire 10 Saves: Fort +7, Ref +3, Will +2 Abilities: Str 16, Dex 12, Con 15, Int 5, Wis 11, Cha 6 Skills: Climb +6, Hide +1, Spot +3, Survival +3 Feats: Improved Overrun, Power Attack, Track Environment: Warm deserts Organization: Solitary or cluster (5–8) Challenge Rating: 3 Treasure: 1/10th coins, 50% goods, 50% items. Alignment: Always neutral Advancement: 7–10 HD (Medium); 11–18 HD (Large) Level Adjustment: —

This mass of twisted brush looks like a particularly large tumbleweed covered with sharp thorns.

A tumbling mound appears to be a roughly spherical mass of dried brush. In truth, it is actually an intelligent, carnivorous plant that imitates the form of harmless dead vegetation. Its brain and major sensory organs are located in a lump in the center of its body.

Tumbling mounds move about virtually silently, and often go unnoticed due to their similarity to tumbleweeds. They often lurk in clumps of vegetation, then tumble out to attack when their prey is sleeping or otherwise off guard. Travelers tell stories of waking up to find tumbling mounds feeding off their companions, and of taking flight, pursued by seemingly tireless clusters of the thorny monsters.

COMBAT

A tumbling mound attacks by throwing itself at a target, then driving as many thorns as possible into the victim’s flesh to latch on. It feeds by sucking the victim’s blood through a hollow “feeder” thorn. Tumbling mounds have enough cunning to choose lightly armored foes over those wearing heavier armor.

Blood Drain (Ex): A tumbling mound derives its needed moisture from blood. It deals 1d4 points of Constitution damage to a grappled creature in any round when it begins its turn grappling the victim. Once it has dealt 8 points of Constitution damage, it releases its grip and tumbles away, sated. If the victim dies before the tumbling mound has drained 8 points of Constitution, the tumbling mound releases its victim and goes in search of a new one. A tumbling mound does not need to deal thorn damage to utilize this ability.

Improved Grab (Ex): To use this ability, a tumbling mound must hit a creature of any size with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and inflicts its thorn damage with each subsequent grapple attempt (no matter who initiates the grapple, including a third party coming to the aid of the tumbling mound’s victim). It can also begin draining blood once it has grappled a victim.

Thorns (Ex): Any creature that strikes a tumbling mound with a natural weapon takes 2d4 points of piercing damage from sharp thorns that cover the mound’s body.

Skills: Tumbling mounds have a +8 racial bonus on Hide checks in dry undergrowth or dead vegetation.

WASTE CRAWLER (ANHYDRUT)

Large Construct (Extraplanar, Lawful) Hit Dice: 8d10+30 (74 hp) Initiative: +0 Speed: 30 ft. (10 squares), burrow 30 ft. Armor Class: 27 (–1 size, +10 natural, +8 plate barding), touch 9, flat-footed 27 Base Attack/Grapple: +6/+18 Attack: Pincer claw +13 melee (2d6+8) or tail sting +13 melee (1d6+8 plus 1d6 fire) Full Attack: 2 pincer claws +13 melee (2d6+8) and tail sting +11 melee (1d6+4 plus 1d6 fire) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities Special Qualities: Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 20 Saves: Fort +4, Ref +2, Will +5 Abilities: Str 26, Dex 11, Con —, Int 10, Wis 17, Cha 15 Skills: Diplomacy +4, Intimidate +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 Feats: Great Fortitude, Improved Overrun, Power Attack, MultiattackB Environment: Clockwork Nirvana of Mechanus Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always lawful neutral Advancement: 9–16 HD (Large); 17–24 HD (Huge) Level Adjustment: —

This creature looks like a clockwork scorpion, complete with a carapace of burnished metal. Instead of legs, it rolls through the desert sands on metallic treads. The gleaming tail rising behind it is surmounted by a stinger engulfed in fire.

Waste crawlers are constructs hailing from the lawful neutral plane of Mechanus. Like others that enforce the natural laws of the universe (called inevitables),the crawlers are defenders of the waste. Also called anhydruts, these constructs are designed to find and punish those who commit particular transgressions—in this case, those who sin against the desert itself.

Anhydruts represent the inevitability of the waste. They confront those who would try to change the waste by farming, irrigating, or otherwise transforming the sands from their pristine state. Small communities of desert nomads and other desert communities are rarely bothered, but sometimes a desert outpost, for reasons too obscure to be known, violates some rule or obligation to the surrounding waste. A waste crawler then shrugs from the sand and crawls surely and implacably forward, dedicated to destroying those who would make the waste impure.

COMBAT

Upon discovering any creature that would despoil the desert sands, an anhydrut uses its pincers, fiery sting, and spell-like abilities to dispatch the guilty party.

An anhydrut’s natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities:At will—clairaudience/clairvoyance, desert diversion† , dispel magic, halo of sand† , locate creature, true seeing; 1/day—hold monster (DC 17); 1/century— global warming† . Caster level 8th.

† Sandstorm spell.

Skills: An anhydrut has a +4 racial bonus on Search and Sense Motive checks.