Monsters

Anarchic Creature
Astral Kraken
Axiomatic Creature
Dharculus
Dwarf, Frost
Elementite Swarm
—Air Elementite Swarm
—Earth Elementite Swarm
—Fire Elementite Swarm
—Water Elementite Swarm
Elsewhale
Elysian Thrush
Energon
Xac-Yel
Xac-Yij
Xap-Yaup
Xong-Yong
Xor-Yost
Entropic Creature
Gaspar
Gnome, Fire
Limbo Stalker
Nightmare, Lesser
Pack Fiend
Shadow Jelly
Unraveler
Ur’Epona
Vivacious Creature
Void Ooze

ANARCHIC CREATURE

Anarchic creatures dwell in planes of chaos, the realms of disorder. Although they may resemble creatures from the Material Plane, they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered, their appearance more ragged and horrific. They are also called the Unfinished, and some say they were first drafts, abandoned to the roiling planes of chaos by forgotten creators.

SAMPLE ANARCHIC CREATURE

Anarchic Satyr
Medium Fey (Extraplanar) Hit Dice: 5d6+5 (22 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flatfooted 14 Base Attack/Grapple: +2/+2 Attack: Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/×3) Full Attack: Head butt +2 melee (1d6) and dagger –3 melee (1d4/19–20); or shortbow +3 ranged (1d6/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Pipes, smite law Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft., fast healing 1, immunity to polymorph and petrification, low-light vision, resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5 Saves: Fort +2, Ref +5, Will +5 Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 above ground) Feats: AlertnessB, Dodge, Mobility Environment: Olympian Glades of Arborea Organization: Solitary, pair, band (3–5), or troop (6–11) Challenge Rating: 3 (without pipes) or 5 (with pipes) Treasure: Standard Alignment: Usually chaotic neutral Advancement: 6–10 HD (Medium) Level Adjustment: +7
Combat

An anarchic satyr strikes first with its smite law ability against foes subject to its damaging effects.

Smite Law (Su): Once per day, an anarchic satyr can make a normal attack to deal an extra 5 points of damage against a lawful opponent.

Pipes (Su): Anarchic satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours.

A satyr often uses its pipes to charm and seduce especially comely women or to put a party of adventurers to sleep and then steal their valuables.

Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.

CREATING AN ANARCHIC CREATURE

“Anarchic” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nonlawful alignment.

An anarchic creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Anarchic creatures encountered on the Material Plane have the extraplanar subtype.

Special Attacks: An anarchic creature retains all the special attacks of the base creature and also gains the following special attack.

Smite Law (Su): Once per day, an anarchic creature can make a normal attack to deal extra damage equal to its Hit Dice (maximum 20 points) against a lawful opponent.

Special Qualities: An anarchic creature retains all the special qualities of the base creature and also gains the following special qualities:

  • Darkvision out to 60 feet.

  • Damage reduction (see the table below).

  • Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5.

  • Immunity to polymorph and petrification.

  • Fast healing (see the table below).

Hit Dice Fast Healing Damage Reduction
1–3
4–7 1
8–11 3
12 or more 5 5/magic

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

If an anarchic creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Abilities: Same as the base creature, but Intelligence is at least 3.

Environment: Any land and underground.

Challenge Rating: Up to 3 HD, same as the base creature; 4 HD to 7 HD, same as the base creature +1; 8 or more HD, same as the base creature +2.

Alignment: Always chaotic (any).

Level Adjustment: +5.

ASTRAL KRAKEN

Gargantuan Vermin (Extraplanar) Hit Dice: 20d8+160 (250 hp) Initiative: +1 Speed: Fly 60 ft. (12 squares) Armor Class: 27 (–4 size, +1 Dex, +20 natural), touch 3, flat-footed 22 Base Attack/Grapple: +15/+39 Attack: Tentacle +23 melee (2d6+12) Full Attack: 4 tentacles +23 melee (2d6+12) and bite +18 melee (2d10+6) Space/Reach: 20 ft./10 ft. (60 ft. with tentacle) Special Attacks: Improved grab, astral cocoon, energy drain Special Qualities: Blindsight 120 ft., darkvision 60 ft., spell resistance 25, vermin traits Saves: Fort +20, Ref +7, Will +8 Abilities: Str 34, Dex 13, Con 27, Int —, Wis 14, Cha 12 Skills: — Feats: — Environment: Astral Plane Organization: Solitary or cluster (2–5) Challenge Rating: 16 Treasure: None Alignment: Always neutral Advancement: 21–28 HD (Gargantuan); 29–36 HD (Colossal) Level Adjustment: —

Eyeless and blanched, looking something like a cross between an octopus and an insect, this massive creature reaches out with segmented tentacles, feeling the air around it for prey.

Astral krakens prey on astral travelers. They lurk on the Astral Plane, usually near color pools, where astral travelers generally pass by. Attracted by some scent only they seem able to perceive, astral krakens attempt to snare travelers with their tentacles.

COMBAT

When an astral kraken sights prey, it attempts to ensnare a victim in its tentacles. As soon as it succeeds on a grapple attempt, it moves away from any remaining opponents (if possible) and consolidates its hold on the grappled opponent by grappling with at least one more tentacle (depending on whether it is still in combat or not). An opponent can make sunder attempts against an astral kraken’s tentacles as if they were weapons; the tentacles have AC 30 and 18 hit points. If an astral kraken is currently grappling a target, it usually uses any free tentacles to make its attacks of opportunity against the sunder attempt. Severing an astral kraken’s tentacle deals damage to the astral kraken equal to half the limb’s full normal hit points. An astral kraken withdraws from combat if it loses three or more tentacles.

An opponent grappled by an astral kraken faces one of two fates. If the opponent is native to the Astral Plane (not an astral traveler), the astral kraken attempts to deal bite damage to the target each round. If the opponent is connected by a silver cord to a physical body elsewhere, the astral kraken attempts to cocoon the opponent for a later meal.

Improved Grab (Ex): To use this ability, an astral kraken must hit a creature of up to Huge size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. On its next action, the astral kraken can either deal bite damage to the held opponent or begin enclosing the opponent in an astral cocoon.

Astral Cocoon (Su): An astral kraken can save a meal for later by encasing it in a translucent magical resin, trapping the victim on the Astral Plane. During each round that an astral kraken holds an opponent it has pinned, it secretes a fast-hardening astral adhesive as a free action. After the first round of cocooning, the opponent can no longer attack, cast spells, or move on the Astral Plane. An astral traveler’s soul cannot return to its material body while it is trapped in a cocoon.

A creature can escape the cocoon with a Strength check. The initial break DC for the cocoon is 10, and it increases by 10 for each additional round spent cocooning, to a maximum break DC of 30 after three rounds. At this point, the astral kraken tucks the opponent away in the folds of its body and seeks a new target.

Energy Drain (Su): An astral traveler trapped in an astral kraken’s cocoon gains one negative level per day as the astral kraken begins feeding on the victim’s life energy. This energy drain begins 24 hours after the victim is first cocooned, and the victim does not receive a Fortitude save to remove negative levels until he is freed from the astral cocoon. (The Fortitude save DC to remove a negative level is 21.) For each such negative level bestowed, the astral kraken gains 5 temporary hit points. If an opponent is slain by an astral kraken in this fashion, his physical body dies as well, and can only be resurrected by a wish, limited wish, or miracle spell.

AXIOMATIC CREATURE

Axiomatic creatures dwell on lawful planes, the domains of order. Although they may resemble creatures from the Material Plane, they are more perfectly formed, their features sharper and more precise, their fur or plumage shinier, their appearance clearer and more heroic. They are often called “perfect” creatures, and some say that the axiomatic versions are the true and ideal first models, of which all other creatures of the type are merely imitations.

SAMPLE AXIOMATIC CREATURE

Axiomatic Dragonne
Large Magical Beast (Extraplanar) Hit Dice: 9d10+27 (76 hp) Initiative: +6 Speed: 40 ft. (8 squares), fly 30 ft. Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +9/+17 Attack: Bite +12 melee (2d6+4) Full Attack: Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, roar, smite chaos Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5, electricity 5, fire 5, and sonic 5, scent, spell resistance 14 Saves: Fort +9, Ref +8, Will +4 Abilities: Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12 Skills: Listen +11, Spot +11 Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Track Environment: Infernal Battlefield of Acheron Organization: Solitary, pair, or pride (5–10) Challenge Rating: 7 Treasure: Double standard Alignment: Always lawful neutral Advancement: 10–12 HD (Large); 13–27 HD (Huge) Level Adjustment: +8 (cohort)
Combat

Linked Minds (Ex): Axiomatic dragonnes within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No axiomatic dragonne in the group is considered flanked unless all of them are.

Pounce (Ex): If an axiomatic dragonne charges, it can make a full attack in the same round.

Roar (Su): An axiomatic dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted.

Smite Chaos (Su): Once per day, an axiomatic dragonne can make a normal attack to deal extra damage equal to its Hit Dice (maximum 20 points) against a chaotic opponent.

Skills: An axiomatic dragonne has a +4 racial bonus on Listen and Spot checks.

Carrying Capacity: A light load for an axiomatic dragonne is up to 348 pounds; a medium load, 349–699 pounds; and a heavy load, 700–1,050 pounds.

CREATING AN AXIOMATIC CREATURE

“Axiomatic” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nonchaotic alignment.

An axiomatic creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Axiomatic creatures encountered on the Material Plane have the extraplanar subtype.

Special Attacks: An axiomatic creature retains all the special attacks of the base creature and also gains the following special attack.

Smite Chaos (Su): Once per day, the creature can make a normal attack to deal extra damage equal to its Hit Dice (maximum 20 points) against a chaotic opponent.

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

  • Darkvision out to 60 feet.

  • Resistance to cold 5, electricity 5, fire 5, and sonic 5. If the creature has 12 or more Hit Dice, these resistances increase to 10.

  • Spell resistance equal to the creature’s Hit Dice +5 (maximum 25).

  • Linked Minds (Ex): Axiomatic creatures of the same kind within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No axiomatic creature in the group is considered flanked unless all of them are.

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

Abilities: Same as the base creature, but Intelligence is at least 3.

Environment: Any lawful-aligned plane.

Challenge Rating: Up to 3 HD, as the base creature; 4 to 7 HD, as the base creature +1; 8 or more HD, as the base creature +2.

Alignment: Always lawful (any).

Level Adjustment: As the base creature +4.

DHARCULUS

Medium Aberration (Extraplanar) Hit Dice: 8d8+40 (76 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 22 (+2 Dex, +10 natural), touch 12, flatfooted 20 Base Attack/Grapple: +6/+7 Attack: Tentacle +8 melee (1d4+1) Full Attack: 6 tentacles +8 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, ethereal bite Special Qualities: Dualplanar, spell resistance 20 Saves: Fort +7, Ref +4, Will +11 Abilities: Str 12, Dex 14, Con 20, Int 11, Wis 17, Cha 17 Skills: Listen +14, Spot +14 Feats: Improved Initiative, Iron Will, Weapon Finesse Environment: Ethereal Plane Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Usually neutral Advancement: 9–11 HD (Large); 12–24 HD (Huge) Level Adjustment: +7 (cohort)

A swarm of blind, writhing creatures flails through the air, drawing a deeper shadow of menace behind.

A dharculus inserts its mawed tentacle ends into corporeal planes to feed, much like a bear scoops trout out of a stream. To corporeal eyes, a dharculus’s six tentacles appear as a swarm of blind, snakelike creatures sliding through the air in a deadly school (though the shadow of the creature’s menace is visible in dreamy outline). On the Ethereal Plane or to those who can see across the ethereal border, the tentacle tips all come together in a fused, wormlike braid that forms the dharculus’s body. The posterior end of the cylindrical body loops back toward the front like a question mark, the end of which is a huge, drooling maw filled with razor-sharp teeth. Several tentacles end in eyes instead of maws, which the entity keeps safely ethereal to search the Material Plane for its next meal.

The dharculus is a creature from an alternate reality far from the Material Plane, and perhaps beyond the planar cosmology as it is presently understood. It may be that these creatures are dependent on some element from their unknown place of origin; however, reports indicate that more and more of these creatures are hunting along the shoals of corporeal planes.

A dharculus does not speak.

COMBAT

A dharculus’s dual-plane existence provides it exceptional protection against its prey, while it is free to attack most potential victims with impunity, first by establishing a hold with a small mawed tentacle, then by bringing its otherwise intangible ethereal bite into play.

Dualplanar (Ex): The bulk of a dharculus’s body resides on the Ethereal Plane, but the monster possesses the capacity to insert or remove its mawed tentacle ends into or out of the Material Plane as a standard action. Creatures that are stuck on the Material Plane find it difficult but not impossible to target the dharculus. Because the monster is dualplanar and therefore exists partially on the Material Plane while its tentacles are inserted, its foes on the Material Plane can attack the creature as if it had cover, and so it gains a +4 bonus to Armor Class and a +2 bonus on Reflex saves. A dharculus can take a standard action to remove its tentacles from the Material Plane, allowing it to effectively retreat completely into the Ethereal Plane.

Improved Grab (Ex): To use this ability, a dharculus must hit a Small or larger creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent.

After a successful grab, a dharculus can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a successful grapple check or Escape Artist check, but the dharculus gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

Ethereal Bite (Ex): A dharculus that begins a turn with all six tentacles attached and that makes a successful grapple check automatically makes an ethereal bite (biting with its enormous, body-sized maw, which is normally relegated to the Ethereal Plane), dealing 6d6+1 points of damage. The maw and main body of the creature remain only a threatening thickness in the air even when the bite is delivered, so the sudden jerking and wounding of a victim become all the more unsettling to the victim’s compatriots.

DWARF, FROST

1st-level Warrior
Medium Humanoid (Dwarf, Extraplanar) Hit Dice: 1d8+6 (10 hp) Initiative: +0 Speed: 20 ft. in hide (4 squares); base speed 20 ft. Armor Class: 15 (+3 hide armor, +2 heavy shield), touch 10, flat-footed 15 Base Attack/Grapple: +1/+2 Attack: Battleaxe +2 melee (1d8+1/×3) or throwing axe +1 ranged (1d6+1) Full Attack: Battleaxe +2 melee (1d8+1/×3) or throwing axe +1 ranged (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Frost dwarf traits, spell-like abilities Special Qualities: Darkvision 120 ft., frost dwarf traits Saves: Fort +5*, Ref +0*, Will –1* Abilities: Str 13, Dex 11, Con 16, Int 10, Wis 9, Cha 4 Skills: Craft (blacksmithing) +4, Craft (stonemasonry) +2, Listen +2, Move Silently +4, Spot +2 Feats: Toughness Environment: Infinite Layers of the Abyss (Ice Wastes) Organization: Solitary, team (2–4), squad (9–16 plus 3 3rdlevel sergeants and 1 leader of 3rd–8th level) or clan (20–80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3–6 6th-level lieutenants, and 1–4 9th-level captains) Challenge Rating: 1 Treasure: Standard coins, double goods, standard items Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +1

The pale blue figure before you is plainly a dwarf, but one twisted by unknown magic into something not quite natural. Its hollow eyes glow with a strange white light, and icicles hang from its blue hair and beard.

Millennia ago, the frost giants of the Ice Wastes of the Abyss enslaved a tribe of duergar and brought them to their home to craft armor and weapons. All but the hardiest perished, and those who survived gradually changed, becoming more like their frost giant masters. Now, frost dwarves toil away in the mines and forges of the Ice Wastes, plotting their liberation—and their revenge.

COMBAT

Like other dwarves, frost dwarves use their environment to its fullest, though they only rarely plan out their attacks in advance. Frost dwarves hurl themselves into every battle with reckless abandon, hacking away with their axes until no enemies are left. In close combat, frost dwarves sometimes cast aside their battleaxes and attempt to grapple their foes into submission, using their chill touch spell-like ability to help take the fight out of their enemies (and later ransoming their prisoners for a hefty profit). If outmatched—or if they simply wish to remain hidden—frost dwarves use their obscuring mist spell-like ability to confuse their enemies and cover their escape. (The frost dwarves may not be able to see through the mist themselves, but they know the layout of their mines and tunnels.)

Frost Dwarf Traits (Ex): Frost dwarves have the following racial traits.

  • +4 Constitution, –4 Charisma.

  • Medium size.

  • Darkvision out to 120 feet.

  • Immunity to paralysis, phantasms, and poison.

  • Resistance to cold 10.

  • Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

  • +2 racial bonus on saves against spells and spell-like abilities (*not reflected in the saving throw numbers given here).

  • +1 racial bonus on attack rolls and +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and frost giants).

  • Spell-Like Abilities: 1/day—chill touch and obscuring mist as a wizard of the frost dwarf’s class level +2 (minimum caster level 3rd).

  • Light sensitivity (dazzled in bright sunlight or with in the radius of a daylight spell).

  • +4 racial bonus on Move Silently checks.

  • +2 racial bonus on Appraise and Craft checks related to stone or metal.

  • Automatic Languages: Common, Dwarven, Giant. Bonus languages: Draconic, Goblin, Orc, Terran, Undercommon.

  • Favored Class: Fighter.

  • Level adjustment +1.

The frost dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Challenge Rating: Frost dwarves with levels in NPC classes have a Challenge Rating equal to their character level. Frost dwarves with levels in PC classes have a Challenge Rating equal to their character level +1.

ELEMENTITE SWARM

Swarms of barely sentient elementals inhabit the Elemental Planes corresponding to their types. Elementite swarms are actually premature forms of standard elementals. On average, one or two individual elementites in each swarm may eventually grow up to be Small elementals.

COMBAT

Elementite swarms have very little intelligence. Like all swarms, they attack by moving into an opponent’s space, provoking an attack of opportunity. An elementite swarm can occupy the same space as an opponent of any size, but it remains a creature with a 10-foot space. Swarms never make attacks of opportunity.

Unlike other creatures with a 10-foot space, an elementite swarm is shapeable. It can occupy any four contiguous 5-foot squares, and it can squeeze through any space large enough to contain a Tiny creature.

Elemental Traits: An elementite swarm has immunity to poison, magic sleep effects, paralysis, and stunning. It is not subject to extra damage from critical hits or flanking. The individual elementites cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). An elementite swarm has darkvision out to 60 feet.

Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to extra damage from critical hits or flanking.

Reducing a swarm to 0 or fewer hit points causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple other creatures.

A swarm has immunity to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as many evocation spells and splash weapons.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s Con modifier) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

AIR ELEMENTITE SWARM
Tiny Elemental (Air, Extraplanar, Swarm) Hit Dice: 7d8 (32 hp) Initiative: +6 Speed: Fly 80 ft. (perfect) (16 squares) Armor Class: 15 (+2 Dex, +2 size, +1 natural), touch 14, flat-footed 13 Base Attack/Grapple: +5/— Attack: Swarm (2d6) Full Attack: Swarm (2d6) Space/Reach: 10 ft./0 ft. Special Attacks: Air mastery, distraction, trip Special Qualities: Darkvision 60 ft., elemental traits, swarm traits Saves: Fort +2, Ref +7, Will +2 Abilities: Str 10, Dex 15, Con 10, Int 2, Wis 11, Cha 11 Skills: Hide +10, Listen +7, Spot +7 Feats: Alertness, Dodge, Improved Initiative Environment: Elemental Plane of Air Organization: Solitary, cloud (2–4 swarms), thunderhead (7–12 swarms) Challenge Rating: 4 Treasure: None Alignment: Usually neutral Advancement: — Level Adjustment: —

A light, cloudlike shimmer in the air moves of its own accord.

If an air elementite swarm is examined closely, individual, cloudlike air elementals can be discerned within it.

Combat

Air elementite swarms wander the Elemental Plane of Air like agitated clouds. Sometimes several swarms group together, making the air thick with the tiny elementites. They seek out and harass anything that is not an air elemental.

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

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with an air elementite swarm in its square must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Trip (Ex): An air elementite swarm can attempt to trip any opponents (+4 check modifier*) in its space as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the air elementite swarm.

*An air elementite swarm is treated as a Large creature for this purpose.

EARTH ELEMENTITE SWARM
Tiny Elemental (Earth, Extraplanar, Swarm) Hit Dice: 7d8+7+9 (48 hp) Initiative: +3 Speed: 20 ft. (4 squares) Armor Class: 16 (–1 Dex, +2 size, +5 natural), touch 11, flat-footed 16 Base Attack/Grapple: +5/— Attack: Swarm (2d6) Full Attack: Swarm (2d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction Special Qualities: Darkvision 60 ft., earth glide, elemental traits, swarm traits Saves: Fort +2, Ref +8, Will +2 Abilities: Str 15, Dex 8, Con 12, Int 2, Wis 11, Cha 11 Skills: Hide +11, Listen +5, Spot +5 Feats: Toughness (×3) Environment: Elemental Plane of Earth Organization: Solitary, rumble (2–4 swarms), or quake (7–12 swarms) Challenge Rating: 4 Treasure: None Alignment: Usually neutral Advancement: — Level Adjustment: —

The earth buckles, as if from a highly localized tectonic disturbance.

An earth elementite swarm seems to be composed of individual rocks, each the size of a small cat. They crowd together as a mass.

Combat

Earth elementite swarms enjoy crushing things. They roll over terrain and creatures, pulverizing anything in the way.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with an earth elementite swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Earth Glide (Ex): Earth elementite swarms can glide through stone, dirt, or almost any other sort of earth except metal, as easily as a fish swims through water. The swarm’s burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elementite swarm flings the swarm back 30 feet and stuns the swarm for 1 round unless it succeeds on a DC 15 Fortitude save.

FIRE ELEMENTITE SWARM
Tiny Elemental (Extraplanar, Fire, Swarm) Hit Dice: 7d8 (32 hp) Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 16 (+3 Dex, +2 size, +1 natural), touch 15, flat-footed 13 Base Attack/Grapple: +5/— Attack: Swarm (2d6 plus 2d6 fire) Full Attack: Swarm (2d6 plus 2d6 fire) Space/Reach: 10 ft./0 ft. Special Attacks: Burn, distraction Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, swarm traits, vulnerability to cold Saves: Fort +2, Ref +8, Will +2 Abilities: Str 9, Dex 17, Con 10, Int 2, Wis 10, Cha 11 Skills: Hide +11, Spot +10 Feats: Ability Focus (burn), Ability Focus (distraction), Improved Initiative Environment: Elemental Plane of Fire Organization: Solitary, flame (2–4 swarms), or blaze (5–8 swarms) Challenge Rating: 4 Treasure: None Alignment: Usually neutral Advancement: — Level Adjustment: —

A crackling mass of tiny flames sweeps purposefully toward you.

If scrutinized, a fire elementite swarm can be determined to be composed of little individual flames, each acting as a member of the group.

Combat

Fire elementite swarms enjoy burning things. Even though they’re more curious than malicious, their limited intelligence usually prevents them from understanding attempts at communication made by living targets.

Burn (Ex): A fire elementite swarm’s attack deals damage as well as extra fire damage from the diminutive elementals’ flaming bodies. Those swarmed by fire elementites also must succeed on a DC 15 Reflex save or catch on fire. The flames burn for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Creatures hitting a fire elementite swarm with natural weapons or unarmed attacks take fire damage as though hit by the swarm, and also catch on fire unless they succeed on a Reflex save.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a fire elementite swarm in its square must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

WATER ELEMENTITE SWARM
Tiny Elemental (Extraplanar, Swarm, Water) Hit Dice: 7d8+10 (42 hp) Initiative: +4 Speed: 20 ft. (4 squares), swim 90 ft. Armor Class: 16 (+0 Dex, +2 size, +4 natural), touch 12, flat-footed 16 Base Attack/Grapple: +5/— Attack: Swarm (2d6) Full Attack: Swarm (2d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, drown Special Qualities: Darkvision 60 ft., drench, elemental traits, swarm traits, water mastery Saves: Fort +2, Ref +5, Will +2 Abilities: Str 13, Dex 10, Con 12, Int 2, Wis 11, Cha 11 Skills: Hide +8, Listen +7, Spot +7 Feats: Alertness, Improved Initiative, Toughness Environment: Elemental Plane of Water Organization: Solitary, swirl (2–4 swarms), or wave (5–8 swarms) Challenge Rating: 4 Treasure: None Alignment: Usually neutral Advancement: — Level Adjustment: —

An area of water swirls and ripples.

Tiny, individual wavelike creatures can be seen within a water elementite swarm. The creatures act as a group, forming a much larger quantity of water.

Combat

Water elementite swarms live and learn by exploring creatures by swarming all over them. They are a significant threat to visitors to the Elemental Plane of Water.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a water elementite swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Drench (Ex): As water elementites swarm over a creature or an area, they put out torches, campfires, exposed lanterns, and other open flames of nonmagical origins if these are of Large size or smaller. A swarm can dispel magical fire it touches as if by dispel magic (caster level 7th).

Drown (Ex): Water elementites swarm over and into any creature in the same space, filling its lungs (or other breathing apparatus). Holding one’s breath is not possible in the middle of the swarm; a victim is immediately at risk of drowning and must make a Constitution check every round (see Drowning, page 304 of the Dungeon Master’s Guide).

Water Mastery (Ex): A water elementite swarm gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the foe or the swarm is touching the ground, the swarm takes a –4 penalty on attack and damage rolls.

Water elementite swarms don’t overturn ships as their larger water elemental brethren do. Instead, they swarm up and over a ship, exploring the cabins and the cargo areas. Sometimes the weight of several swarms can cause a small ship to sink.

ELSEWHALE

Gargantuan Magical Beast (Extraplanar) Hit Dice: 12d10+87 (153 hp) Initiative: +1 Speed: Swim 40 ft. (8 squares) Armor Class: 16 (–4 size, +1 Dex, +9 natural), touch 7, flatfooted 15 Base Attack/Grapple: +12/+36 Attack: Bite +20 melee (4d6+12) Full Attack: Bite +20 melee (4d6+12) and tail slap +15 melee (1d8+6) Space/Reach: 20 ft./15 ft. Special Attacks: — Special Qualities: Blindsight 120 ft., carry passengers, hold breath, low-light vision, spell-like abilities Saves: Fort +15, Ref +9, Will +6 Abilities: Str 35, Dex 13, Con 24, Int 7, Wis 14, Cha 16 Skills: Listen +16*, Spot +15*, Swim +20 Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness Environment: Temperate aquatic Organization: Solitary or pod (6–11) Challenge Rating: 7 Treasure: None Alignment: Usually neutral good Advancement: 13–18 HD (Gargantuan); 19–36 HD (Colossal) Level Adjustment: —

This 60-foot-long, pale white whale has an unusual gleam of interest in its wide eyes.

Elsewhales exist in the wild oceans of the multiverse, swimming from ocean to ocean following crossdimensional currents and using their own special abilities to get where they want to go. Some elsewhales have been domesticated to serve as mounts (see page 72).

Elsewhales speak their own language, a tongue akin to whalesong

COMBAT

Wild elsewhales sometimes choose to grab their foes in a secure bite grapple, shift to another plane’s ocean, then leave on their own, allowing the unfamiliar territory to do in their enemies.

Carry Passengers (Ex): An elsewhale can carry up to 1 Large, 4 Medium, or 16 Small creatures in its mouth, without swallowing or otherwise endangering the carried passengers. Only willing passengers may be carried inside the mouth (but unwilling creatures may be caught in the bite grapple). Creatures carried within the closed mouth enjoy a breathable atmosphere for the same period of time that the elsewhale can hold its breath (see below). When carried in the creature’s mouth or in its bite grapple, subjects automatically fail their saving throw against the elsewhale’s plane shift spelllike ability.

Spell-like Abilities: 1 day—plane shift (DC 19), elsewhale and passengers in mouth or grapple only. Caster level 9th.

Blindsight (Ex): Elsewhales can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the elsewhale to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): An elsewhale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: An elsewhale 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.

*An elsewhale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

TRAINING AN ELSEWHALE

Trained elsewhales are highly valued as modes of interplanar conveyance. An elsewhale requires training before it will willingly bear passengers within its mouth on command. Training an elsewhale requires six weeks of work and a DC 25 Handle Animal check.

Carrying Capacity: A light load for an elsewhale is up to 8,512 pounds; a medium load, 8,513–17,056 pounds; and a heavy load, 17,057–25,600 pounds.

ELYSIAN THRUSH

Tiny Magical Beast (Extraplanar, Good) Hit Dice: 1d10 (5 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/–13 Attack: Claws +5 melee (1d2–5) Full Attack: Claws +5 melee (1d2–5) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Elysian song Special Qualities: Low-light vision Saves: Fort +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 14 Skills: Listen +4, Spot +4 Feats: Weapon Finesse Environment: Blessed Fields of Elysium Organization: Solitary, pair, or flock (8–32) Challenge Rating: 1/4 Treasure: None Alignment: Always neutral good Advancement: — Level Adjustment: —

This richly hued songbird is about two feet long and has a wingspan of about three and a half feet.

By virtue of their beautiful song, Elysian thrushes contribute to the overall feeling of joy and contentment that suffuses the Blessed Fields of Elysium.

COMBAT

Elysian thrushes are not combative birds by any means. If attacked, they are more likely to flee than to fight back. But their gentle song has a soporific effect that can entrap those who hear it. These birds are reluctant to completely abandon their perches, however, and even if chased away, they may soon return (often within 4d6 rounds).

Elysian Song (Su): The song of an Elysian thrush is melodic, soothing, and extremely hypnotic. Those within 30 feet who listen to the thrush’s song while resting recover at twice the normal natural healing rate.

However, after 12 hours of listening to the Elysian song, a character not native to the Blessed Fields of Elysium must succeed on a DC 12 Will saving throw or become completely uninterested in departing. The character is perfectly content to remain encamped, and if no one brings her food and water, she will quietly die of starvation and thirst, content merely to keep listening to the bird’s song. She can be removed forcibly and subsequently returns to normal after 24 consecutive hours of not hearing the Elysian song. Otherwise, the effect of the song can be broken only by casting a spell on the victim that stirs up powerful emotions ( fear , rage, or crushing despair , for example), or by slaying all the Elysian thrushes within hearing.

ENERGON


Until now, only two types of energon have been documented by planar travelers—the xag-ya and the xeg-yi, native inhabitants of the Energy Planes (see Manual of the Planes for details). But other kinds of energons wander the multiverse as well, including the xac-yij (acid), the xor-yost (cold), the xap-yaup (electricity), the xac-yel (fire), and the xong-yong (sonic). In the statistics given for each kind below, the indicated environment is one of the more likely places in which to encounter that particular energon.

The purpose of the energons remains enigmatic. They find great releases of energy, especially of their particular type, to be attractive. They congregate at scenes of natural and created cataclysms. Sometimes one will peacefully follow a spellcaster whom the energon witnessed casting a powerful, energy-based spell.

Energons also exhibit curiosity about gates and portals, often choosing to go through them, if able. Because of this, energons can be found on almost any plane, even though the creatures have no natural ability to travel between planes. A lone energon can reproduce; energons procreate asexually by simply advancing to 15 Hit Dice and choosing to split into three energons of the same kind with 5 HD each. Few energons advance far enough to produce offspring, so while energons exist throughout the planes, they remain unusual and uncommon creatures.

An energon is a translucent globe about 2 feet across that floats and shimmers in the air, giving off an aura fitting to its particular type of energy (acidic, frosty, ozonelike, burning, or thrumming). A pair of spots on the upper hemisphere of the globe suggests eyes. Beneath the lower hemisphere of the globe, six to twelve tentacles dangle and curl. Energons spread and contract their tentacles when they move, much as an octopus or squid does.

As incorporeal creatures, energons ignore terrain.

Large amounts of energy of their type will tend to attract energons. They often lurk, watching a spellcaster or creature who uses energy attacks. They rarely start fights, but occasionally seek to touch other creatures—a very painful prospect for most.

If in combat with a group of creatures, each type of energon has a preferred type of target that it will attack, if able.

Energy Ray (Ex): An energon’s energy ray has a range of 30 feet.

Explosion (Su): If an energon is reduced to 0 hit points, its body is instantaneously destroyed in an explosion that deals 1d8+9 points of damage of its energy type to everyone in a 20-foot-radius burst (Reflex DC 16 half).

Incorporeal Traits: An energon is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Outsider Traits: An energon cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet.

Energons do not speak, even among themselves.

COMBAT

Energons use their incorporeality to great advantage, retreating into solid objects when attacked. They rarely start a combat, but will fight fiercely if attacked.

XAC-YEL
Medium Outsider (Extraplanar, Fire, Incorporeal) Hit Dice: 5d8+5 (27 hp) Initiative: +7 Speed: Fly 20 ft. (good) (4 squares) Armor Class: 17 (+3 Dex, +4 deflection), touch 17, flatfooted 14 Base Attack/Grapple: +5/— Attack: Incorporeal touch +8 melee (1d6 plus 2d6 fire) or energy ray +8 ranged touch (1d8 fire) Full Attack: 4 incorporeal touches +8 melee (1d6 plus 2d6 fire) or energy ray +8 ranged touch (1d8 fire) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., explosion, immunity to fire, incorporeal traits, outsider traits, vulnerability to cold Saves: Fort +5, Ref +7, Will +4 Abilities: Str —, Dex 17, Con 12, Int 7, Wis 10, Cha 18 Skills: Hide +11, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8 (+10 on other planes) Feats: Dodge, Improved Initiative Environment: Bleak Eternity of Gehenna (Khalas) Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 6–9 HD (Medium); 10–15 HD (Large) Level Adjustment: —

This creature looks like a fireball with two eyes peering out of it and fiery tentacles trailing behind it.

The xac-yel prefers an exceptionally hot, dry environment. This fire-based energon and its cold-based cousin, the xor-yost, tend to be the most social of all energons. If encountered on a cold or wet plane, such as the Elemental Plane of Water or some levels of the Abyss, it is usually very agitated and desperately seeking a means of leaving. If anyone is kind enough to open a gate or usher a xac-yel toward one, it may follow that individual for a time to do him or her a favor before departing.

Combat

Xac-yels target fur-covered or large creatures before attacking others.

XAC-YIJ
Medium Outsider (Extraplanar, Incorporeal) Hit Dice: 5d8+15 (37 hp) Initiative: +1 Speed: Fly 20 ft. (good) (4 squares) Armor Class: 15 (+1 Dex, +4 deflection), touch 15, flatfooted 14 Base Attack/Grapple: +5/— Attack: Incorporeal touch +7 melee (1d6 plus 2d6 acid) or energy ray +7 ranged touch (1d8 acid) Full Attack: 4 incorporeal touches +7 melee (1d6 plus 2d6 acid) or energy ray +7 ranged touch (1d8 acid) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., explosion, immunity to acid, incorporeal traits, outsider traits Saves: Fort +7, Ref +5, Will +4 Abilities: Str —, Dex 12, Con 17, Int 7, Wis 10, Cha 18 Skills: Diplomacy +6, Hide +9, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8, Survival +8 (+10 on other planes) Feats: Weapon Focus (incorporeal touch), Weapon Focus (ray) Environment: Ever-Changing Chaos of Limbo Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 6–9 HD (Medium); 10–15 HD (Large) Level Adjustment: —

An acrid smell taints the air. A bright green ball looks wet with moisture. Each drop hisses as it falls. Its numerous, whiplike tentacles push it through the air.

The xac-yij prefers open-air environments and exhibit an aversion to enclosed spaces such as underground passages.

Combat

A xac-yij focuses its attacks on smaller creatures first, before attacking larger ones.

XAP-YAUP
Medium Outsider (Extraplanar, Incorporeal) Hit Dice: 5d8+10 (32 hp) Initiative: +2 Speed: Fly 20 ft. (good) (4 squares) Armor Class: 16 (+2 Dex, +4 deflection), touch 16, flatfooted 14 Base Attack/Grapple: +5/— Attack: Incorporeal touch +7 melee (1d6 plus 2d6 electricity) or energy ray +7 ranged touch (1d8 electricity) Full Attack: 4 incorporeal touches +7 melee (1d6 plus 2d6 electricity) or energy ray +7 ranged touch (1d8 electricity) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., explosion, immunity to electricity, incorporeal traits, outsider traits Saves: Fort +6, Ref +8, Will +4 Abilities: Str —, Dex 15, Con 14, Int 7, Wis 10, Cha 18 Skills: Hide +10, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8 (+10 on other planes) Feats: Combat Reflexes, Lightning Reflexes Environment: Wilderness of the Beastlands Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 6–9 HD (Medium); 10–15 HD (Large) Level Adjustment: —

The air around this jellyfishlike creature crackles and pulses with electrical energy.

The xap-yaup lingers in areas of the planes with natural electrical phenomena. On the Material Plane, it often accompanies a fierce, lightning-filled storm.

Combat

A xap-yaup targets characters in heavy armor, especially metal, first.

XONG-YONG
Medium Outsider (Extraplanar, Incorporeal) Hit Dice: 5d8+13 (35 hp) Initiative: +2 Speed: Fly 20 ft. (good) (4 squares) Armor Class: 16 (+2 Dex, +4 deflection), touch 16, flatfooted 14 Base Attack/Grapple: +5/— Attack: Incorporeal touch +8 melee (1d6 plus 2d6 sonic); or energy ray +8 ranged touch (1d8 sonic) Full Attack: 4 incorporeal touches +8 melee (1d6 plus 2d6 sonic); or energy ray +8 ranged touch (1d8 sonic) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., explosion, immunity to sonic, incorporeal traits, outsider traits Saves: Fort +6, Ref +6, Will +6 Abilities: Str —, Dex 14, Con 15, Int 7, Wis 10, Cha 18 Skills: Hide +10, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8 (+10 on other planes) Feats: Iron Will, Toughness Environment: Infernal Battlefield of Acheron (Tintibulus) Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 6–9 HD (Medium); 10–15 HD (Large) Level Adjustment: —

The air around this translucent ball literally hums with energy. As it moves, streamers of iridescent tentacles pulse like those of a jellyfish.

The xong-yong enjoys being in noisy places.

Combat

A xong-yong targets creatures in light or medium armor first

XOR-YOST
Medium Outsider (Cold, Extraplanar, Incorporeal) Hit Dice: 5d8+23 (45 hp) Initiative: +0 Speed: Fly 20 ft. (good) (4 squares) Armor Class: 14 (+0 Dex, +4 deflection), touch 14, flatfooted 14 Base Attack/Grapple: +5/— Attack: Incorporeal touch +5 melee (1d6 plus 2d6 cold) or energy ray +5 ranged touch (1d8 cold) Full Attack: 4 incorporeal touches +5 melee (1d6 plus 2d6 cold) or energy ray +5 ranged touch (1d8 cold) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., explosion, immunity to cold, incorporeal traits, outsider traits, vulnerability to fire Saves: Fort +10, Ref +4, Will +4 Abilities: Str —, Dex 10, Con 19, Int 7, Wis 10, Cha 18 Skills: Hide +8, Knowledge (the planes) +6, Search +6, Sense Motive +8, Spot +8, Survival +8 (+10 on other planes) Feats: Great Fortitude, Toughness Environment: The Nine Hells of Baator (Cania) Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 6–9 HD (Medium); 10–15 HD (Large) Level Adjustment: —

A frosty white ball radiates cold. Its numerous, whiplike tentacles push it through the air.

The xor-yost prefers exceptionally cold environments. This cold-based energon and its fire-based cousin, the xac-yel, tend to be the most social of all energons. If encountered on a hot plane, such as the Elemental Plane of Fire or some parts of the Nine Hells (such as Dis), a xor-yost is usually very agitated and desperately seeking a means of leaving. If anyone is kind enough to open a gate or usher the energon toward one, it may follow that individual for a time to do him or her a favor before departing.

Combat

A xor-yost attacks unarmored, lightly dressed characters before assailing those with heavy garb or armor.

ENTROPIC CREATURE

Entropic creatures dwell on the Negative Energy Plane. In addition to large quantities of undead, entropic creatures ideally adapted to the negative energy environment inhabit the plane.

SAMPLE ENTROPIC CREATURE

This example uses an ogre mage as the base creature.

Entropic Ogre Mage
Large Outsider (Augmented Giant, Extraplanar) Hit Dice: 5d8+20 (42 hp) Initiative: +4 Speed: 40 ft. (8 squares), fly 40 ft. (good) Armor Class: 18 (–1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18 Base Attack/Grapple: +3/+12 Attack: Greatsword +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/ ×3) or negative energy ray +2 ranged (1d4+4 negative energy) Full Attack: Greatsword +7 melee (3d6+7/ 19–20) or longbow +2 ranged (2d6/×3) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities Special Qualities: Darkvision 90 ft., low-light vision, negative adaptation, negative energy aura, outsider traits, regeneration 5, spell resistance 19 (20 against positive energy) Saves: Fort +7, Ref +1, Will +3 Abilities: Str 21, Dex 10, Con 19, Int 14, Wis 14, Cha 19 Skills: Concentration +14, Listen +10, Spellcraft +10, Spot +10 Feats: Combat Expertise, Improved Initiative Environment: Negative Energy Plane Organization: Solitary Challenge Rating: 10 Treasure: Double standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +9

This creature looks like a big, demonic human. It has green skin, dark hair, and a pair of short ivory horns protruding from its forehead. Its eyes are dark with strikingly white pupils, and its teeth and claws are jet black.

An entropic ogre mage looks like a standard ogre mage, but is much more deadly. The negative energy powers it possesses enable it to better indulge its rapacious and cruel nature.

An entropic ogre mage is identical in measurements to its Material Plane cousin. It stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

Ogre mages speak Giant and Common.

Combat

An entropic ogre mage relies on its spelllike abilities, just as a regular ogre mage does, but is more liable to resort to physical combat due to its imposing negative energy aura. Nevertheless, when faced with obviously superior forces, it prefers to retreat using gaseous form rather than fight a losing battle.

Spell-Like Abilities: At will—darkness, invisibility; 1/day—charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level 9th.

Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form, it can fly at its normal speed and has perfect maneuverability.

Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

CREATING AN ENTROPIC CREATURE

“Entropic” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, plant, undead, or vermin (referred to hereafter as the base creature).

An entropic creature uses all the base creature’s statistics and abilities except as noted here.

Size and Type: Unless the creature was undead, its type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. The creature also gains the extraplanar subtype.

Special Attacks: An entropic creature retains all the special attacks of the base creature and also gains the following special attack.

Negative Energy Ray (Su): An entropic creature can fire a ray of negative energy once every 1d4 rounds with a range of 60 feet. With a successful ranged touch attack, an entropic creature infuses a target with points of negative energy damage equal to 1d4 + its Cha modifier. This attack damages living creatures and heals undead.

Special Qualities: An entropic creature has all the special qualities of the base creature, plus the following special qualities.

Limited Spell Resistance (Positive Energy) (Ex): An entropic creature has spell resistance equal to 15 + Hit Dice (maximum 35) against any spell or spell-like ability that uses positive energy, including cure spells.

Negative Adaptation (Ex): Entropic creatures do not lose hit points or need to make Fortitude saves due to being in a negative-dominant environment.

Negative Energy Aura (Su): Any living creature within 10 feet of an entropic creature loses 1 hit point per round due to the aura of negative energy surrounding it. Characters with immunity to negative energy effects, as well as other entropic creatures, are not affected by this aura. If conscious, an entropic creature can repress this aura as a standard action, but takes 1 point of Strength damage for each full minute that the aura is inactive. The aura is always functioning while an entropic creature is unconscious.

Outsider Traits:An entropic creature cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet.

Turn Resistance (Ex): An undead entropic creature has +4 turn resistance.

Abilities: Increase from the base creature as follows: Constitution +2, Charisma +2. Intelligence is at least 3.

Environment: The Negative Energy Plane or same as the base creature.

Organization: Solitary.

Challenge Rating: 3 HD or fewer, as the base creature +1; 4 to 7 HD, as the base creature +2; 8 or more HD, as the base creature +3.

Level Adjustment: +2.

GASPAR

Huge Magical Beast (Extraplanar) Hit Dice: 14d10+112 (189 hp) Initiative: +2 Speed: 60 ft. (12 squares) Armor Class: 20 (+2 Dex, –2 size, +10 natural), touch 12, flat-footed 18 Base Attack/Grapple: +14/+30 Attack: Gore +20 melee (2d6+8) Full Attack: Gore +20 melee (2d8+8) and 4 lesser gores +15 melee (2d6+8) and 2 hooves +15 melee (1d6+8) Space/Reach: 15 ft./10 ft. Special Attacks: Plane shift, powerful charge Special Qualities: Darkvision 60 ft., low-light vision, spell resistance 20 Saves: Fort +17, Ref + 11, Will +4 Abilities: Str 27, Dex 14, Con 26, Int 2, Wis 11, Cha 9 Skills: Listen +9, Spot +12 Feats: Alertness, Weapon Focus (gore) Environment: Wilderness of the Beastlands Organization: Solitary or herd (2–8) Challenge Rating: 10 Treasure: None Alignment: Always neutral Advancement: 15–28 HD (Huge); 29–42 HD (Gargantuan) Level Adjustment: —

A wide rack of antlers crowns the head of this massive, staglike beast. Four lesser sets of antlers protrude from its shoulders and hips, giving it impressive protection. Left to their own devices, gaspars are peaceful herd animals, content to roam the forests and graze the grasslands of the Wilderness of the Beastlands.

COMBAT

Gaspars are social herd animals that tend to avoid other species, and most creatures leave them alone. If harassed or attacked, a gaspar charges.

Plane Shift (Su): Although it has superb and imposing antlers, a gaspar has an even more remarkable defense mechanism: It can make its foes go away. If engaged in melee combat and seriously wounded or threatened (usually if reduced to half of its hit points), a gaspar activates its plane shift defense. Everyone within a 10-foot radius of the gaspar must make a DC 16 Will save or be transported to a random plane (see Table 5–7, page 151 of the Dungeon Master’s Guide). All creatures caught in the same burst go to the same plane. The gaspar and any rider it bears are not transported.

Once a gaspar uses its plane shift ability, it can’t do so again until 1d4 rounds later. A gaspar can plane shift a maximum of four times per day.

Powerful Charge (Ex): A gaspar deals 4d8+16 points of damage when it makes a charge.

TRAINING A GASPAR

Trained gaspars are highly valued as planar mounts, but a gaspar requires training before it can bear a rider. Training a gaspar requires six weeks of work and a DC 25 Handle Animal check. A professional trainer works with a spellcaster capable of casting plane shift and teleport to train a gaspar. The pair charges 7,500 gp to train a gaspar.

Riding a gaspar requires an exotic saddle. A gaspar can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Plane Shift (Su): A trained gaspar can learn to alter its plane shift ability. Instead of the defensive 10-foot-radius burst, it can take itself, its rider, and an amount of gear up to its maximum load to a plane specified by its rider (if the rider makes a DC 20 Ride check), as long as it has been there before. Failing the Ride check by 5 or more indicates that the gaspar transports to a different plane.

Carrying Capacity: A light load for a gaspar is up to 2,076 pounds; a medium load, 2,077–4,158 pounds; and a heavy load, 4,159–6,240 pounds.

GNOME, FIRE

1st-level Warrior
Small Humanoid (Gnome, Extraplanar) Hit Dice: 1d8+5 (9 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 16 (+1 size, +4 scale mail, +1 light shield), touch 11, flat-footed 16 Base Attack/Grapple: +1/–3 Attack: Heavy pick +2 melee (1d4/×4) or javelin +2 ranged (1d4) Full Attack: Heavy pick +2 melee (1d4/×4) or javelin +2 ranged (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Fire gnome traits Special Qualities: Fire gnome traits Saves: Fort +4, Ref +0, Will –1 Abilities: Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8 Skills: Hide +6, Listen +3, Spot +1 Feats: Toughness Environment: Twin Paradises of Bytopia and Elemental Plane of Fire Organization: Solitary, company (2–4), squad (11–20 plus 1 leader of 3rd–6th level and 2 3rd-level lieutenants), or band (30–50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2–5 Medium fire elementals). Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral good Advancement: By character class Level Adjustment: +1

Coal-black, with blazing, yellow-orange eyes, this strange little figure could very nearly pass for a baby fire giant.

Countless ages of toil in the deep mines of Dothion, where the walls between the Twin Paradises of Bytopia and the Elemental Plane of Fire are very thin indeed, has created a hybrid race that shares some qualities of gnome and some of fire elemental. Fire gnomes are exceptionally resistant to heat and especially vulnerable to cold, and though they share some of the same interests as their cousins the svirfneblin, fire gnomes are nowhere near as insular and paranoid.

COMBAT

Fire gnomes do not have the innate illusion powers of their cousins, but they are capable of impressive effects with fire. They frequently give ground, only to devise elaborate schemes and return later. And also unlike rock gnomes, fire gnomes have no compunctions about killing—especially in defense of their mines and tunnels. Adept at spotting incendiaries and explosives carried by opponents, fire gnomes are all too happy to start fires (which have no effect on them, of course) in hopes of setting off an opponent’s own supply of explosives—and thus letting the fire gnomes defeat their foes with only minimal effort.

Fire Gnome Traits (Ex): Fire gnomes have the following racial traits.

  • +2 Constitution, –2 Strength.

  • Small: As Small creatures, fire gnomes have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks. They use smaller weapons than Medium characters use, and their lifting and carrying limits are three-quarters of those of a Medium character.

  • A fire gnome’s base land speed is 20 feet..

  • Darkvision out to 60 feet.

  • Stonecunning: This ability grants fire gnomes a +2 racial bonus on Search checks to notice unusual stonework. A fire gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A fire gnome can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

  • +2 bonus to caster level when casting spells or using spell-like abilities with the fire descriptor.

  • Immunity to fire and vulnerability to cold.

  • +1 racial bonus on attack rolls against kobolds and goblin oids (including goblins, hobgoblins, and bugbears).

  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

  • Spell-Like Abilities: 1/day—heat metal, produce flame. Caster level equals the fire gnome’s character level +2 (including the caster level bonus mentioned above).

  • Automatic Languages: Common, Gnome, Ignan. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc, Terran.

  • Favored Class: Sorcerer.

  • Level adjustment +1.

The fire gnome warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Challenge Rating: Fire gnomes with levels in NPC classes have a Challenge Rating equal to their character level. Fire gnomes with levels in PC classes have a Challenge Rating equal to their character level +1.

LIMBO STALKER

Large Magical Beast (Chaotic, Extraplanar) Hit Dice: 8d10+48 (84 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 23 (–1 size, +2 Dex, +12 natural), touch 11, flat-footed 21 Base Attack/Grapple: +8/+19 Attack: Claw +15 melee (1d10+7) Full Attack: 2 claws +15 melee (1d10+7) and bite +12 melee (2d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: — Special Qualities: Darkvision 90 ft., fast healing 5, immunity to electricity and fire, resistance to acid 5 and cold 5, limited invisibility, low-light vision, scent Saves: Fort +12, Ref +8, Will +3 Abilities: Str 24, Dex 14, Con 22, Int 2, Wis 12, Cha 10 Skills: Listen +3, Spot +3. Feats: Multiattack, Track, Weap on Focus (claws) Environment: Ever- Changing Chaos of Limbo Organization: Solitary, pair, or pack (3–5) Challenge Rating: 8 Treasure: Double standard Alignment: Always chaotic neutral Advancement: 9–15 HD (Large); 16–25 HD (Huge) Level Adjustment: —

A feral beast of fangs and claws that stands as tall as an ogre, this creature resembles an anthropomorphic serpent, with cunning yellow eyes and massive, thick-muscled limbs.

One of the predators that attack slaadi from time to time, Limbo stalkers are ravenous beasts and skilled hunters. Although they are more than a match for the average githzerai and can easily subsist on a diet of them, Limbo stalkers seek out slaadi in particular—the bigger the better (making blue or green slaadi the preferred targets). This is because Limbo stalkers lay their eggs in the rotting carcasses of other creatures, giving their young something to feed on the moment they hatch, and the corpse of a slaad lasts much longer than that of a stringy githzerai.

COMBAT

Limbo stalkers have enormous amounts of patience and usually hunt by hiding somewhere near where their prey travels. Using their limited invisibility ability to camouflage themselves, Limbo stalkers wait for just the right opportunity to strike: a lone traveler, not paying any particular attention to his surroundings, and passing within 40 feet of a lurking Limbo stalker. The Limbo stalker then lurches out of its concealment, bull rushing the target into a solid object (sometimes, the very ground that the target has shaped to stand on). Once the target is prone, the Limbo stalker launches a flurry of claw and bite attacks until the target, or the stalker, is dead.

When these creatures hunt in numbers, one Limbo stalker acts as the pack leader, by some understood agreement. In such cases, the pack attempts the same basic tactic, except that only one stalker (the leader) attempts the bull rush. The others come out of concealment only if the attack succeeds or if the target, in escaping, strays too close to one of the concealed stalkers to resist launching a second attack. Only when the target is dispatched will any Limbo stalkers still in concealment emerge to lope off with the others or help carry the prize.

A Limbo stalker’s claw and bite attacks, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Limited Invisibility (Ex): Just as other predators use their environments as camouflage, a Limbo stalker is able to exert its will over its immediate surroundings in Limbo to conceal its own presence. By making a DC 16 Wisdom check as a free action, a Limbo stalker can wrap itself in an area of controlled Limbo so that it seems to vanish. If this check fails, a Limbo stalker can attempt the check once per round as a free action. Once a Limbo stalker establishes control, it need not check again.

This effect ends the moment the Limbo stalker moves or attacks. It likewise ends if another sentient creature exerts control over the same area of Limbo and uncovers the Limbo stalker.

NIGHTMARE, LESSER

Large Outsider (Evil, Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 24 (–1 size, +2 Dex, +13 natural), touch 11, flat-footed 22 Base Attack/Grapple: +6/+14 Attack: Hoof +9 melee (1d8+4 plus 1d4 fire) Full Attack: 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Flaming hooves, smoke Special Qualities: Darkvision 60 ft. Saves: Fort +8, Ref +7, Will +6 Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 12 Skills: Concentration +12, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks) Feats: Alertness, Improved Initiative, Run Environment: Gray Waste of Hades Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: 7–10 HD (Large); 11–18 HD (Huge) Level Adjustment: +3

At first glance, this creature looks like a large, powerful horse with a jet-black coat. A closer look, however, reveals its true nature. Flames wreathe its steely hooves, trail from its flared nostrils, and smolder in the depths of its dark eyes.

Lesser nightmares are as evil as their more well-known brethren, but not as accomplished at plane-hopping.

A lesser nightmare is about the size of a light warhorse.

Lesser nightmares understand Infernal and Abyssal, but speak no languages themselves.

COMBAT

Biting with its viperish fangs and kicking with its powerful legs is a lesser nightmare’s best option in a fight. A lesser nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.

A lesser nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Flaming Hooves (Su): A blow from a lesser nightmare’s hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a lesser nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a –2 penalty on all attack rolls and damage rolls until 1d6 minutes after leaving the cone. The cone lasts for 1 round, and a nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.

Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.

Carrying Capacity: A light load for a lesser nightmare is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

Skills: A lesser nightmare always knows where true north lies in relation to itself.

BLACKGUARDS AND LESSER NIGHTMARES
A lesser nightmare makes a fine fiendish servant for a blackguard. Reduce the bonus Hit Dice gained by the lesser nightmare by 2 (for example, a lesser nightmare that serves a blackguard with a character level of 12th or lower has +0 bonus Hit Dice). Treat the blackguard’s character level as two lower than normal for the purpose of the lesser nightmare’s bonus Hit Dice, natural armor adjustment, Strength adjustment, and special abilities.

PACK FIEND

Large Magical Beast (Evil, Extraplanar) Hit Dice: 8d10+32 (76 hp) Initiative: +7 Speed: 40 ft. (8 squares), climb 30 ft. Armor Class: 20 (–1 size, +3 Dex, +8 natural), touch 12, flat-footed 17 Base Attack/Grapple: +8/+18 Attack: Claw +13 melee (2d4+6) Full Attack: 2 claws +13 melee (2d4+6) and bite +8 melee (2d6+3) or sting +13 melee (2d4+9 plus poison) Space/Reach: 10 ft./5 ft. (10 ft. with sting) Special Attacks: Poison, pounce Special Qualities: Blindsight 30 ft., darkvision 90 ft., damage reduction 10/magic, immunity to charm, sleep, and fear, resistance to cold 10 and fire 10, scent, spell resistance 19 Saves: Fort +6, Ref +9, Will +8 Abilities: Str 22, Dex 17, Con 18, Int 10, Wis 15, Cha 15 Skills: Climb +14, Hide +11, Jump +10, Listen +5, Move Silently +11, Spot +5, Survival +16 Feats: Alertness, Improved Initiative, Stealthy, TrackB Environment: Gray Waste of Hades Organization: Solitary, pair, or pack (5–12) Challenge Rating: 8 Treasure: Standard Alignment: Always neutral evil Advancement: 9–12 HD (Large); 13–16 HD (Huge) Level Adjustment: —

This vicious beast looks like a cross between a wolf and a cockroach. Its sleek, elongated head sports a skull-like face and a mouth full of razor-sharp teeth. Its eyes are lost in the shadows of its eye sockets. Its body is covered in a chitinous shell, and its tail resembles a streamlined version of a scorpion’s tail—right down to the stinger.

Used at one time as hunting beasts by both sides in the Blood War, pack fiends now roam freely throughout the Gray Waste of Hades, stalking and savaging any creature foolish or unlucky enough to be caught alone. More powerful lower-planar beings sometimes round up small groups of pack fiends and relegate them to their original roles as hunting beasts. Night hags in particular relish them as pets, and pit fiends and glabrezu are known to keep kennels full of starving pack fiends, just waiting for the right moment to take them out hunting.

COMBAT

A lone pack fiend uses stealth to approach a target, pouncing the very moment the target becomes aware of the pack fiend’s presence—or when, aware or not, the target is unable to escape. Multiple pack fiends prefer hit-and-run tactics, making quick slashes at the target in one round, then withdrawing in the next, so that the target is never quite sure where the next attack will come from. Whenever possible, pack fiends band together to take targets down one at a time, moving on to the next for only when the current target stops twitching.

A pack fiend’s natural weapons are treated as evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Strength, secondary damage 2d6 Strength. The save DC is Constitution-based.

Pounce (Ex): When a pack fiend makes a charge, it can follow with a full attack.

Skills: Pack fiends gain a +4 racial bonus on Hide, Move Silently, and Survival checks.

TRAINING A PACK FIEND

Trained pack fiends are highly valued as hunting beasts.

A pack fiend requires training before it can hunt on command. Training a pack fiend requires six weeks of work and a DC 25 Handle Animal check.

SHADOW JELLY

Large Ooze (Extraplanar) Hit Dice: 6d10+36 (69 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: +4/+10 Attack: Slam +5 melee (1d6 Str) Full Attack: Slam +5 melee (1d6 Str) Space/Reach: 10 ft./5 ft. Special Attacks: Strength damage, improved grab Special Qualities: Blindsight 60 ft. Saves: Fort +6, Ref –3, Will –3 Abilities: Str 15, Dex 1, Con 18, Int —, Wis 1, Cha 1 Skills: Climb +10, Hide –9 (+3 in shadowy areas) Feats: — Environment: Plane of Shadow Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 7–9 HD (Large); 10–18 HD (Huge) Level Adjustment: —

This creature resembles a pool of undulating darkness—a patch of mobile gloom.

A shadow jelly is a nonsentient shadow driven by a desire to feed on life and light. As concentrated shadow-stuff, it is not incorporeal, as undead shadows are; its touch is somewhat more solid, and it can engulf prey like oozes from the Material Plane can. But rather than dissolving its prey with digestive acids, a shadow jelly drains all the warmth and life from its target.

A shadow jelly naturally seeks out the darkest place it can find, so it can be difficult to see. But because of its size, it stands out even in dark or gloomy areas, where it appears to be a large patch of deeper darkness. In places of bright illumination, the presence of a shadow jelly is painfully obvious.

Mindless and always hungry, a shadow jelly is an aggressive predator with no fear of multiple opponents. It attacks such opponents one after the other, though it tends to ignore opponents at least as large as itself.

A shadow jelly has no language and does not speak.

COMBAT

Shadow jellies lurk in the darkest of dark places, waiting for living prey to happen by. On the Plane of Shadow, they gravitate toward the darklands, from where they originate. When prey presents itself, a shadow jelly lurches forward out of hiding, seeking to get a grip on its opponent. Once it has caught a foe, a shadow jelly withdraws to its hiding place, even if it is still under attack. It changes tactics only if it loses its grip on its foe.

Strength Damage (Su): The touch of a shadow jelly deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow jelly dies. This is a negative energy effect.

Improved Grab (Ex): To use this ability, a shadow jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can automatically deal 1d6 points of Strength damage each round.

Skills: *A shadow jelly gains a +12 racial bonus on Hide checks in areas of shadowy illumination. A shadow jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

UNRAVELER

Large Outsider (Extraplanar, Incorporeal, Lawful) Hit Dice: 8d8+27 (71 hp) Initiative: +5 Speed: 20 ft. (4 squares) Armor Class: 16 (+1 Dex, +5 deflection), touch 16, flatfooted 15 Base Attack/Grapple: +8/+10 Attack: Claw +10 melee touch (1d3+2 plus disjoin) Full Attack: 2 claws melee touch +10 melee (1d3+2 plus disjoin) Space/Reach: 10 ft./10 ft. Special Attacks: Disjoin Special Qualities: Darkvision 60 ft., elemental immunity, spell resistance 17 Saves: Fort +9, Ref +9, Will +6 Abilities: Str 14, Dex 13, Con 16, Int 10, Wis 10, Cha 20 Skills: Climb +13, Escape Artist +12, Hide +12, Jump +15, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14 Feats: Improved Initiative, Lightning Reflexes, Toughness Environment: Inner Planes Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always lawful neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge) Level Adjustment: —

This 10-foot-tall, vaguely humanoid form shimmers on the edge of existence. Though immaterial, its body seems to flash between phantom compositions of earth, air, fire, and water.

An elemental spirit unlike any other, the unraveler is born of opposition. Where the Inner Planes have borders, unravelers thrive. Unravelers have been called menglis in the past, but whatever they are called, it is accepted that they are dangerous entities to encounter while traveling the Inner Planes.

Unravelers do not speak.

COMBAT

Unravelers are violently opposed to mixed elements. Most material creatures and their equipment possess just this sort of mixture that unravelers seek to undo. Their attack delivers a disjoining touch, which causes a victim to begin separating into its basic elements.

Disjoin (Su): A blow from a unraveler against a creature can cause the target to begin to separate into its component elements. A creature must succeed on a DC 15 Fortitude save or immediately take 2d8 points of damage. Unless a creature manages to control the effect (see below), it unravels over the course of 2d4 rounds, until it has decomposed into a few pounds of minerals and a pool of liquid. The save DC is Constitution-based.

An affected character feels searing pain coursing along his nerves, so strong that the victim cannot act coherently. The victim cannot cast spells, manifest psionic powers, or use magic items, and he attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends decomposing, he takes an additional 2d8 points of damage. When 2d4 rounds of decomposition have passed, the victim completely separates into component elements (and is, of course, dead).

A victim can try to hold together by attempting a DC 15 Charisma check (this check DC does not vary for unravelers with different Hit Dice or ability scores). A success halts the decomposition for 24 hours. On a failure, the victim can still repeat this check each round until successful.

Disjoining is not a disease or a curse and so is hard to remove. A shapechange spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction.

Elemental Immunity (Ex): An unraveler has immunity to naturally occurring damaging conditions on the Elemental Planes of Air, Earth, Fire, and Water.

UR’EPONA

Large Magical Beast (Extraplanar) Hit Dice: 3d10+6 (22 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+9 Attack: Hoof –1 melee (1d6+1) Full Attack: 2 hooves –1 melee (1d6+1) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, plane shift, scent Saves: Fort +5, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 15, Int 6, Wis 12, Cha 15 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Concordant Domain of the Outlands Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: — Level Adjustment: —

This horselike creature’s hide seems to shimmer, changing from white to dark gray as you watch.

Ur’Epona, also known as Epona’s grandchildren, are horselike creatures that can move from plane to plane. Descended through several generations from Epona (a being variously described as a horse-goddess or even the Primal Horse), they derive their power from her.

A creature without any predetermined color, this equine’s hide changes color with its mood, ranging from pure glistening white to deep sable.

Ur’Epona do not speak, but can understand any language spoken to them.

COMBAT

An ur’Epona seeks to avoid combat when possible, though it defends itself and its offspring with dedication. Its hoof attack is treated as a secondary attack and adds only 1/2 the ur’Epona’s Strength bonus to damage.

Plane Shift (Sp): Once per day, an ur’Epona can use plane shift, taking itself and its rider to the plane of its choice. An unwilling rider can resist with a DC 17 Will save. Caster level 9th.

TRAINING AN UR’EPONA

Although intelligent, an ur’Epona requires training before it can bear a rider in combat. To be trained, an ur’Epona must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy or wild empathy check).

Training a friendly ur’Epona requires six weeks of work and a DC 25 Handle Animal check. Riding an ur’Epona requires a normal saddle. An ur’Epona can fight while carrying a rider, but the rider cannot also attack unless he succeeds on a Ride check.

An ur’Epona can be taught to use its plane shift spell-like ability to travel to a plane of the rider’s choice. Treat this as the same as teaching the ur’Epona a trick; it requires one week of work and a DC 25 Handle Animal check.

Carrying Capacity: A light load for an ur’Epona is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. An ur’Epona can drag 3,000 pounds.

VIVACIOUS CREATURE

Vivacious creatures dwell on the Positive Energy Plane. The vast expanses of the plane are populated by rare creatures that have adapted to its unusual conditions.

SAMPLE VIVACIOUS CREATURE

This example uses a dire tiger as the base creature.

Vivacious Dire Tiger
Large Outsider (Augmented Animal, Extraplanar, Incorporeal) Hit Dice: 16d8+64 (136 hp) Initiative: +2 Speed: 40 ft. (8 squares), fly 40 ft. (perfect) Armor Class: 12 (–1 size, +2 Dex, +1 deflection), touch 12, flat-footed 10 Base Attack/Grapple: +12/+16 Attack: Claw +10 melee (2d4 against ethereal foes) or +15 positive energy ray (1d4+1 positive energy/19–20) Full Attack: 2 claws +10 melee (2d4 against ethereal foes) and bite +4 melee (2d6+4 against ethereal foes), or +15 positive energy ray (1d4+1 positive energy) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 2d4 (against ethereal foes) Special Qualities: Fast healing 5, lowlight vision, outsider traits, positive adaptation, positive energy aura, scent, spell resistance 31 against negative energy effects Saves: Fort +13, Ref +12, Will +11 Abilities: Str —, Dex 15, Con 19, Int 3, Wis 12, Cha 12 Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10 Feats: Alertness, Improved Natural Attack (claw), Improved Critical (positive energy ray), Run, Stealthy, Weapon Focus (positive energy ray) Environment: Positive Energy Plane Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Always neutral Advancement: 17–32 HD (Large); 33–48 (Huge) Level Adjustment: —

This immense, transparent feline is almost as tall at the shoulder as a human. It has a long body with bold stripes and paws the size of bucklers.

A vivacious dire tiger preys on just about anything that moves. Although it gains no nourishment from its prey, it loves the hunt and the chase and will patiently stalk a creature, striking whenever the target lets down its guard.

A dire tiger grows to be over 12 feet long and can weigh up to 6,000 pounds.

Combat

A vivacious dire tiger’s higher-than-animal intelligence makes it aware of the deadly power of its positive energy ray and positive energy aura when used against hale and hearty foes.

Against an ethereal opponent, a dire tiger attacks by running at its prey, leaping, and clawing and biting as it rakes with its rear claws.

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

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

Rake (Ex): Attack bonus +18 melee, damage 2d4+4.

Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth (not likely on the Positive Energy Plane), the Hide bonus improves to +8.

CREATING A VIVACIOUS CREATURE

“Vivacious” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, plant, or vermin (referred to hereafter as the base creature).

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

Size and Type: The creature’s type changes to outsider. It gains the incorporeal subtype and the extraplanar subtype. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged.

Speed: A vivacious creature gains a fly speed equal to its base land speed with perfect maneuverability.

Armor Class: A vivacious creature loses all natural armor bonuses, but gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attack: A vivacious creature retains all the attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

Special Attacks: A vivacious creature retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. It also gains the following special attack.

Positive Energy Ray (Su): A vivacious creature can fire a positive energy ray once every 1d4 rounds with a range of 60 feet. With a successful ranged touch attack, the vivacious creature infuses a target with positive energy equal to 1d4 + its Cha modifier. This attack damages undead and heals living creatures. Creatures that exceed their full normal hit points from this effect need to make Fortitude saves as if in a positive-dominant environment.

Special Qualities: A vivacious creature has all the special qualities of the base creature. In addition, it gains the following special qualities.

Fast Healing (Ex): Vivacious creatures regain hit points at a rate of 5 hit points per round.

Limited Spell Resistance (Negative Energy) (Ex): A vivacious creature has spell resistance equal to 15 + Hit Dice (maximum 35) against any spell or spell-like ability that uses negative energy, including inflict spells.

Outsider Traits: A vivacious creature cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet.

Positive Adaptation (Ex): Vivacious creatures do not exceed their full normal hit points or need to make Fortitude saves due to being in a positive-dominant environment.

Positive Energy Aura (Su): Any living creature within 10 feet of a vivacious creature gains 1 hit point per round due to the aura of positive energy surrounding it. Creatures that exceed their full normal hit points from this effect need to make Fortitude saves as if in a positive-dominant environment. Creatures with immunity to positive energy effects, as well as other vivacious creatures, are not affected by this aura. If conscious, a vivacious creature can suppress this aura as a standard action, but the creature takes 1 point of Strength damage for each full minute that the aura is inactive. The aura always functions while the creature is unconscious.

Abilities: Increase from the base creature as follows: Constitution +2, Charisma +2. Intelligence is at least 3. As an incorporeal creature, a vivacious creature has no Strength score.

Environment: Positive Energy Plane.

Organization: Solitary.

Challenge Rating: 3 HD or fewer, as the base creature +1; 4 to 7 HD, as the base creature +2; 8 or more HD, as the base creature +3.

Treasure: None.

Level Adjustment: Same as the base creature +5.

VOID OOZE

Large Ooze (Extraplanar) Hit Dice: 10d10+80 (135 hp) Initiative: –5 Speed: Fly 30 ft. (6 squares) (perfect) Armor Class: 4 (–5 Dex, –1 size), touch 4, flat-footed 4 Base Attack/Grapple: +7/+16 Attack: Slam +11 melee (2d4+5 plus 1d8 negative energy plus energy drain) Full Attack: Slam +11 melee (2d4+5 plus 1d8 negative energy plus energy drain) Space/Reach: 10 ft./5 ft. Special Attacks: Energy drain, engulf Special Qualities: Blindsight 60 ft., death ward, ooze traits, shadow shield, split Saves: Fort +11, Ref +0, Will +0 Abilities: Str 20, Dex 1, Con 26, Int —, Wis 1, Cha 1 Skills: — Feats: — Environment: Negative Energy Plane Organization: Solitary, midnight (2–7) Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: —

An area of darkness blacker than black seems to absorb light. It vaguely resembles a great flying black slug.

Void oozes frequently live in areas of doldrums, often cohabitating with undead that tend to leave them unmolested. Some intelligent undead will cultivate a void ooze and use its negative energy touch to repair damage to themselves and their minions.

COMBAT

A void ooze vigorously attacks living creatures with its slam attack and energy drain ability.

Death Ward (Su): A void ooze is protected by a death ward effect at all times, giving it immunity to death spells, magical death effects, energy drain, and any negative energy effects.

Energy Drain (Su): Living creatures hit by a void ooze’s slam attack gain one negative level. A void ooze gains 5 temporary hit points for each negative level it bestows.

Engulf (Ex): As a standard action, a void ooze can move over opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the ooze, but if they do so, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (their choice) as the ooze moves forward. Engulfed creatures are subject to the ooze’s negative energy damage and energy drain each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based.

Shadow Shield (Su): A void ooze is surrounded at all times by a mass of flitting black shadows (the equivalent of a darkness spell, but only covering the void ooze itself). This provides the void ooze with concealment.

In addition, the shield is infused with negative energy. Any creature striking the void ooze with a natural weapon or a handheld weapon takes 1d8 points of damage, as does any creature struck by the void ooze. Creatures wielding reach weapons, such as longspears, are not subject to this damage. Creatures with immunity to negative energy effects take no damage from this effect, and undead are healed of damage instead of injured (as by an inflict spell).

Split (Ex): If a void ooze’s energy drain attack would increase its hit points to 200 or more, it instead splits into two void oozes, each with 100 hit points, as a free action. The new ooze appears adjacent to its parent. If no space is available, it cannot spawn on this turn (but will do so as soon as space is available).

Ooze Traits: An ooze is blind (blindsight 60 feet) and has immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. It has immunity to poison, magic sleep effects, paralysis, stunning, and polymorph. It is not subject to extra damage from critical hits or flanking.