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D&D 3.5 Monster Manual Prestige Classes Aboleth

The document describes two prestige classes from the D&D 3.5 Monster Manual: the Memory Architect and Flesh Sculptor classes for Aboleths, and the Heavenly Sky Hunter class for Avorals. The Memory Architect extends an Aboleth's abilities to acquire and manipulate memories, gaining powers like modifying memories and gaining knowledge from stored memories. The Flesh Sculptor extends an Aboleth's abilities to enslave and transform creatures, gaining powers like creating aberrations and dominating monsters. The Heavenly Sky Hunter class combines archery and storm magic for Avorals, improving flight and calling down weather effects to kill evil creatures from afar.

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0% found this document useful (0 votes)
245 views217 pages

D&D 3.5 Monster Manual Prestige Classes Aboleth

The document describes two prestige classes from the D&D 3.5 Monster Manual: the Memory Architect and Flesh Sculptor classes for Aboleths, and the Heavenly Sky Hunter class for Avorals. The Memory Architect extends an Aboleth's abilities to acquire and manipulate memories, gaining powers like modifying memories and gaining knowledge from stored memories. The Flesh Sculptor extends an Aboleth's abilities to enslave and transform creatures, gaining powers like creating aberrations and dominating monsters. The Heavenly Sky Hunter class combines archery and storm magic for Avorals, improving flight and calling down weather effects to kill evil creatures from afar.

Uploaded by

Chris Harvey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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D&D 3.

5 MONSTER MANUAL PRESTIGE CLASSES

ABOLETH
CR 7 [Awesome], Level 10
This is a problem creature on multiple levels for a Player Character

Memory Architect

The Memory Architect is a class which extends the Aboleth’s natural abilities to acquire and
manipulate memories and emotions. As the Aboleth gains levels in Memory Architect it gains
access to greater amounts of lore and the ability to extrapolate from its vast stores of stolen
memories. Furthermore, it gains the ability to transform the memories of others into opinions more
useful. The Memory Architect serves the function of a diviner or bard in most parties.

Hit Die: d8
BAB: Poor
Saving Throws: Good Will
Skill Points: 4 + Int
Class Skills: Concentration, Craft (any), Forgery, Knowledge (any), Listen, Profession (any), Sense
Motive, Speak Language, Spellcraft, Spot, Use Magic Device

1 Deep Insight, Memory Palace, Detect Thoughts at will


2 Scry 1/day, Emotion, Identify at will
3 Modify Memory 1/day, Legend Lore
4 Obscure Object 1/day, Greater Scrying 1/day, Analyze Dweomer 1/day, Locate Object 3/day
5 Lives Not Forgotten, Modify Memory 5/day
6 Telepathy, Commune 1/day, Clairaudience/Clairvoyance 1/day
7 Mind Blank 1/day, Greater Scrying 2/day, Tongues
8 Lives Beyond Measure, Mind Rape 1/day
9 Sympathy 3/day, Antipathy 1/day, Discern Location 2/day
10 Mind Rape 2/day, Demand 1/day, Contact Other Plane 1/day
Spell-Like Abilities (Sp): as it gains levels, the Memory Architect gains additional Spell-Like
Abilities. The Caster Level for all abilities, including racial ones, is 16, or equal to its total hit dice,
whichever is greater. Any Save DC is Charisma-based.

Deep Insight (Ex): the Memory Architect has gained much knowledge in the depths. It may elect to
use its Wisdom Bonus in place of its Intelligence Bonus for skill checks with Int-based skills such
as Appraise and Knowledge. It also instantly learns two additional Bonus Languages of choice.

Memory Palace (Ex): a memory, once gained by the Memory Architect, is never lost, and is
accessible to it for all time. Its convoluted and intricate system of remembering details allows it to
make any Knowledge check untrained. In addition, whenever making a Knowledge check, it may
add a bonus equal to twice its class level to that check. Furthermore, if it ever discovers a password,
mechanism or other important detail, it never forgets that detail. It also receives a +4 Bonus to save
against Detect Thoughts, Modify Memory, Mind Rape and similar effects that cause the loss of
memories or allow other creatures access to its memories.

Emotion (Sp): once per day, the second-level Memory Architect can cast either Fear, Good Hope,
Rage, or Crushing Despair as a Spell-Like Ability. Regardless of the option, the Save DC is 10 +
half its hit dice + its Charisma Bonus, and has the Targets/Area of Effect of a Fear spell. This is
considered a sixth level spell.

Legend Lore (Ex): once per day per three full class levels, a Memory Architect can figure out
information about something similar to a Legend Lore spell.

Lives Not Forgotten (Ex): from fifth level on, the Memory Architect can make practical use of the
skills it remembers for those it has consumed. The Memory Architect gains a one-time bonus of 4
ranks in all Profession skills.

Telepathy (Su): at sixth level, the Memory Architect can communicate telepathically with any
creature within 100 feet which has a language.

Lives Beyond Measure (Ex): at eighth level, the Memory Architect has so many memories to work
with that it knows the customs and languages of any place it ever visits. The Memory Architect can
read and speak any language, and gains an additional +4 Bonus to any Knowledge (Local) checks it
makes, regardless of where that locality might be.
Flesh Sculptor

The Flesh Sculptor is a class which extends the Aboleth’s natural abilities to enslave others and
transform creatures into hideous aberrations. As the Aboleth gains levels in Flesh Sculptor it gains
access to greater levels of Domination and the ability to abberate creatures into new and implausible
forms. The Flesh Sculptor serves the function of a Conjurer or Enchanter in most parties.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 2 + Int
Class Skills: Concentration, Craft (any), Handle Animal, Knowledge (any), Listen, Profession
(any), Sense Motive, Speak Language, Spellcraft, Spot

1 Death Wish, Greater Enslavement, Aberrate at will


2 Enslave 4/day, Craft Wondrous Item, Polymorph 3/day
3 Greater Transformation, Suggestion 1/day, Claws of the Savage 3/day
4 Enslave 5/day, Permanency 1/day, Morality Undone 1/day
5 Telepathy, Polymorph Any Object 1/day, Wall of Eyes 1/day
6 Enslave 6/day, Whirlwind of Teeth 1/day, Bestow Greater Curse 3/day
7 Were-Doom 1/day, Dominate Monster 1/day
8 Enslave 7/day, Spread of Savagery 1/day, Morality Undone at will
9 Chimericize, Shapechange 3/day, Statue 1/day
10 Enslave 8/day, Grip of Iron, Permanency 2/day, Temporal Stasis 1/day
Spell-Like Abilities (Sp): as it gains levels, the Flesh Sculptor gains additional Spell-Like Abilities.
The Caster Level for all abilities, including racial ones, is 16, or equal to its total hit dice, whichever
is greater. Any Save DC is Charisma-based.

Death Wish (Su): such is the power of the Flesh Sculptor’s hold over its victims that it can issue
self-destructive orders to them. An enslaved creature receives a single additional saving throw (at a
+4 Bonus for taking an action completely against its nature) at the moment the order is given.
Failure indicates that it is immediately carried out.

Greater Enslavement (Su): the Save DC for the Flesh Sculptor’s Enslavement ability is 10 + half
its hit dice + its Charisma Bonus. It can be used one additional time per day for every two full class
levels.

Craft Wondrous Item: at second level, the Flesh Sculptor gains Craft Wondrous Item as a Bonus
Feat. Its innate Caster Level of 16 applies for this as well, as well as for any other Crafting Feats it
elects to take.

Greater Transformation: at third level, when a Flesh Sculptor transforms a creature it can choose
to have it gain a template chosen at random (roll a d6) from: 1 – Aquatic, 2 – Feral, 3 – Gelatinous,
4 – Multiheaded, 5 – Monstrous Beast, 6 – Broodguard. The unfortunate creature still loses the
osmotic gradient of their skin and if the template would not normally be applicable to the subject, it
painfully dissolves into a pile of goo (and thus dies) over the course of 1d6 hours. The DC of the
Flesh Sculptor’s Transform ability is now 10 + half its hit dice + its Constitution Bonus.

Telepathy (Su): at fifth level, the Flesh Sculptor can communicate telepathically with any creature
within 100 feet which has a language.

Chimericize (Ex): at ninth level, the Flesh Sculptor can cruelly combine two or more creatures
which are in the process of being transformed. The single creature gains the Chimeric, Multiheaded,
Tauric, or Half (Dragon/Celestial/Elemental/Fiend etc) template as appropriate – the closest
approximation. Leftover pieces are left in a wriggling heap on the ground. All constituent creatures
make a single Will Save, with the highest Save Result being in control of the new creature. The
abhorrent process takes 1d3 hours to reach completion.

Grip of Iron (Su): at tenth level, the slaves of the Flesh Sculptor no longer gain additional saves
(or bonuses to their saves) for being forced to take actions against their nature – even against self-
destructive orders.
ANGEL/GUARDINAL: AVORAL
CR 9, Level 10

Heavenly Sky Hunter

The Heavenly Sky Hunter is equal parts archer and storm mage, but is always focused on killing
Evil creatures. Most abilities gained improve either its flight, its ability to shoot people from afar or
its ability to call down weather effects. Its archery is particularly useful against Fiends and Undead,
but there are few things that can’t be killed with enough magical arrows. This roughly fills the role
of something between a Ranger and a Stormlord.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Escape Artist, Handle Animal, Heal, Jump, Knowledge
(Geography, Nature, The Planes), Listen, Search, Sense Motive, Spellcraft, Spot, Survival

1 Sky Archer, Ranged Smite, Call Lightning


2 Seeking Arrows, Control Weather 1/day
3 Superior Flight, Storm Tower 1/day
4 Call Lightning Storm
5 Grip of Paralysis, Storm Tower 3/day
6 Holy Arrow, Distant Shot
7 Storm of Elemental Fury 3/day, Towering Thunderhead 2/day
8 Adamantite Arrows, Mass Stormrage* 1/day
9 Fiend Dread, Greater Whirlwind 1/day
10 Arrows of Holy Power, Storm of Vengeance 1/day
Sky Archer (Ex): any time the Heavenly Sky Hunter makes a ranged attack (including a ranged touch
attack) against a creature at a lower altitude, he becomes especially good at picking out weak points and
ignores all material-based Damage Reduction. He also enjoys a doubled Threat Range when doing that.

Ranged Smite (Su): the Heavenly Sky Hunter gains a Smite attack, but only has the ability to bring it to
bear when shooting fools in the face. Once per four rounds, he may declare a ranged attack to be a Smite
attempt. Against an Evil-Aligned foe (or one with the [Evil] Subtype), he may add his Charisma Bonus (if
positive) to the attack roll, and 1d6 damage per 2 hit dice to the damage roll.

Call Lightning (Sp): the Heavenly Sky Hunter has a constant Call Lightning effect that he can suppress or
resume with a Swift Action at will. There is no Caster Level based limit to the number of lightning bolts.

Seeking Arrows (Su): starting at second level, whenever the Heavenly Sky Hunter is at a higher altitude
than his foe, he ignores all Cover and Concealment other than Full Cover and Full Concealment.

Spell-Like Abilities (Sp): as he gains levels, the Heavenly Sky Hunter gains access to a variety of extra
Spell-Like Abilities. The Caster Level for all of these equals his hit dice plus 1, and any Save DC is 10 + half
his level + his Charisma Bonus. His existing racial Spell-Like Abilities change to also have these.

Superior Flight (Ex): at third level, the flight of the Heavenly Sky Hunter improves to have a speed of 120’
(Perfect).

Call Lightning Storm (Sp): upon reaching level four, the Heavenly Sky Hunter’s constant Call Lightning
upgrades to a constant Call Lightning Storm.

Grip of Paralysis (Ex): whenever the fifth-level Heavenly Sky Hunter hits with both Claws in the same
turn, he may attempt to grab and lift his foe as a Free Action. If this is successful, the foe must attempt a
Fortitude Save (DC 10 + half his hit dice + his Strength Bonus) or be Paralyzed for three rounds.

Holy Arrow (Su): all attacks, whether ranged or melee, of the sixth-level Heavenly Sky Hunter are treated
as being made with Holy weapons.

Distant Shot (Ex): starting at level six, the Heavenly Sky Hunter is able to fire ranged weapons out as far as
he can see, completely ignoring Range Increments.

Adamantite Feathers (Ex): at level eight, the Heavenly Sky Hunter’s wings actually turn to Adamantine.
His Natural Armour improves by 4 points, and his Natural Armour can only be pierced by Evil and
Adamantine. Additionally, his wings deal damage as though one size larger, and pierce DR and Hardness as
though made of Adamantine.

Fiend Dread (Su): the ninth-level Heavenly Sky Hunter can unleash a terrible screech with a Full Round
Action at will. All [Evil] Outsiders within Medium Range that are able to hear him must pass a Will Save
(DC 10 + half his hit dice + his Charisma Bonus) or become Shaken for one minute. For the duration of this,
all weapons are treated as having the Dread property against them. This is a [Sonic, Mind-Affecting, Fear]
effect.

Arrows of Holy Power (Su): when the tenth-level Heavenly Sky Hunter makes a ranged attack upon a foe at
a lower altitude, his weapons are treated as having the Holy Power property instead of the Holy property.
ANGEL/ELADRIN: BRALANI
CR 6, Level 8

Hero of the Storm

The Hero of the Storm is a giant pillar of elemental energy, even when it isn’t actually in the form
of a whirlwind. It gets angry and goes into a rage, it hits things up close and personal and gains
elemental damage, and it can throw a handful of elemental-themed Spell-Like Abilities around.
Despite the splash of casting ability gained, it mostly fills the same rule as a Barbarian.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Diplomacy, Escape Artist, Handle Animal, Hide, Intimidate,
Jump, Knowledge (The Planes), Listen, Sense Motive, Spellcraft, Spot, Survival, Tumble

1 Weatherproof, Shocking Weapons, Rage


2 Ice Storm, Haboob 3/day
3 Thundering Rage, Unearthly Heat 1/day
4 Forms of Righteous Vengeance
5 Holy Resiliency, Whirling Rage
6 Chain Lightning, Flaywind Burst
7 Body Blaze, Stormwalk 1/day
8 Bellowing Rage, Parboil 3/day
9 Celestial Vortex, Whiteout 3/day
10 Glacier 3/day, Impervious Rage
11 Aether Storm
12 Deadly Rage
Weatherproof (Ex): the Hero of the Storm is practically immune to bad weather, increasing his Fire and
Cold Resistance by 10 points each, and gaining 10 points of Acid, Sonic, and Dehydration/Dessication
Resistance. He is also immune to Sunstroke and Frostburn, treating the latter as regular Cold.

Shocking Weapons (Su): any weapon the Hero of the Storm wields gains the Shocking property, and
bestows this property upon any ammunition. This also applies to his Slam when he is in non-Humanoid
form.

Rage (Ex): the Hero of the Storm gains the ability to enter a Rage once per ten minutes. This grants a +4
Bonus to Strength and a +2 Dodge Bonus to AC and to Reflex Saves. It additionally allows him to make an
extra attack when making a Full Attack, though every attack is made at a -2 Penalty when doing this. It lasts
for a number of rounds equal to his Constitution Bonus plus 3. It does not leave him Fatigued afterwards, he
just needs a little time to build up enough excess energy.

Spell-Like Abilities (Sp): at various levels, the Hero of the Storm gains various additional Spell-Like
Abilities. Unless a number of uses per day is specified, a given ability can be used at will. They have a
Caster Level equal to his hit dice and a Save DC of 10 + half his hit dice + his Charisma Bonus.

Thundering Rage (Su): starting at level three, whenever the Hero of the Storm is in a Rage, all of his
weapons gain the Thundering quality and he may cast Shout once per round as a Swift Action.

Forms of Righteous Vengeance (Su): upon reaching fourth level, the Hero of the Storm can take on slightly
different forms from that of the whirlwind. He retains the basic abilities of it, but it is slightly modified based
on his environment: in an area with a lot of loose sand, ash or dust, he may become a sandstorm, where any
target hit by his Slam suffers the effects of a full round in a Flensing Sandstorm (Hurricane). In an area with
a lot of frost, snow, sleet or slush, he may become a blizzard, where adjacent foes suffer the penalties of
being caught in a Blizzard.

Holy Resiliency (Ex): the fifth-level Hero of the Storm is completely Immune to Stunning and Poison, and
his Damage Reduction improves to 15/Cold Iron and Evil.

Whirling Rage (Ex): at level five, the Rage of the Hero of the Storm becomes even better. The bonus to
Strength increases to +6, and the bonus to AC and Reflex Saves increases to +3. Additionally, he is treated as
having the following PHB Feats as Bonus Feats: Combat Reflexes, Cleave, Great Cleave, Whirlwind Attack.

Bellowing Rage (Su): upon reaching eighth level, the Hero of the Storm makes even more noise when in a
Rage. He may cast Greater Shout with a Swift Action each round, and constantly benefits from a Sonic
Shield effect.

Celestial Vortex (Su): while in whirlwind form (or a variant), the ninth-level Hero of the Storm can drag
people to Celestia: any time he hits someone with a Slam, they must pass a Will Save (Charisma-based) or be
sucked into the vortex and sent to a random part of Celestia.

Impervious Rage (Ex): at level ten, the Hero of the Storm cares not for your puny ways. When in a Rage,
his Damage Reduction becomes 15/- and he is immune to [Mind-Affecting] effects.

Aether Storm (Su): all Spell-Like Abilities of the eleventh-level Hero of the Storm work normally on
Incorporeal and Ethereal creatures as though they lacked those traits. Additionally, in whirlwind form his
attacks are all made as though with a Ghost-Touch weapon.

Deadly Rage (Ex): at level twelve, the Hero of the Storm can just kill people by hitting them when
sufficiently angry and motivated. While in a Rage, he may make a single attack with a Standard Action, and
if it hits, the opponent just dies. This is a [Death] effect.
ANGEL/GUARDINAL: LEONAL
Level 13

Celestial Lionheart

The Celestial Lionheart improves the Leonal’s ability to be a fearsome combatant who helps sway
the tide with morale effects – both nice ones on its own party, and scary ones on the enemies. It
gains quite a few Spell-Like Abilities, and its other abilities are similar to what you might expect a
Paladin to have, if that Paladin were also a lion. It mostly fills the role of a Paladin, but with the
Spell-Like Abilities having a bit more use and being more like a Bard.

Hit Die: d8
BAB: Good
Saving Throws: Good Will
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Diplomacy, Gather Information, Handle Animal,
Heal, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Sense Motive,
Spellcraft, Spot, Survival, Swim, Tumble

1 Roar of Battle, Smite Evil, Silvermane, Adoration of the Frightful at will


2 Shred Foes, Holy Fang, Invisibility Purge 3/day, War Cry 3/day
3 Greater Restoration 1/day, Righteous Might 1/day
4 Roar of Death, Regenerate 1/day, Righteous Burst 1/day
5 Heal 3/day, Resurrection 1/day, Sacred Haven 1/day
6 Roar of Repulsion, Mass Cure Critical Wounds 3/day
7 Mass Heal 1/day, Fierce Pride of the Beastlands 1/day, Tenacity
Roar of Battle (Su): three times per day, the Celestial Lionheart may unleash a powerful roar out in
a 60’ Cone. All allies in the area benefit from a Remove Fear effect, whereas all foes in the area
suffer from a Heaven’s Trumpet effect and take 5d6 points of Sonic damage. The Fortitude Save to
negate the spell effect also negates the damage, and has a DC of 10 + half his level + his Charisma
Bonus.

Smite Evil (Su): once per minute, the Celestial Lionheart may delcare an attack to be a Smite
against Evil creatures. If the target is indeed Evil, he adds his Charisma Bonus to the attack roll and,
on a successful hit, adds +1d6 damage per three hit dice (round up).

Silvermane (Ex): the Celestial Lionheart’s pelt shines like silver but deflects blows like steel. It can
add its level to its innate racial Damage Reduction and Natural Armour values.

Spell-Like Abilities (Sp): as he gains levels, the Celestial Lionheart gains the ability to cast various
Spell-Like Abilities with a Caster Level equal to his hit dice and any Save DC of 10 + half his hit
dice + his Charisma Bonus.

Shred Foes (Ex): the claws and rake attacks of the second-level Celestial Lionheart tear through
the flesh of foes and cause blood to leak out far too quickly – even one swipe can cause more than a
0.5 on the Muta Scale. Each time it deals damage with a Claw or Rake attack, it also deals 2 points
of Constitution damage through blood loss.

Holy Fang (Su): starting at level two, the natural weapons of the Celestial Lionheart are magic
weapons with an Enhancement Bonus of +1 per 3 hit dice (round up), and the Holy property.

Roar of Death (Su): at level four, the Celestial Lionheart gains access to a new Roar that can be
used three times per day, affecting a 60’ Cone. All enemies in the area suffer a Power Word: Kill
effect.

Roar of Repulsion (Su): three times per day, the sixth-level Celestial Lionheart can release a roar
that blasts out in a 60’ Cone to create a Repulsion effect and deal 10d6 Sonic damage to all in the
area. Both can be negated with a Fortitude Save (DC 10 + half his hit dice + his Charisma Bonus).

Tenacity (Ex): at level seven, the Celestial Lionheart gains Fast Healing 20. Additionally, he is
Immune to [Death] attacks and extra damage from Critical Hits (but not Sneak Attacks etc).
ARANEA
CR 4, Level 5

Spellspinner

The Spellspinner is the most casting-focused of the Aranea Prestige Classes. Each level improves its
Sorcerer casting ability, and it also gains a variety of bonus spells (some more desired than others),
as well as the ability to “spin” spells into traps to leave lying around. This fills the role of a Sorcerer
– it basically is a Sorcerer.

Hit Die: d4
BAB: Poor
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Disguise, Escape Artist, Handle
Animal, Hide, Intimidate, Knowledge (Arcana, Dungeoneering, Nature), Listen, Move Silently,
Search, Spellcraft, Spot, Use Rope

1 Spellspinning, Bonus Spell (Summon Swarm) +1 Sorcerer Caster Level


2 Eight Legged Familiar, Bonus Spell (Silent Image) +1 Sorcerer Caster Level
3 Bonus Spell (Hamatula Barbs) +1 Sorcerer Caster Level
4 Blood Wind, Bonus Spell (Suggestion) +1 Sorcerer Caster Level
5 Bonus Spell (Wither) +1 Sorcerer Caster Level
6 Supernatural Virulence +1 Sorcerer Caster Level
7 Bonus Spell (Kiss of the Vampire) +1 Sorcerer Caster Level
8 Phantom Fang +1 Sorcerer Caster Level
9 Bonus Spell (Endless Slumber) +1 Sorcerer Caster Level
10 Bonus Spell (Mummify) +1 Sorcerer Caster Level
11 Bonus Spell (Choking Cobwebs) +1 Sorcerer Caster Level
12 Extended Spellspinning +1 Sorcerer Caster Level
13 Bonus Spell (Horrid Wilting) +1 Sorcerer Caster Level
14 Dimensional Webbing +1 Sorcerer Caster Level
15 Bonus Spell (Energy Drain) +1 Sorcerer Caster Level
Spellspinning (Su): with a Full-Round Action, the Spellspinner can actually weave a spell into a
web and leave it in place. This works just like a regular use of her web – leaving it as a trap or
throwing it at someone – except the first time that web entangles a target, it also discharges the spell
that was woven in, targeting the creature – who is allowed any saves as normal. Even if the spell
normally affects an area, it only affects the target and the square(s) they occupy. The spell is
actually cast in the process of spellspinning, using the Spell Slot and any components. If the casting
time is a Full Round Action or less, it’s just woven into part of the webspinning process. If it is
more, then the spellspinning time becomes the casting time. For some reason, Spellspun spells
degrade quickly – if the web is not used within one hour, the spell and web both collapse into
nothing and have no effect.

Spellcasting: at every level, the Spellspinner increases her Sorcerer casting ability by 1 level.
However, she is banned from learning any new spells with the [Fire] Descriptor. Similarly, she
cannot cast a spell in a way that it would gain the [Fire] Descriptor, such as a Summon Monster
spell being used to call forth a Fire Elemental.

Bonus Spells: as she gains levels, the Spellspinner learns bonus spells that are added to her Spells
Known list. These can be cast normally and helps make up for the limits of Sorcerers.

Eight Legged Familiar: at level two, the Spellspinner gains the ability to call a familiar. This is
treated like the familiar of a Sorcerer, with the following changes:
• It must be a Small Monstrous Spider, Bloodsilk Spider, or Hairy Spider
• The Familiar abilities depend on the Spellspinner’s total hit dice
• If it dies, there is no XP loss, and another can be gained in a week
• The Save DC for its Poison is the same as that of the Spellspinner

Blood Wind (Su): at level four, the Spellspinner’s Bite attack can be made as a ranged weapon out
to Close Range. It is an actual ranged weapon when used like this, using Dexterity instead of
Strength, gaining no Strength Bonus to damage, and not threatening squares. Similarly, it can’t
benefit from spells and effects that target melee weapons, but can use things like Rapid Shot.

Supernatural Virulence (Su): at level six, the Spellspinner may select one of her spells of fourth
level or lower that is specifically cast at or on someone – whether that be a targeted effect like Hold
Person, or a ranged touch attack like Melf’s Acid Arrow or whatever. Whenever she delivers her
Poison and the target fails their saving throw against the primary damage, she may have them be
affected by the spell. This does not require a casting of the spell or the use of a Spell Slot or
anything.

Phantom Fang (Su): at level eight, the Spellspinner’s Bite attack is resolved as a Touch Attack. If
used in conjunction with Blood Wind, this is of course a Ranged Touch Attack. It also gains the
Ghost Touch property.

Extended Spellspinning (Su): when the twelfth-level Spellspinner weaves a spell into a web via
spellspinning, it lasts for twice as long. It will remain potent for up to two hours.

Dimensional Webbing (Su): with a Full Round Action, the fourteenth-level Spellspinner can create
a web that has the Ghost Touch property, and can only be damaged or destroyed by things that
destroy Walls of Force. Additionally, once thrown or placed, it radiates a Dimensional Lock effect
for 24 hours.
Lord of the Flies

The Lord of Flies gains some spellcasting ability still, but much less: its particular power is in
enhancing its shape changing ability to turn into Swarms. It fits an Assassin sort of role, mostly.

Hit Die: d8
BAB: Medium
Saving Throws: Good Will
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Disguise, Escape Artist, Handle
Animal, Hide, Knowledge (any), Listen, Move Silently, Search, Sleight of Hand, Spellcraft, Spot,
Survival, Tumble, Use Rope

1 Summon Swarm, Swarm Shape 1/day -


2 Potent Venom, Spellcasting +1 Sorcerer Caster Level
3 Pied Piper, Swarm Shape 2/day -
4 Necrosis +1 Sorcerer Caster Level
5 Insect Plague, Swarm Shape 3/day -
6 Swarm Shape (Plague) +1 Sorcerer Caster Level
7 Sudden Shifting, Swarm Shape 4/day -
8 Creeping Doom +1 Sorcerer Caster Level
9 Awaken Vermin, Swarm Shape 5/day -
10 Swarm Shape (Doom), Swarm Leap +1 Sorcerer Caster Level
11 Swarm Shape 6/day -
12 Planar Swarm Summoning +1 Sorcerer Caster Level
13 Swarm Shape 7/day -
14 Swarm Shape (Planar) +1 Sorcerer Caster Level
15 Swarm Shape at will -

Summon Swarm (Sp): once per level per day, the Lord of the Flies can cast Summon Swarm with a Caster
Level equal to his hit dice. He may only summon a Swarm of Spiders at first level, but it otherwise functions
as normal for the spell.

Swarm Shape (Su): once per day, the Lord of the Flies can take on the shape of a Swarm of Spiders or a
Swarm of Flies. A Swarm of Flies works like a Swarm of Wasps, except without dealing any damage. He
retains his normal hit points, Alignment and Personality, and gains the ability to transform back, but
otherwise is essentially “the monster manual entry” and doesn’t layer new abilities onto himself. If an effect
would disperse the swarm, he is instantly returned to his normal state and is Staggered for one round. He
may remain in Swarm form for up to one hour per class level each time he uses it. He gains an additional use
on every odd level except for fifteen, where it can be used at will.

At level six, he can take the shape of a swarm of giant biting flies, identical to a locust swarm produced by
an Insect Plague spell. The Swarm area can be Medium or Large, kind of like being multiple swarms that
have to stick together, but it is all treated as the one creature regardless so the only thing that is affected is the
actual space covered.

At level ten, he can take the shape of a centipede swarm identical to that produced by a Creeping Doom
spell. The total area may be Medium, Large or Huge.

At level fourteen, he can take the shape of a single Hellwasp Swarm or Bloodfiend Locust Swarm.
Potent Venom (Ex): the venom of the second-level Lord of the Flies is extra strong, gaining a +2
Bonus to the Save DC. Additionally, if a target fails the save against the Primary Damage, they
suffer 1d6 damage at the start of each of their turns until the poison runs its course or is removed.
These bonuses apply no matter the shape he is in, and if the Save DC for the Poison in his base form
is higher than that for any assumed shape, use that of the base form instead.

Spellcasting: at every even level, the Spellcasting ability of the Lord of the Flies improves by 1.
Furthermore, each time this class increases his Spellcasting ability, one of his new Spells learned
may be chosen from the Druid list or the Poison or Spider domains. The Lord of the Flies cannot
learn [Fire] spells, nor can he cast a spell in such a way that it gains the [Fire] Descriptor (such as a
Summon Monster spell to produce a Fire Elemental).

Pied Piper (Su): at third level, a Lord of the Flies is able to influence vermin to a limited extent. He
can use this ability once per day per class level to charm a number of hit dice of vermin equal to or
less than his hit dice. The range of this effect is 10 feet per class level. The vermin are allowed Will
Saves (DC 10 + half his hit dice + his Charisma Bonus) to resist this, but their usual immunity to
[Mind-Affecting] effects does not apply. Any that pass their save cannot be affected by it again for
the rest of the day. Charmed vermin move toward the Lord of the Flies at their best speed, taking
the most direct path available. If the path leads them through obvious danger, they are allowed
another save. Charmed vermin can take no action other than to defend themselves. If the Lord of the
Flies moves, they will follow. This lasts for as long as the Lord of the Flies cares to concentrate.

Necrosis (Sp): starting at level four, when the Lord of the Flies summons a Spider Swarm, he may
instead summon a Tomb Spider Broodswarm if he wishes. Additionally, when delivering his venom
he may choose to inflict the poison of a Tomb Spider instead of the normal kind. It will still cause
extra damage each round, and this damage is Vile damage.

Insect Plague (Sp): starting at level five, the Lord of the Flies can cast Insect Plague as a Spell-
Like Ability a number of times per day equal to his class level. The Caster Level equals his hit dice.

Sudden Shifting (Ex): at level seven, the Lord of the Flies can change shapes with a Swift Action.

Creeping Doom (Sp): beginning at eighth level, the Lord of the Flies can cast Creeping Doom as a
Spell-Like Ability a number of times per day equal to his class level. The Caster Level equals his hit
dice.

Awaken Vermin (Sp): once per week, the ninth-level Lord of the Flies can cast Awaken as a Spell-
Like Ability (remembering that this negates any XP cost), but can only use it on Vermin.

Swarm Leap (Su): at tenth level, the Lord of the Flies becomes completely attuned to vermin
swarms, and can transport himself over vast distances through them. Three times per day, he may
use a Standard Action to step into a swarm that takes up space equal to or greater than his own, and
then step out of another such swarm within the same round. The swarms must both be alive and on
the same plane, but there is no limit to the distance. He can just designate a vague direction and
distance, and let the effect take him to the closest viable swarm as possible. He can use his own
summoned swarms for this, but not travel via himself in swarm shape.

Planar Swarm Summoning (Sp): at level twelve, the Lord of the Flies can summon Hellwasp
Swarms and Bloodfiend Locust Swarms when casting Summon Swarm.
Spider Queen

With the least casting progression of all the options, the Spider Queen focuses on just turning into
different spidery monsters and killing people in that way. She’s sort of like a Wild Shape focused
Druid, though with the powerful poisons available, could be argued to work more like an Assassin.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Disguise, Escape Artist, Hide, Intimidate, Knowledge
(Arcana, Nature), Listen, Move Silently, Spot, Survival, Use Rope.
Proficiency: the Spider Queen is proficient with all natural weapons in all forms

1 Alternate Form (Large Spider), Magic Fang -


2 Alternate Form (Harpoon Spider) -
3 Alternate Form (Phase Spider) -
4 Alternate Forms (Huge Spider, Spitting Spider) -
5 Alternate Form (Drider) +1 Sorcerer Caster Level
6 Alternate Form (Tangle Terror) -
7 Alternate Form (Widowmaker), Razor Fang -
8 Alternate Form (Dread Harpoon Spider) -
9 Alternate Form (Gargantuan Spider) -
10 Alternate Forms (Bebilith, Darkweaver) +1 Sorcerer Caster Level
11 Alternate Form (Shadow Spider) -
12 Alternate Form (Colossal Spider), Shadow Fang -
13 Alternate Form (Retriever) -
14 Multitude of Forms -
15 Avatar of Lolth +1 Sorcerer Caster Level

Alternate Forms (Su): as the Spider Queen gains levels, she gains access to different alternate
forms. Changing forms requires the same action as normal, and there is no limit to the duration. She
is unable to cast spells with Somatic or Verbal components when in any of these new forms other
than Drider. Regardless of form taken, she retains her own Alignment, personality, memories, and
class features gained from this class. The Skills and Feats of the new form replace those of her
normal form, likewise Ability Scores – but do not make changes to her Spells Per Day. This is
calculated based on her “normal” form regardless of how often her Charisma changes by taking
other forms.

She gains access to all of the Special Attacks and Special Qualities of these forms, with the
exception of the Drider: she does not gain its Spellcasting Ability, and applies its racial modifiers to
her ability scores instead of her normal racial modifiers rather than just using the base statline,
however in this form all of her spells are cast with a Caster Level equal to her hit dice, and any that
could benefit from the Extend Spell feat does so, at no change to the casting time or Spell Slot.

Damage carries over from one form to another, so if she enters a form with a lot of Hit Points then
takes a bunch of damage, changing back could be extremely dangerous.
Magic Fang (Su): in any of the Spider Queen’s forms, her natural weapons are magic weapons.
They have an Enhancement Bonus of +1 per 3 hit dice (of her natural form), round up, to a
maximum of +5. As magic weapons they have a chance of hitting Incorporeal foes and pierce
Damage Reduction X/Magic.

Spellcasting: at levels 5, 10 and 15, the Spider Queen’s Spellcasting ability improves as though
gaining a single Sorcerer level. The Spider Queen foregoes most of her arcane power in exchange
for focusing on shape changing.

Razor Fang (Su): at level seven, the Spider Queen’s natural weapons enjoy a doubled Threat
Range and Critical Multiplier, in all of her forms.

Shadow Fang (Su): at level twelve, the Spider Queen’s natural weapons are all resolved as Touch
Attacks – regardless of which form she is in.

Multitude of Forms (Su): at level fourteen, the Spider Queen learns how to blend forms together.
In any of her forms, she may use whichever variety of Poison she likes from all of the forms
available to her, and with the highest Save DC of all of them (likely the Colossal Spider at 28).
Similarly, her Web ability may use the highest DC and HP of all forms (again likely to be the
Colossal Spider at Escape Artist 28/Break 32, and 18 HP). The Shadow Spider’s Paralysis uses the
best Poison DC available as well. In the case of a Spitting Spider, she may spit any poison, and in
the case of a Tangle Terror, the Maddening Webs use the highest Poison DC available. Finally, the
Spell-Like Abilities of all forms use her highest Charisma Bonus to determine the Save DC (likely a
Darkweaver with Charisma 17 or her own natural form).

Avatar of Lolth (Su): the fifteenth-level Spider Queen has reached the peak of spidery
awesomeness, such that even if she doesn’t care for Lolth, she is nonetheless treated as an Avatar of
her. Her Bite attack (in any form that offers one) inflicts two Negative Levels each time it hits
(temporary levels that are safely removed after an hour if the target lives that long). These apply just
before any Poison or Paralysis, thus penalising the save. All Drow, Driders, Yochlols and Draegloth
see her as what she is and must pass a Will Save (DC 10 + half her ECL + the highest Charisma
Bonus available to any of her forms) in order to take hostile action against her. Failure indicates
they cannot attempt any such action until the next sunset, whereas success allows them to do so
until the next sunset. She gains Damage Reduction 10/Stone. Finally, her regular form as a Medium
Spider gains the following benefits as the very best of her kind:
• All movement speeds are tripled (Land 120’, Climb 75’)
• +7 Insight Bonus to AC, +7 Luck Bonus to AC
• +10 Luck Bonus on Attack and Damage rolls
• +10 Insight Bonus to all Saving Throws
• +10 Competence Bonus on all Skill checks
• Poison and Web both gain a +13 Bonus to any DC to resist or break free (this applies before
checking which form has the best DC, and thus this probably becomes the new best one)
• Fire and Cold Resistance 10
• Spell Resistance equal to her hit dice + 12
• Fast Healing 20
• Natural Weapons are treated as Adamantine and Epic for the purpose of piercing DR
• All Ability Scores are increased by 6, retroactively as though this happened at 1 HD.
• Cast See Invisibility, Dimension Door & Greater Dispel Magic 3/day

A quicker way to word this would be that she wins the game and basically becomes a slightly less awesome
Paragon creature, but whatever.
ARCHON: HOUND ARCHON
CR 4, Level 6

Heavenly Bloodhound

Heavenly Bloodhounds are the Paladins of the Hound Archons – which is to say, the main thing
Hound Archons go on to do. They become good at tracking and Divination spells, so could fill that
gap just fine, but their main deal is Smiting and healing.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Climb, Concentration, Diplomacy, Gather Information, Handle
Animal, Heal, Intimidate, Jump, Knowledge (The Planes, Religion), Listen, Perform (Oratory),
Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Rope

1 Smite Evil, Relentless Tracking, Bless Weapon


2 Lay on Hands, Speak With Dead
3 Olfactory Divination, Silvery Sheen, Detect Thoughts
4 Touch of Purity, Lionheart, Zone of Truth
5 Planar Tracking, Howl of Righteousness, Righteous Fury
6 Staggering Smite, Mark of Doom, Blessed Aim
7 Arm of the Law, Discern Lies
8 Touch of Clarity, Holy Storm, Probe Thoughts
9 True Seeing, Healing Spirit, Undead Bane Weapon
10 Smite on Sight, Holy Sword, Brain Spider
11 Break Enchantment, Sacred Haven
12 Touch of Restoration, Sword of Conscience, Discern Location
13 Fang of Justice, Foresight, Greater Scrying
14 Touch of Resurrection, Divine Retaliation
Smite Evil (Su): once per four rounds,, the Heavenly Bloodhound may delcare an attack to be a
Smite against Evil foes. If the target is Evil aligned or has the [Evil] Subtype, he adds his Charisma
Bonus (if positive) to the attack roll, and deals an extra 1d6 points of damage per 3 hit dice (round
up). If used with his Bite attack, it is treated as a Magic Weapon with an Enhancment Bonus of +1
per 3 hit dice (round up, maximum +5).

Relentless Tracking (Ex): not only does the Heavenly Bloodhound have the ability to track by
scent, but it is superior and hard to fool. He can identify things based on their tracks or scent, using
Survival instead of the relevant Knowledge skill. He also takes no penalty for Tracking while
moving at full speed, and only -10 for moving at double speed. He can also track a creature
protected by Pass Without Trace or similar abilities, but must first roll higher than their Caster
Level + 15 on 1d20 + his hit dice. Finally, he can track creatures across water (base DC 23),
completely underwater (DC 26), or through the air (30).

Spell-Like Abilities (Sp): as he gains levels, the Heavenly Bloodhound gains access to many Spell-
Like Abilities. Each of these can be cast once per day. The Caster Level for all of his Spell-Like
Abilities (including innate racial ones) equals his hit dice, and any Save DC is 10 + half his hit dice
+ his Wisdom Bonus.

Lay on Hands (Su): starting at level two, the Heavenly Bloodhound gains the Lay on Hands
ability. Each day he has a pool of HP equal to his own Maximum HP that can be healed in any
increment by touching a target with a Standard Action. Against Undead, he must make a Melee
Touch Attack, but it deals damage, with a Will Save for half (DC 10 + half his hit dice + his
Charisma Bonus).

Olfactory Divination (Su): by spending a full round action sniffing and focusing on an item, patch
of terrain, or corpse, the third-level Heavenly Bloodhound can learn a lot of things about it in a way
that is probably magical. It can learn all that apply of the following: the start of the trail to the last
creature to hold the item or interact with the body or terrain (allowing Tracking and basic
identification), any temporary magical effects and auras, any poisons present, cause of death,
monetary value, age, any other Planes it has recently been in.

Silvery Sheen (Ex): at level three, the Heavenly Bloodhound’s fur takes on a silvery sheen and
appears thicker and tougher. His Natural Armour and Damage Reduction each increase by 4 points.

Touch of Purity (Su): starting at level four, the Heavenly Bloodhound can remove most sicknesses
and biological afflictions with just a touch. By using his Lay on Hands ability and restoring at least
ten Hit Points (wasting them if necessary for a character missing less than this amount), he can
remove any Poison or Disease, as well as the Sickened and Nauseated conditions. This does not
undo any damage caused by Poisons or Diseases.

Planar Tracking (Ex): at level five, the Heavenly Bloodhound can even track creatures across
planes. The base DC to track someone through a transitory plane or directly to a Demi-Plane on the
same Plane (such as from Stygia to Phlegethos) is 35. To track someone beyond this has a base DC
of 40. He may also attempt a DC 40 Survival check to try to figure out where someone is headed
when seeing them Teleport or Planeshift.
Howl of Righteousness (Su): the fifth-level Heavenly Bloodhound gains the ability to unleash a
wild howl of the heavens that can destroy evildoers and improve his own prowess. Once per hour,
he may duplicate a Holy Smite effect with no maximum to the damage dice, except at the same time
may make a Demoralise check, applying it against all Evil creatures within the area of the effect.
This also instantly recharges his Smite Evil ability, if it was on cooldown.

Staggering Smite (Ex): starting at level six, the Heavenly Bloodhound’s Smite Evil ability
becomes stronger, forcing foes to their knees and knocking them back. A foe that takes the extra
damage must pass a Fortitude Save (DC 10 + half his hit dice + his Charisma Bonus) or be
Staggered for one round.

Arm of the Law (Ex): at level seven, the Heavenly Bloodhound knows the perfect way to lunge at
foes, stretch out, and take up more space than necessary, pouncing from one spot to another. His
reach increases by 5 feet.

Touch of Clarity (Su): the eighth-level Heavenly Bloodhound learns how to clear the minds of his
allies. By using his Lay on Hands ability and restoring at least ten Hit Points (wasting them if
necessary for a character missing less than this amount), he can remove any [Mind-Affecting]
effects or Morale Penalties, or the Dazed or Stunned condition even if it isn’t [Mind-Affecting].

True Seeing (Su): at level nine, the Heavenly Bloodhound has a constant True Seeing effect.

Smite on Sight (Su): the tenth-level Heavenly Bloodhound gains the ability to Smite people just by
glaring at them super hard. With a Standard Action, he may deliver his smite as a Ranged Touch
Attack out to Medium Range, simply treating the base weapon damage as zero – if it hits, the only
damage is the Smite damage itself.

Touch of Restoration (Su): at level twelve, the Heavenly Bloodhound can even restore Ability
Damage and Drain with his Lay on Hands ability. Each point of Ability Damage is worth 5 hit
points, and each Negative Level or point of Ability Drain costs ten.

Fang of Justice (Su): at level thirteen, the Heavenly Bloodhound’s Bite attack becomes an almost
legendary magic weapon in its own right. It is treated as a +5 Cold Iron Holy Avenger weapon (as
though in the hands… er, mouth… of a Paladin). Furthermore, against Chaotic Evil foes, the
Critical value becomes 19-20/x3.

Touch of Resurrection (Su): upon reaching level fourteen, the Heavenly Bloodhound can even
restore the dead to life with his Lay on Hands ability. By spending one hundred hit points from his
pool, he can restore someone to life as though casting True Resurrection.
CHUUL
CR 7, Level 9 – No Thumbs

Subterranean Stalker

Any Chuul can just resume life as a Barbarian of sorts, running up, smashing people and hoping to
cause paralysis. However the Subterranean Stalker is for the Chuul that wishes to be a Rogue. It is a
somewhat underground or underwater focused Rogue, but a Rogue nonetheless.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Handle
Animal, Hide, Intimidate, Jump, Knowledge (Dungeoneering, Geography, Nature), Listen, Move
Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device

1 Trapfinding, Tip of the Iceberg Sneak Attack +1d6


2 Silent Swimmer, Evasion -
3 Aquatic Camouflage Sneak Attack +2d6
4 Swift Swim, Uncanny Dodge Sneak Attack +3d6
5 Improved Evasion -
6 Improved Uncanny Dodge Sneak Attack +4d6
7 Skill Mastery Sneak Attack +5d6
8 Universal Camouflage -
9 Paralitic Slime Sneak Attack +6d6
10 Body of Water Sneak Attack +7d6
11 Shadow Jump, Shadow Veil -
Trapfinding (Ex): much like a Rogue, the Subterranean Stalker can find any kind of traps with the
Search skill.

Tip of the Iceberg (Ex): when the Subterranean Stalker is submerged in water, it does not suffer a
Size-based Penalty to Hide checks, no matter how big it is, and suffers no penalty to Hide checks
for moving at full speed. As long as it starts its turn submerged, this lasts for the entirety of its turn.

Sneak Attack (Ex): at every level except two, five, eight and eleven, the Subterranean Stalker gains
a die of Sneak Attack, which is identical to the Rogue class feature other than the levels it is gained.

Silent Swimmer (Ex): when the second-level Subterranean Stalker is submerged in water, it suffers
no penalty to Move Silently checks for moving at full speed and enjoys a +4 Bonus to Move
Silently checks. As long as it starts its turn submerged, this lasts for the entirety of its turn.

Evasion (Ex): starting at level two, the Subterranean Stalker gains Evasion like a Rogue. At level
five, this upgrades to Improved Evasion.

Camouflage (Ex): when the third-level Subterranean Stalker is submerged in water, it gains a +4
Bonus to Hide checks and constantly benefits from Hide in Plain Sight. As such, it can attempt Hide
checks even without sources of concealment or cover. As long as it starts its turn submerged, this
lasts for the entirety of its turn. At level eight, this always applies, regardless of water.

Swift Swim (Su): starting at level four, any time the Subterranean Stalker is submerged in water, its
Swim Speed is doubled and it is perpetually Hasted. As long as it starts its turn submerged, this
lasts for the entirety of its turn.

Uncanny Dodge (Ex): the fourth-level Subterranean Stalker is never denied its Dexterity Bonus to
Armour Class, much like a Rogue. At level six, this improves, and it cannot be Flanked.

Skill Mastery (Ex): the seventh-level Subterranean Stalker may take ten on Balance, Climb, Hide,
and Move Silently checks even when rushed or threatened.

Paralitic Slime (Ex): starting at level nine, the slime secreted by the Subterranean Stalker is
particularly harmful. Those who hit it with a Natural Weapon or non-reach Melee Weapon must
save against its Paralytic Tentacles ability. When underwater, enemies in the same body of water
that end their turn within ten feet of it must also save against its Paralytic Tentacles.

Body of Water (Ex): the slime of the tenth-level Subterranean Stalker makes it hard to make out,
especially with its natural camouflage. It constantly benefits from Concealment, gaining a 20%
Miss Chance against all attacks.

Shadow Jump (Su): starting at level eleven, the Subterranean Stalker can Dimension Door at will,
but only with a range of 10 feet per hit die, and both the starting and end points must be in shadows,
darkness or “Shadowy Illumination”. This only takes a Move-Equivalent Action, and assuming no
artificial light sources are introduced, water deeper than 20 feet is dark enough for this to work.

Shadow Veil (Su): whenever the eleventh-level Subterranean Stalker is in sufficient darkness that
most people could attempt Hide checks, it becomes completely Invisible. Even attacking does not
break this – only adding a light source (though effects like See Invisibility will still see it).
CLOAKER
CR 5, Level 6 – No Thumbs

Caper

Although the Caper gains a few abilities to help with the whole “pretend to be a cloak, get worn,
grapple the wearer and cause havoc” shtick – indeed even being able to possess wearers and then
act like a Warlock, the main ability is in more casting. They throw illusions and new moan abilities
out, and work like Illusionists that have a Warlock’s Eldritch Blast. And typically also a minion to
carry them around.

Hit Die: d8
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidate,
Knowledge (Arcana, Dungeoneering, History), Listen, Move Silently, Perform (Acting, Oratory,
Song), Ride, Sleight of Hand, Speak Language, Spellcraft, Spot.

1 Eldritch Blast, Possession, Crafty Disguise


2 Moan (Slowness), Mimicry
3 Shadow Shift (Illusory Spells)
4 Shadow Shift (Shadow Binding)
5 King of Capes
6 Shadow Shift (Major Image)
7 Moan (Madness)
8 Shroud of Darkness
9 Shadow Shift (Shadow Mimicry)
10 Cloak Trick
11 Moan (Death)
12 Shadow Shift (Shadow Mastery)
13 Swallow Whole
14 Moan (Shatter)
Eldritch Blast (Su): the Caper has the power to harness shadowy, spooky energies and throw them at
people. With a Standard Action, it may unleash a ray of eldritch power out to Close Range with a Ranged
Touch Attack. If it hits, it deals 3d6 Profane damage, plus 1d6 per class level. If the target is afflicted by one
of the Caper’s Moan powers (including the regular Cloaker ones), the damage changes to 6d6 plus 1d6 per
class level.

Possession (Su): if someone is unfortunate enough to wear the Caper, it can take over their brain. Any time it
is being worn or begins a turn having Pinned them in a grapple, it may attempt to seize control with a Full
Round Action. The target is allowed a Will Save (DC 13 + half its class level + its Charisma Bonus) to resist,
and success renders them immune until the next sunset. If they fail, it controls their body and calls all the
shots, while still having access to its own body and innate abilities. This lasts until they are separated, or
until the next sunrise, whichever happens first.

Crafty Disguise (Ex): the Caper may add its ranks in Disguise as a bonus to Disguise checks when trying to
look like a regular cape or cloak. It does not suffer a penalty for being a different species.

Moan (Ex): as the Caper gains levels, it gains access to new Moan abilities in addition to its existing ones
for being a Cloaker.
Slowness: at second level, it may Slow all creatures within a 30’ Spread for 2 rounds (no save).
Madness: at seventh level, it may force all creatures within a 30’ Spread to attempt a Will Save. Those that
fail are rendered Insane (as the spell).
Death: at level eleven, it may unleash a 30’ Cone. All in the area must attempt a Fortitude Save against a
[Sonic, Mind-Affecting] effect or die instantly. Targets that succeed are immune until the next sunset.
Shatter: at level fourteen, it can deal 100 Sonic damage to all within a 60’ Radius (Ref ½).

Mimicry (Ex): starting at second level, the Caper can perfectly mimic any sound it has ever heard.

Shadow Shift (Su): as it gains levels, the Caper can add new abilities to its range of Shadow Shift powers.
Illusory Spells: At level three, it can cast Lesser Shadow Evocation and Lesser Shadow Conjuration at will.
If duplicating a spell with a duration, the duration instantly ends if Shadow Shift is used again.
Shadow Binding: at level four, it can cast Shadow Binding at will. The duration instantly ends if Shadow
Shift is used again.
Major Image: at level six, it can cast Major Image at will. The duration instantly ends if Shadow Shift is used
again.
Shadow Mimicry: at level nine, it can cast Shades at will. The duration instantly ends if Shadow Shift is used
again.
Shadow Mastery: at level twelve, it can cast Shadow Walk at will, and can use a Full Round Action to
summon 25d6 Shadows or 7d6 Greater Shadows for one minute per level, or until Shadow Shift is used
again.

King of Capes (Ex): at level 5, the Caper grows to Huge size, though by folding itself up carefully and
draping about itself, it can still appear to be sized as a cloak for a Medium or Large creature. Instead of the
usual changes for growing in size, it just gains +2 to Strength, Constitution, and Natural Armour. Its
Charisma also increases by 2, and it may add its Hit Dice as a Bonus to Intimidate checks.

Shroud of Darkness (Ex): at level 8, the Caper is always covered in shadows. It constantly benefits from
being in proper darkness, with a 50% Miss Chance against all attacks due to Concealment. It no longer
suffers a Size-based Penalty to Hide checks.

Cloak Trick (Su): at level ten, the Caper gains the ability to cast Dimension Door and Rope Trick at will.

Swallow Whole (Su): at level thirteen, the Caper can just swallow people into spooky places. It gains a
Swallow Whole ability, except instead of storing a grappled target in its stomach, it forcibly sends them to its
choice of the Plane of Shadow or the Negative Energy Plane.
Resplendent Robe

The Resplendent Robe is for the Cloaker that particularly wants to be a magic cape. It gets worn by
people, and then it possesses those people and has magical effects. Most abilities are based on this,
with a few side powers that it can throw about on a turn-by-turn basis. Largely it works similarly to
a Warlock.

Hit Die: d6
BAB: Poor
Saving Throws: Good Fort, Ref and Will
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Forgery, Gather
Information, Hide, Knowledge (any), Listen, Move Silently, Perform (any), Ride, Sense Motive,
Sleight of Hand, Speak Language, Spellcraft, Spot, Use Magic Device

1 Possession, Resistant Cloak, Perfect Attire


2 Shroud of Deception
3 Superior Flight
4 Extended Face
5 Charismatic Cloak
6 Dark and Spooky Cloak
7 Damning Darkness
8 Extended Wings
9 Energy Ebb
10 Cloak of the Gloom
11 Tendrils
12 Psychoactive Skin
13 Legendary Relic
14 Disintegration
Possession (Su): if someone is unfortunate enough to wear the Resplendent Robe, it can take over
their brain. Any time it is being worn or begins a turn having Pinned them in a grapple, it may
attempt to seize control with a Full Round Action. The target is allowed a Will Save (DC 13 + half
its class level + its Charisma Bonus) to resist, and success renders them immune until the next
sunset. If they fail, it controls their body and calls all the shots, while still having access to its own
body and innate abilities. This lasts until they are separated, or until the next sunrise, whichever
happens first.

Resistant Cloak (Su): the Resplendent Robe is particularly good at resisting everything that
happens to it. It gains a Resistance Bonus to all Saving Throws equal to its hit dice divided by 3
(round up). If somebody is wearing it, it may choose to bestow this bonus upon them as well, except
they never get that bonus to save against its Possession ability.

Perfect Attire (Su): the Resplendent Robe is good at taking on the actual properties of magical
items of clothing, which just makes it even more tempting to don. With a Standard Action at will, it
may take on the full properties of any Vest, Cloak, Mantle, Cape, Chasuble, Robe or Shroud, with
the exception of a Cloak of Resistance or Nymph’s Cloak / Cloak of Charisma. It may choose to
benefit from and activate the powers itself, or just bestow them upon its wearer. Although any limits
on charges, daily uses and so on still apply, it merely needs to change to another form, and then
back again, in order to refresh these. Any Caster Level equals its Class Level plus six. It cannot take
on the traits of Relics or Items of Legacy.

Shroud of Deception (Ex): starting at level two, the Resplendent Robe can shift about such that
any attack directed at it will instead hit its wearer. This does not apply in the case of a grapple
before it has established control, merely a willing or already-possessed wearer. If the wearer dies, it
can no longer use their corpse as a shield in such a way. Additionally, the great magical nature of it
forcibly unattunes one magic item if the wearer already has eight items attuned.

Superior Flight (Ex): starting at level three, the Resplendent Robe doesn’t count its wearer against
its weight limit, so can happily fly about no matter how heavy (and heavily armoured) they are.

Extended Face (Ex): at level four, the Resplendent Robe’s face grows bigger, enough to fit over
the entire head of its wearer. Its Bite attack deals damage as though one size category larger, and
when using its Perfect Attire ability it can also take on the traits of a Hood, Veil, Blindfold,
Eyepatch, Headband, Scarf or Shawl.

Charismatic Cloak (Su): at level five, the Resplendent Robe is particularly stylish and confident. It
gains an Enhancement Bonus to Charisma equal to a third of its hit dice (round up), and can choose
to bestow this upon its wearer.

Dark and Spooky Cloak (Su): the sixth-level Resplendent Robe can constantly manipulate
shadows (similar to its Shadow Shift power) such that it is scary to behold, and even more scary to
attack. Anyone attempting to attack it (or its wearer) must attempt a Will Save (DC 13 + half its
class level + its Charisma Bonus). If they fail, the attack is wasted and they Cower for one round. If
they succeed, they are immune to this effect until the sun next sets. This is a [Fear] effect.

Damning Darkness (Sp): at level seven, the Resplendent Robe can cast Damning Darkness as a
Spell-Like Ability at will. The Caster Level equals its hit dice.
Extended Wings (Ex): the eighth-level Resplendent Robe’s wings extend out further, and are more
magical, able to wrap around arms and hands and bestow power onto them. Its Fly Speed increases
by 30 feet, and when using its Perfect Attire ability it can also take on the traits of Gloves (other
than Gloves of Dexterity), Gauntlets (other than Ogre Gauntlets), Wraps, Bracers (other than
Bracers of Armour) or Armbands.

Energy Ebb (Su): starting at level nine, the Resplendent Robe’s powers of darkness and sheer
magical energy are enhanced such that it unleashes waves of draining negative power. When
actively worn and attuned by another creature, everything within 30 feet of them is afflicted with a
Negative Level at the start of each of the Robe’s turns. They can resist it with a Fortitude Save (DC
13 + half its class level + its Charisma Bonus).

Cloak of the Gloom (Su): at level ten, the Resplendent Robe gains the ability to move between the
Prime Material Plane and the Plane of Shadow with a Standard Action at will. When doing this, it
also takes its wearer or a grappled target with it.

Tendrils (Ex): the eleventh-level Resplendent Robe grows a pair of eerie looking tendrils at waist
height that can be used to lash out at foes, or to wrap around a wearer and bestow even more
magical power. It gains two Secondary Tendril attacks that reach out to 15 feet and deal 1d6
damage. When using its Perfect Attire ability it can also take on the traits of a Wrap, Belt (other
than a Belt of Strength or Dexterity) or Sash.

Psychoactive Skin (Su): at level twelve, the strange magical skin of the Resplendent Robe can
change in reaction to its environment. It gains sufficient camouflage that it can always attempt to
Hide even without Cover or Concealment. Additionally, when using Perfect Attire it may take on
the traits of a Psychoactive Skin instead of the Vest/Robe/Cloak/Cape option. The gloves, hoods
and so on are still allowed in addition.

Legendary Relic (Su): at level thirteen, the Resplendent Robe is so magical that Perfect Attire
allows for Relics and garments that are items of Legacy (from the Weapons of Legacy book). Any
Relics grant the full benefits available.

Disintegration (Su): at level fourteen, the Resplendent Robe can Disintegrate its wearer at will,
with no saving throw, for any or no reason. This is cast at Caster Level 20.
COATL
CR 10, Level 12 – No Thumbs

Questing Coatl

The Coatl is a high-level creature to begin with, so it doesn’t have that much left in its career.
However if it doesn’t want to simply add some Sorcerer levels (a rather weak affair) or Outsider Hit
Dice (a rather bland affair), this is the better option. It doesn’t get complete casting ability, but it
gains Bonus Spells and a tougher chassis. Mostly, it fills the role of a Sorcerer with extra spells
known and a wider variety of spells to choose from – and also some automatic Divinations.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft (any), Decipher Script,
Diplomacy, Escape Artist, Gather Information, Handle Animal, Intimidate, Jump, Knowledge
(Arcana, The Planes), Listen, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim

1 Bonus Spells, +1 Natural Armour, Arcane Sight -


2 +1 Natural Armour, Identify +1 Sorcerer Level
3 +1 Natural Armour, Zone of Truth +1 Sorcerer Level
4 Dragon Domain, Contact Other Plane +1 Sorcerer Level
5 Glory Domain, +1 Natural Armour, Find the Path -
6 +1 Natural Armour, Greater Arcane Sight +1 Sorcerer Level
7 +1 Natural Armour, Legend Lore +1 Sorcerer Level
8 Courage Domain, True Seeing, Discern Location +1 Sorcerer Level
Bonus Spells: for every Sorcerer Spell Level the Questing Coatl has, it gains one extra Spell
Known. This must be either a Cleric Spell or a spell from a Domain the Questing Coatl can access.
It is cast as a Sorcerer spell (Arcane), and every level, it may change what spells these are. For
instance, it could start with Cure Light Wounds as a first level spell, then one level later exchange it
for Lesser Vigour, then next level go for Divine Favour, then at level four swap it for the first
Dragon Domain spell. This applies to existing Spell Levels and to any future ones gained.

Natural Armour: at every level except 4 and 8, the Questing Coatl’s Natural Armour increases by
1. This is an increase to the natural value, not a Bonus.

Spell-Like Abilities (Sp): as it gains levels, the Questing Coatl gains access to additional
Divination spells as Spell-Like Abilities to help it in going on quests. These can be cast at will.

Spellcasting: at every level except 1 and 5, the Questing Coatl’s Spellcasting ability as a Sorcerer
increases as though gaining a Sorcerer level.

Dragon Domain: at level four, the Questing Coatl can learn spells from the Dragon Domain,
treating them as being on its class list.

Glory Domain: at level five, the Questing Coatl can learn spells from the Glory Domain, treating
them as being on its class list.

Courage Domain: at level eight, the Questing Coatl can learn spells from the Courage Domain,
treating them as being on its class list. It also gains the Domain Power of the Courage Domain,
granting itself and all allies within 10’ a +4 Morale Bonus on saving throws against [Fear] effects.
DEMON: BABAU
CR 6, Level 7

Abyssal Marauder

Babau are like Rogues to begin with. Roguelikes, if you will. The Abyssal Maruader is more of that,
with slower Sneak Attack progression but a wide variety of Spell-Like Abilities. Additionally, its
protective slime becomes more dangerous, and it becomes the ideal battlefield assassin for the
Blood War, swimming through the Styx to attack Devilish foes. This absolutely fits the role of a
Rogue or Assassin.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Decipher Script, Disable Device, Disguise, Escape
Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (any), Listen, Move
Silently, Profession (any), Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim,
Tumble, Use Magic Device, Use Rope
Proficiency: Simple Weapons, Hand Crossbow, Sap, Rapier, Kukhri, Repeating Crossbow

1 Sneak Attack +1d6, Trap Finding, Spiderclimb at will, Absorb Mind 1/day
2 Evasion, Shadow Double 3/day, Rooftop Strider at will
3 Toxic Slime, Detect Scrying at will, Phantasmal Strangler 1/day
4 Sneak Attack +2d6, Evil Glee, Hallucinatory Terrain 1/day
5 Improved Evasion, Potent Slime, Assay Resistance 2/day, Devil’s Eye 3/day
6 Invisibility at will, Prying Eyes 3/day, Nightmare Terrain 1/day
7 Sneak Attack +3d6, Opportunist, Retributive Image 2/day
8 Necrotic Slime, Cloak of Shadows, Find the Gap 3/day
9 Clinging Slime, Vile Sneak Attack, Vital Strike 3/day, Friend to Foe 2/day
10 Sneak Attack +4d6, Rusted Blade at will, Flowsight 3/day
11 Skill Mastery, Dimension Door 2/day, Spectral Touch at will, Probe Thoughts 3/day
12 Blackwater Taint 1/day, Ashen Union 1/day, Unseen Strike at will
13 Sneak Attack +5d6, Vulnerability at will, Shadow Form at will, Undeath to Death at will
Sneak Attack (Ex): at level 1, the Abyssal Marauder gains 1d6 Sneak Attack damage like a Rogue.
Every three levels thereafter (4, 7, 10, 13) this increases by 1d6.

Trap Finding (Ex): the Abyssal Marauder can find and disarm traps regardless of the DC and
whether they are magic, just like a Rogue.

Spell-Like Abilities (Sp): as it gains levels, the Abyssal Marauder learns a variety of horrifying
new Spell-Like Abilities to help it wage war on Baator via the River Styx – or just run about the
Prime sowing death and destruction. Any Caster Level equals its hit dice, and any Save DC is 10 +
half its hit dice + its Charisma Bonus.

Evasion (Ex): at second level, the Abyssal Maruader gains Evasion like a Rogue.

Toxic Slime (Ex): at third level, the acidic slime coating the Abyssal Marauder also acts as a potent
toxin. Anybody suffering damage from it (or who for some reason tries eating it) is affected by
Poison (Constitution-based Save DC). The Primary damage is 1 point of Ability Damage to
Strength, Dexterity and Constitution. It has no Secondary effect.

Evil Glee (Ex): the fourth-level Abyssal Marauder can perform a Coup de Gras with just an Attack
Action. Any time it does this, it gains Fast Healing 1 for a number of rounds equal to the Challenge
Rating of the subject. Creatures with only a partial CR do not grant any Fast Healing.

Potent Slime (Ex): at level five, the acidic slime of the Abyssal Marauder increases the damage
dealt to 2d8, plus 1d8 per 2 class levels (round down).

Opportunist (Ex): at level seven, the Abyssal Marauder gains the Opportunist ability from the
Rogue Special Ability list.

Necrotic Slime (Su): the eighth-level Abyssal Marauder excretes a necrotic slime that causes rapid
decay, reducing the flesh of attackers to a slime of similar consistency to its own. The Poison
increases to dealing 2 points of Strength, Dexterity and Constitution Damage, and grants Immunity
to all Conjuration (Healing) effects for one hour. The latter effect is a Curse and can be removed as
such, but is unaffected by Neutralize Poison.

Cloak of Shadows (Su): at level eight, the Abyssal Marauder pulls shadows around its body for
protection, even though its favourite enemy – Devilkind – can see straight through it. The
Concealment grants it a +4 Bonus to Hide checks and a 20% Miss Chance against attacks.

Clinging Slime (Ex): whenever someone suffers damage from the acid of the ninth-level Abyssal
Marauder, they suffer damage again on the following round – 2d6 Acid plus 1d6 per 2 class levels
(round down), and suffer from the Poison again. This will only happen once per target per round no
matter how many times they hit, and they can prevent this by spending a Full Round Action
scraping the acidic slime off.

Vile Sneak Attack (Ex): whenever the ninth-level Abyssal Marauder delivers a Sneak Attack, the
extra damage is all Vile damage.

Skill Mastery (Ex): at level eleven, the Abyssal Marauder gains Skill Mastery, as the Special
Ability of a Rogue.
DEMON: GLABREZU
CR 13, Level 13 (note: can grant Wishes to mortals)

Stranger Bearing Gifts

The Glabrezu is a high-level monster to begin with, so it’s rare that you’ll see one at all. But once
they are out and about, there are going to be higher level ones. And these are the ones that don’t just
go True Fiend but want to cast Spell-Like Abilities and cut a lot of deals… then ruin people based
on those deals. It fits an Enchanter/Conjurer role… sort of.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy, Disguise,
Forgery, Gather Information, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Sleight of
Hand, Speak Language, Spellcraft, Spot, Use Magic Device

1 Charm Person, Bestow Curse, Soul Link 3/day, Extract Drug, Extract Gift
2 Mark of Injustice, Create Fiendish Grafts, Suspend Disease, Addiction
3 Bestow Greater Curse 3/day, Trap the Soul 1/day, Further Into Ruin
4 Major Creation, Geas/Quest 3/day, Binding 1/day, Morality Undone 3/day
5 Polymorph Any Object (Non-Living Targets only), Transient Boons
6 Familial Geas 1/day, Greater Restoration 1/day, Regenerate 1/day
7 Seal the Deal, Soul Bind 1/day, Freedom 1/day, Imprisonment 2/day
Spell-Like Abilities (Sp): as the Stranger Bearing Gifts gains levels, he gains access to more Spell-
Like Abilities used to tempt and make bargains with others. The Caster Level equals his hit dice and
any Save DC is 8 + half his hit dice + his Charisma Bonus. If no limit is provided, then it can be
used at will.

Mark of Injustice (Su): at second level, the Stranger can automatically place a Mark of Injustice
upon anybody who willingly accepts a Spell-Like Ability or Supernatural Ability from him. There is
no Saving Throw – they just receive the effects of a Mark of Justice (usually placed on the small of
their back or the sole of the foot), at Caster Level 20, with the curse taking effect if they turn back
on a pre-arranged agreement.

Create Fiendish Grafts (Su): the second-level Stranger Bearing Gifts can craft Fiendish Grafts,
however they are only of a temporary nature. Once per day, he may produce and apply one with just
ten minutes of concentration – there is no cost to this other than the time and daily limit. They
cannot be applied to other Outsiders, and last for one week before fading away and leaving an
unattractive blemish for another week. The Blemish can be removed before then by a Restoration
spell (or better), or a Remove Curse (or Break Enchantment) spell. However it doesn’t cause an
actual effect, so they can just wait it out with no real harm.

Further Into Ruin (Sp): at level three, the Stranger Bearing Gifts can bestow a second Wish per
month, however this can only be given to someone whom has already received a Wish from that
Stranger that month. As soon as this Wish is granted, they permanently suffer a -4 Profane Penalty
on Saving Throws against that Stranger’s [Mind-Affecting] effects, and allows him to bypass any
Immunity they might have to [Mind-Affecting] effects. Only a Miracle can undo this.

Transient Boons (Su): the fifth-level Stranger Bearing Gifts can bestow a variety of special
benefits to people… for a while. At will, he can bestow a Minor Magic Item upon someone, or six
bonus Skill Points to spend as they please, or a +4 Profane Bonus to any one Ability Score, or any
one Bonus Feat for which they meet the requirements. This lasts until the next sundown, and
nobody can have more than one transient boon at a time.

Seal the Deal (Sp): at seventh level, the Stranger Bearing Gifts can grant a third Wish per month,
providing he has already given that subject two Wishes that month. As soon as the Wish is granted,
they are damned: the moment they die, their soul is destined for the Abyss on behalf of the
Glabrezu, and the only way this can be undone is by killing the Glabrezu then rescuing the soul.
DEMON: QUASIT
CR 2, Level 3 - Tiny

Vile Familiar

Sometimes, people want weak fiends as familiars. Sometimes they don’t but they get fiends
anyway. And that’s what a Vile Familiar is – an asshole who pretends to be the familiar, and steals
their “master’s” knowledge, only to kill them when convenient. The Vile Familiar is a Wizard, and
at the end of this class (or at any point before them, really) can just branch out into regular Wizard
levels or a Prestige Class that enhances spellcasting.

Hit Die: d4
BAB: Poor
Saving Throws: Good Will
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Decipher Script, Escape Artist, Forgery,
Hide, Knowledge (Arcana, The Planes), Listen, Move Silently, Sense Motive, Sleight of Hand,
Spellcraft, Spot, Use Magic Device

1 False Link, Shared Lore, Multitude of Forms, Share Spells +2 Wizard Levels
2 Deliver Touch Spells, Scry on Master, Empathic Link +1 Wizard Level
3 Unnaturally Tough 1, Improved Evasion +1 Wizard Level
4 Malign Spell Focus, Useful Advice 1/day +1 Wizard Level
5 Supernatural Virulence +1 Wizard Level
6 Unnaturally Tough 2, Useful Advice 2/day +1 Wizard Level
7 Evasive Maneuvers +1 Wizard Level

False Link (Su): the Vile Familiar is not a true familiar, but it can fake it. At any time it can sense
that somebody within one mile is attempting to find or summon a familiar, and can choose to
answer their call. If this happens, it can form a link, and is treated as the caster’s familiar for the
purpose of various spells and effects. It gains a Bluff check against the caster’s Sense Motive check
to convince them that nothing is amiss. It can forge this link with multiple people at a time if it so
wishes.

Spellcasting: at first level, the Vile Familiar gains the ability to learn and cast spells as a second-
level Wizard. At each level thereafter, it gains another level of casting, until at level seven it is a
level ten creature that can cast as an eighth-level Wizard, but makes up for the loss with other
abilities. It cannot choose to Specialize or summon a familiar of its own.
Shared Lore (Ex): if anybody forges a familial link with the Vile Familiar, it may prepare spells
from their spellbook just fine, without having to translate and figure out the writing.

Multitude of Forms (Su): the Vile Familiar is better at shapechanging than normal. It can adopt all
the possible forms listed for Quasits, as well as the cat, hawk, lizard, owl, rat, raven, tiny viper,
weasel, albatross, arctic fox, caterpillar, chameleon, compsognathus, critic lizard, crow, dark
changing goshawk, dog, dung snake, eel, ferret, fish owl, floater, fly, flying fox, fox, gyrfalcon,
hedgehog, horned lizard, dire rat, huitzil, hummingbird, speckled hurrum, iguana, jankx, kestrel,
lemming, mink, monitor lizard, monkey, mouse, mulworm, needletooth, night lizard, octopus, otter,
parrot, penguin, platypus, puffin, rabbit, ramphor, reed snake, rhamphorhynchus, screech owl, tiny
shark, tiny sea snake, snowy owl, squirrel, sewerm, thrush, turtle, vampire bat, wolverine, or
vulture. If answering the call of a caster with the Improved Familiar feat, it may take the form of
any of the creatures offered by that feat, providing it has at least as many hit dice as the minimum
level required of a caster obtaining that familiar (for instance, a beholderkin eyeball is acceptable
for a Vile Familiar with five or more hit dice).

Share Spells (Su): the Vile Familiar can share spell effects with any bonded caster, just like it was a
real familiar.

Deliver Touch Spells (Su): at second level, the Vile Familiar gains the ability to deliver touch
spells for its bonded caster, just like a real familiar.

Scry on Master (Sp): starting at level two, the Vile Familiar can Scry on any of its “masters” any
time it wants to.

Empathic Link (Su): the second-level Vile Familiar can form an empathic link with any of its
“masters” when it wants to.

Unnaturally Tough (Ex): the Vile Familiar is more resilient than your average Quasit. At level
three, its Natural Armour and Damage Reduction each increase by one. At level six, they increase
by another one each, and it constantly benefits from a Shield Other effect as though cast on it by
one of its “masters”, providing it is bound to one.

Improved Evasion (Ex): at level three, the Vile Familiar gains Improved Evasion, just like a real
familiar.

Malign Spell Focus: at level four, the Vile Familiar gains Malign Spell Focus as a Bonus Feat.

Useful Advice (Su): the fourth-level Vile Familiar gains the ability to cast Suggestion once per day
on any of its “masters”. At level six it gains a second daily use. The Caster Level equals its hit dice,
and the Save DC is Charisma-based.

Supernatural Virulence (Sp): at level five, the Vile Familiar gains the ability to channel magic
through its poison. By spending the usual casting time, it may expend a prepared spell to force the
magic into its venom. The next time it delivers the venom, if the target fails their Saving Throw
against the poison they are also affected by the spell. If they succeed on the save or the poison is not
delivered within four hours, the magic fades away. The only spells that can be used in this way are
single-target targeted effects, or effects resolved with a Touch Attack or Ranged Touch Attack. They
are still allowed any Saving Throw normally offered.

Evasive Maneuvers: at level seven, the Vile Familiar gains Evasive Maneuvers as a Bonus Feat.
DEMON: SUCCUBUS
CR 7, Level 9 (use your limit of choice on Temporary HP and Charmed minions)

Deceiver

The Deceiver is a class that emphasises the Succubus’ natural access to deception and compulsion
magic. She becomes harder to detect, and the control she exerts over her thralls increases as she
rises in level. This fills the role of a Beguiller sort of character.

Hit Die: d4
BAB: Poor
Saving Throws: Good Fort, Ref and Will
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Craft (Alchemy), Decipher Script, Diplomacy, Disguise, Escape
Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (any), Listen,
Move Silently, Perform (any), Ride, Search, Sense Motive, Spot

1 Hold Monster 1/day, Nondetection at will


2 Rary’s Telepathic Bond at will
3 Hold Monster 3/day, Misdirection at will
4 Mass Suggestion 1/day, Manifest Fear 1/day, Manifest Desire 1/day
5 Legend Lore 1/day, Mind Blank
6 Mass Suggestion 2/day, Geas 2/day, Screen 1/day
7 Mass Charm 2/day, Know Alignment
8 Mind Rape 1/day, Discern Location 1/day
9 Dominate Monster 3/day, Manifest Fear at will, Manifest Desire at will
10 Mind Rape 3/day, Greater Scrying 2/day
11 True Domination 1/day, Monstrous Thrall 1/day, Control Undead 3/day

Caster Levels: all Spell-Like Abilities of the Deceiver have a Caster Level equal to her hit dice.

Spell-Like Abilities (Sp): the Deceiver gains the indicated Spell-Like Abilities at the indicated
levels. When the same ability is noted more than once, the increased uses per day at the higher level
overlaps and does not stack. All of her Spell-Like Abilities, including innate racial ones, have a
Save DC of 10 + half her hit dice + her Charisma Bonus.

Mind Blank (Su): a mistress of deception, the fifth-level Deceiver is always counted as being
under the effects of a Mind Blank effect if it would be desirable to be so. If a detection spell would
reveal a true fact about her, and a Mind Blank spell would cause the spell to report nothing, the spell
reports nothing. If a detection effect would otherwise report a falsehood about her, the detection
effect operates normally.

Know Alignment (Su): the seventh-level Deceiver knows the alignment of anything she sees.
Bargainer

The Bargainer is a class that emphasises the Succubus’ way with words and ability to summon
denizens of the Abyss. The Bargainer is basically a Summoner but also with good social skills.

Hit Die: d8
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery,
Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Perform (any),
Ride, Search, Sense Motive, Spot

1 Increased Summon Success +10%, Skill Boost


Summon 1d8 Abyssal Skulkers/Maws or 1d4 Gadacro 1/day (90% chance)
2 Plane Shift 2/day, Summon 1d4 Dretches 3/day (65% chance), Skill Boost
3 Increased Summon Success +10%, Skill Boost, Summon 3 Quasits 1/day (100% chance)
4 Plane Shift at will, Summon Bebilith or Chasme 1/day (35% chance), Skill Boost
5 Increased Summon Success +10%, Increased Teleport Capacity, Skill Boost
6 Summon 1d6 Jovocs or 1 Arrow Demon 1/day (60% chance), Skill Boost
7 Increased Summon Success +10%, Skill Boost
8 Summon Marilith 1/day (25% chance), Skill Boost
9 Summon Balor or Kelvezu or Molydeus 1/day (50% chance), Mind Blank, Skill Boost
Increased Summon Success +10%
10 Gate 2/day, Skill Boost
11 Increased Summon Success +10%, Skill Boost
Summon 1d6 Sorrowsworn Demons or Mariliths or 1 Deathdrinker 1/day (30% chance)

Skill Boost: at every level, the Bargainer gains a permanent +2 unnamed Bonus to two different skills. The
skills must be chosen from: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, and Sense
Motive. Once per two levels, she may instead learn one of the following Skill Tricks: Assume Quirk, Group
Fake-Out, Never Outnumbered, Second Impression, Social Recovery, Timely Misdirection.

Summoning (Sp): the Bargainer gains many additional uses of her Summon ability each day. Every use has
its own chance of success. Additionally, at every odd level, the Bargainer’s chance of successfully using a
Summoning ability increases by 10%. This is cumulative and retroactive, though the practical cap is a 100%
chance of success. New abilities gained do not have existing bonuses factored in, so for instance at level nine
the chance to summon a Balor or Kelvezu or Molydeus is actually 100%.

Spell-Like Abilities (Sp): the Bargainer gains the indicated Spell-Like Abilities at the indicated levels.
When the same ability is noted more than once, the increased uses per day at the higher level overlaps and
does not stack. All of her Spell-Like Abilities have a Save DC of 10 + half her hit dice + her Charisma
Bonus, and a Caster Level equal to her hit dice.

Increased Teleport Capacity: at seventh level, the Bargainer’s Teleport Without Error Spell-Like Ability is
no longer limited to only fifty pounds of cargo, and has its carrying capacity set by her caster level as
normal.

Mind Blank (Su): the Bargainer is constantly under a Mind Blank effecct from ninth level on.
Black Maiden

The Black Maiden class is a casting sort of class that just about turns the Succubus into an Evil
Cleric. She channels negative energy, raises the undead, and even heals the wounded if she wants.
She doesn’t need to worship a god because her power comes directly from the Abyss.

Hit Die: d8
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Craft (Alchemy), Diplomacy, Disguise, Escape Artist, Gather
Information, Hide, Heal, Intimidate, Knowledge (any), Listen, Move Silently, Ride, Search, Sense
Motive, Spellcraft, Spot

1 Channel Energy, Inflict Moderate Wounds at will, Cure Light Wounds 3/day
2 Cure Serious Wounds 3/day
3 Raise Dead 1/day, Revive Outsider 1/day, Create Undead 1/day
4 Inflict Serious Wounds at will, Delay Poison at will, Remove Disease 1/day
5 Harm 2/day, Heal 2/day, Contagion at will
6 Destruction 1/day, Create Greater Undead 1/day, Evil Domain
7 Unhallow 1/day, Resurrection 1/day
8 Soul Bind 1/day, Cure Critical Wounds 3/day, Chaos Domain
9 Forbiddance 3/day, Unholy Aura at will, Cloak of Chaos at will
10 Miracle 1/day, Inflict Critical Wounds at will
11 Abyssal Army 1/day, Bonus Domains

Channel Energy (Su): a Black Maiden can channel negative energy like an Evil Cleric. She can
make a number of Rebuke Undead attempts each day equal to 3 plus her Charisma Bonus. She turns
as an Evil Cleric of a level equal to her hit dice.

Spell-Like Abilities (Sp): the Black Maiden gains the indicated Spell-Like Abilities at the indicated
levels. When the same ability is noted more than once, the increased uses per day at the higher level
overlaps and does not stack. All of her Spell-Like Abilities have a Caster Level equal to her hit dice,
and a Save DC of 10 + half her hit dice + her Charisma Bonus.

Evil Domain: at sixth level, the Black Maiden gains access to the Evil Clerical Domain. She gains
the Domain Power, which makes all of her [Evil] Spells and Spell-Like Abilities operate at +1
Caster Level, and she can use all of the spells on the Evil Domain list once each day in addition to
her normal spellcasting limits.

Evil Domain: at eighth level, the Black Maiden gains access to the Chaos Clerical Domain. She
gains the Domain Power, which makes all of her [Chaos] Spells and Spell-Like Abilities operate at
+1 Caster Level, and she can use all of the spells on the Chaos Domain list once each day in
addition to her normal spellcasting limits.

Bonus Domains: at level eleven, the Black Maiden gains access to two of the following Clerical
Domains of choice: Abyss, Charm, Domination, Dream, Envy, Hunger, Lust, Pride, Tyranny. She
gains the Domain Abilities (using her hit dice in place of her Cleric level) and can use all of the
spells on the Domain lists once each day in addition to her normal spellcasting limits.
Night Blade

A Succubus isn’t really meant to be a fighter, but if they want to do that, this is how they do it, not
just becoming good at combat but actually using their existing abilities on the battlefield, and to
help allies. This is typically the kind of Succubus that is involved in the Blood War.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Diplomacy, Disguise, Escape Artist, Gather Information, Handle
Animal, Heal, Hide, Intimidate, Knowledge (The Planes), Move Silently, Perform (Oratory, Song),
Sense Motive, Sleight of Hand, Tumble
Proficiency: Simple and Martial Weapons, and 3 Exotic Weapons of choice.

1 Armoured in Sin, Ecstatic Blade, Sneak Attack 1d6


2 Fog of War, Abyssal Projection Style
3 Bloodlust, Sneak Attack 2d6
4 Devil Killer, Soul Gift
5 Battlefield Emotions, Sneak Attack 3d6
6 Curse of Betrayal, Eternal Wounds
7 Blood War Battle Captain, Sneak Attack 4d6
8 Battlefield Temptation
9 Sword-Point Conscription, Sneak Attack 5d6
10 Curse of Battle Trauma
11 Soul Evisceration, Sneak Attack 6d6
Armoured in Sin (Su): the Night Blade doesn’t need material armour to protect her, as she uses
supernatural grace to simply avoid attacks, and repulses foes with her evil presence. When she is
not benefiting from an Armour Bonus (whether actual worn armour or a Mage Armour spell), she
may add her Charisma Bonus as a Deflection Bonus to her Armour Class.

Ecstatic Blade (Su): through specialised militaristic training, the Night Blade has learned how to
consume the life energy of people on the battlefield. She may channel her Energy Drain ability
through weapon attacks – although this does not confer the Suggestion.

Sneak Attack (Ex): at every odd level, the Night Blade gains 1d6 Sneak Attack damage like a
Rogue.

Fog of War (Ex): starting at second level, the attacks of the Night Blade leave foes momentarily
befuddled and unaware of who is friend or foe. Any time she delivers her Energy Drain ability to a
foe (whether through Ecstatic Blade or the normal way), the foe is denied their Dexterity Bonus to
Armour Class until their next turn.

Abyssal Projection Style (Su): at level two, the Night Blade learns a special combat style that
shows people the depths of the Abyss. Any turn in which she takes a Move Action and then attacks
a foe, every enemy within Close Range must pass a Will Save (DC 10 + half her hit dice + her
Charisma Bonus) or become Shaken for 3 rounds. A target that is already Shaken becomes
Frightened for 3 rounds. A target that is already Frightened will instead Cower for three rounds. A
Cowering or Panicked target falls Comatose for one minute. This is a [Fear][Evil] effect.

Bloodlust (Ex): the Night Blade likes injuring people. At third level, any time she deals hit point
damage to a target, she may remove any [Mind-Affecting] effects she is suffering.

Devilkiller (Ex): as a top agent in the Blood War, the Night Blade really hates Devils and will do
her level best to kill them. Any weapon the fourth-level Night Blade wields pierces Damage
Reduction as though made of silver, and is treated as having the [Baatezu]-Bane property. Against
Erinyes and Brachina, who she especially hates, the weapon also has the Augmented Critical ability,
doubling the Threat Range and Critical Multiplier.

Soul Gift (Sp): at level four, the Night Blade can actually spend the energy drained from others to
enhance her allies. With a Standard Action, she may lose 5 Temporary Hit Points (and any other
benefits gained from draining a single level) to cast Good Hope. She may instead cast Haste by
losing 10 Temporary Hit Points (and any other benefits gained from draining two levels).

Battlefield Emotions (Sp): once per round when the fifth-level Night Blade delivers her Energy
Drain ability to someone, she can choose to afflict them with one of the following spell effects:
Cause Fear, Crushing Despair, Rage. The Save DC is 14 + her Charisma Bonus, regardless of
effect, as though this were all one 4th level spell. If the Energy Drain kills the foe, she may instead
afflict all enemies within 30 feet with the chosen effect.
Curse of Betrayal (Su): the Night Blade likes getting people to attack their own friends, firstly
because that’s very efficient in battle and secondly just for fun because she’s a terrible person.
Starting at level six, with a Move-Equivalent Action, she may cast Bestow Curse (DC 10 + half her
hit dice + her Charisma Bonus). At any point on their own turn, or when an ally in a threatened
square does something that would provoke an Attack of Opportunity, they may choose to attack the
ally with whatever weapon they are holding. As long as the attack hits and they do not deliberately
reduce the damage or deal non-lethal damage, the Curse is instantly removed. Until this happens (or
the Curse is removed normally), there is a constant whisper in their mind that the curse will end if
only they lash out, that their so-called friends are conspiring against them, that they must make the
first strike.

Eternal Wounds (Ex): when the sixth-level Night Blade is utilising her Abyssal Projection Style,
all of her attacks deal Vile damage, as a way to prevent Devils from Regenerating – and forcing any
survivors to seek out Hallowed ground to stand in.

Blood War Battle Captain (Su): upon reaching seventh level, the great leadership power of the
Night Blade allows her to cast Mass Snake’s Swiftness at will. Furthermore, any death caused by
these attacks grants her and all affected allies Fast Healing 1 and a Recitation effect, both for a
number of rounds equal to the Challenge Rating of the target.

Battlefield Temptation (Su): at level eight, the Night Blade gains access to a deadly offer she can
extend to her foes – a double-edged sword that works out terribly for someone. With an Immediate
Action, she can offer any number of Bonus Attacks to a foe about to attack her, with an upper limit
of one per four levels (round up). They must level all of their attacks at her in order to accept these.
If not a single one of their attacks (regular and bonus) hits her, their soul is instantly claimed by her
and they are straight-up killed with no Saving Throw. This isn’t a [Death] effect, their soul is torn
out and placed in the Night Blade’s inventory while their mind is snuffed out and their body
obliterated.

Sword-Point Conscription (Sp): when the ninth-level Night Blade delivers a negative level via her
Ecstatic Blade ability, she bestows a Suggestion upon them, with a Will Save as normal (DC 13 +
her Charisma Bonus). The Suggestion is to “fight at my side until my foes are slain.”

Curse of Battle Trauma (Su): at level ten, the Night Blade gains access to a new curse. She may
cast Bestow Greater Curse at will against a target suffering from one of her existing [Fear] effects,
and until it is removed, the target suffers a Nightmare effect every time they try to sleep.

Soul Evisceration (Su): the eleventh-level Night Blade can try to tear the spiritual remnants from
anyone she has already drained. With a Full Round Action, she gestures at a foe in Close Range
who is suffering from one or more negative levels caused by her. They must attempt a Fortitude
Save (DC 10 + the number of levels she has already drained from them and not spent + her
Charisma Bonus) or die. This is considered a soul-manipulating effect rather than a [Death] effect.
DEMON: VROCK
CR 9, Level 10 – Possibly no thumbs?

Vile Dancer

There’s nothing stopping a Vrock from continuing life as a True Fiend or Fiendish Brute, but some
of them get really caught up in their demonic dancing ability. The Vile Dancers gain new dances
that make them function as Bards of a kind.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Concentration, Escape Artist, Intimidate, Listen, Perform (any),
Sleight of Hand, Speak Language, Spot, Tumble

1 Hideous Dance, Distort Speech, Tasha’s Hideous Laughter 1/day


2 Ravenous Spores, Vile Volatility
3 Sword Dance, Jig of the Waves, Bothersome Babble
4 Solo Performance, Sonic Shield
5 Feather Dance, Stunning Screech 2/hour
6 Fast Step, Infernal Threnody 1/day, Heroics 1/day
7 Deadly Dance, Bolts of Bedevilment 1/day
8 Friend to Foe, Incite Riot 1/day, Song of Discord 1/day
9 Infectious Dance, Cacophonic Shield, Greater Heroism 1/day
10 Annihilator Dance, Stunning Screech 3/hour
Hideous Dance (Su): the Vile Dancer can dance in such a horrifying way that it makes others ill. With a Full
Round Action, it may begin dancing. From then on, it need only spend a Move-Equivalent Action to resume
the dance. Each round it is in effect, every non-Demon within a radius equal to its Perform total times 5 feet
must succeed on a Fortitude Save (DC 15 + half its class level + its Charisma Bonus) or become Sickened for
a number of rounds equal to its Perform total. Anyone already Sickened becomes Nauseated for 1 round.

Spell-Like Abilities (Sp): as it gains levels, the Vile Dancer gains access to additional Spell-Like Abilities.
The Caster Level equals its hit dice, and the Save DC is 15 + half its class level + its Charisma Bonus. If no
usage limit is specified, an ability can be used at will.

Ravenous Spores (Ex): at second level, the spores of the Vile Dancer deal 1d8 damage per 3 hit dice at first,
and then 3d4 damage per round thereafter.

Vile Volatility (Su): at second level, the chaotic energies within the Vile Dancer reach true birdemic levels of
destruction. If the Vile Dancer is ever slain, it explodes. All creatures in a 30’ radius suffer 10d6 Untyped
damage with a Reflex Save for half (DC 15 + half its class level + its Constitution Bonus). This destroys so
much of the creature’s essence that Revive Outsider and Resurrection will not suffice to bring it back, only a
True Resurrection.

Sword Dance (Su): with a Full Round Action at will, the third level Vile Dancer may perform a sword
dance, whirling a wielded weapon about its head and twisting magic into it. Then, for a number of rounds
equal to its Perform total, the weapon moves about on its own, always staying within Close Range but
attacking foes based on the whims of the Vile Dancer. It uses the Base Attack Bonus of the Vile Dancer, and
has a Strength score equal to the Vrock’s Charisma score, and retains any magical properties. Only one item
at a time can dance in this manner.

Solo Performance (Ex): starting at level four, the Vile Dancer can perform the Dance of Ruin on its own,
without the assistance of two other Vrocks.

Feather Dance (Su): with a Full Round Action at will, the Vile Dancer can perform a feather dance. This
conjures up magical feathers and spores to whirl around it and everywhere in a 15 foot radius. In subsequent
rounds, it only needs a Move-Equivalent Action to keep dancing. For the duration of the dance, everything
within the area has Concealment against anything more than 5 feet away, with the exception of Vrocks which
can see through it just fine. Lawfully-aligned creatures within the area are Sickened while within the area.

Stunning Screech (Su): every five levels, the Vile Dancer gains an extra hourly use of its Stunning Screech
ability.

Fast Step (Ex): at level six, the Vile Dancer gains a +20’ bonus to all of its Movement forms. It also gains a
+2 Bonus to its Initiative, and can perform the complete Dance of Ruin in just one round – it spends the Full
Round Action dancing, and if it has not been stopped by the start of its next turn, the effects happen.

Deadly Dance (Su): with three full rounds of dancing, the seventh-level Vile Dancer can make someone
within 60 feet simply die. They don’t get a saving throw against this [Death] effect, they just have to stop it
from dancing or not be within range.

Infectious Dance (Sp): at level nine, the Vile Dancer can use a Full Round Action to create a very infectious
dance. Everything within 20 feet is affected by Otto’s Irresistable Dance.

Annihilator Dance (Su): the Dance of Ruin of the tenth-level Vile Dancer deals 100 damage.
DEVIL: HAMATULA (BARBED DEVIL)
CR 11, Level 12

Master of the Spined Arts

The Master of the Spined Arts is a prestige class that emphasises the Hamatula’s ability to stab
people to death on its own spiny body. It gains a variety of special abilities, but essentially is a bit
like a Monk.

Hit Die: d10


BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Gather Information, Hide, Intimidate, Jump, Listen, Move
Silently, Sense Motive, Spot, Tumble

1 Skewering Critical, Infernal Barbs, Toughness Training


2 Blinding Gouge, Intercept Charge
3 Anchoring Gouge, Eschew the Ground
4 Greensteel Barbs, Soul Piercer
5 Shower of Ten Thousand Needles
6 Touch of Acupuncture
7 Vile Barbs, Spike Driver
8 Deadly Skewer, Pierce the Heavens
Skewering Critical (Ex): the Master of the Spined Arts is good at ramming giant barbs into
internal organs. It has a Critical value of 20/x4 for its Natural Weapons, and any time it delivers a
critical hit with a Natural Weapon, the target is automatically Staggered for one round.

Infernal Barbs (Ex): the Claw attacks, Impale Attack, and Barbed Defence damage are all treated
as actual Magic Weapons for the Master of the Spined Arts. The Enhancement Bonus equals its hit
dice divided by 3 (round up). Additionally, they are Unholy weapons.

Toughness Training (Ex): thanks to slamming itself into granite blocks and things, the Master of
the Spined Arts is super resilient. Every level, its Natural Armour, Damage Reduction and Spell
Resistance increase by 1 each.

Blinding Gouge (Ex): starting at second level, the Master of the Spined Arts can jam barbed spikes
into the eyes of its foes. With a Standard Action, it may perform a Claw attack. If it hits, it deals
regular damage and the foe must attempt a Ref Save (DC 16 + half its class level + its Dexterity
Bonus) or have their eyes pierced and plucked out. This causes permanent Blindness.

Intercept Charge (Ex): with an Immediate Action, the second-level Master of the Spined Arts can
leap in to take a charge aimed at someone else within 30 feet. It moves in front of the initial target,
and becomes the new target, as well as gaining an Attack of Opportunity against the attacker.
Furthermore, any time it attacks a foe who has charged it in their last turn or who is in the process
of charging it, all of its Natural Weapons deal twice as much damage to the foe.

Anchoring Gouge (Su): at level three, the Master of the Spined Arts can anchor barbs in such a
way as to lock them to their current plane. With a Standard Action it can make a Claw attack. If it
hits, it deals regular damage and the foe must attempt a Will Save (DC 16 + half its class level + its
Strength Bonus) or be subject to a Dimensional Lock effect for a number of rounds equal to the
Master’s hit dice.

Eschew the Ground (Su): starting at third level, the Master of the Spined Arts can use a Swift
Action at will to gain an Air Walk effect for the entirety of its turn.

Greensteel Barbs (Ex): at level four, the natural weapons of the Master of the Spined Arts act as
though forged from Baatorian Greensteel. Its Claws, Impale and Barbed Defence damage bypasses
Damage Reduction as though made of Cold Iron. Additionally, they all have the Demon-Bane magic
property.

Soul Piercer (Su): the fourth level Master of the Spined Arts can jab people in the soul. This ability
is activated with a Swift Action, and until the start of its next turn, each of its attacks delivers a
single Negative Level on a successful hit. From then on, it can return the levels with a Swift Action
if requested, however doing so is grounds of a Pact Insidious, with a rating equal to the number of
levels restored.
Shower of Ten Thousand Needles (Su): starting at level five, the Master of the Spined Arts can
cast Rain of Spines once per minute. Furthermore, the entire affected area is then affected by a
Spike Growth effect for a number of rounds equal to its hit dice. The Save DC is 16 + half its clas
level + its Charisma Bonus. For both spell effects, the damage is treated as Magical Cold Iron.

Touch of Acupuncture (Su): the sixth-level Master of the Spined Arts can use its needle-like
spikes to perform a magical acupuncture that can heal others. With a Standard Action, it may
bestow a Restoration effect on an adjacent creature by poking them.

Vile Barbs (Ex): the barbs of the seventh-level Master of the Spined Arts are truly evil. Its Claws,
Impale, and Barbed Defence all deal Vile damage, and infect targets with Devil Chills. In this
instance, if they contract the disease it instantly starts affecting them and they take damage instantly.
From then on, every time it deals damage with any of these attacks, they must save again or suffer
the effects of another day of the disease.

Crippling Critical (Ex): any time the seventh-level Master of the Spined Arts delivers a critical hit
to a foe, barbs cripple them, instantly causing Paralysis for 3 rounds. After this, they regain some
movement, but suffer 10 points of Dexterity Drain and a permanent Slow effect until their Dexterity
is restored to full or they receive a Regenerate effect.

Deadly Skewer (Ex): starting at level eight, the Master of the Spined Arts can skewer someone
through the heart or brain or whatever is considered vital for them, killing them instantly. With a
Standard Action it makes a single Claw attack, and if it hits, it deals regular damage and they must
pass a Fortitude Save (DC 16 + half its class level + its Dexterity Bonus) or die instantly.

Pierce the Heavens (Su): at any time, the eighth-level Master of the Spined Arts can use a Full
Round Action to stab reality and tear a hole through the planes. This allows it to create a Gate as the
spell, but only the travel version, with a Caster Level equal to its hit dice.
DEVIL: BARBAZU (BEARDED DEVIL)
CR 5, Level 6

Baator Battle Captain

Your average Barbazu tends to just end up as a Fiendish Brute or maybe a True Fiend while it tries
to get advanced to a new type of Devil. However for those wanting something more interesting as a
player, or who just want to stay a Barbazu and keep fighting on the battlefield, this class improves
their Frenzy ability and also helps them fight in mass combat. They get better summons, and they
can improve all of their allies as well.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (any), Listen,
Perform (Oratory), Ride, Search, Sense Motive, Spot, Tumble
Proficiencies: Light, Medium and Heavy Armour, all Martial Weapons

1 Brand of the Nine Hells


2 Battle Frenzy 3/day, Summon 1d4 White Abishai 1/day (50%)
3 Magnificent Beard, Summon 1 Black Abishai 1/day (60%)
4 Battle Frenzy 4/day, Strangling Beard, Inspire Frenzy
5 Eternal Wounds, Greater Battle Frenzy
6 Battle Frenzy 5/day, Mighty Blows, Summon Nightmare 1/day (100%)
7 Blade of Profane Glory, Rallying Strike 1/hour
8 Battle Frenzy at will, Summon 1d6 Abishai (Any) 1/day (60%)
9 Great Life, Summon 8 Legion Devils 3/day (90%)
10 Frenzied Summoning, Summon 2 Narzugons and 2 Gathra 2/day (60%)
11 Hastening Strike 1/hour
12 Summon 1d6 Orthons 1/day (75%)
13 Spurring Strike 1/hour, Summon 8 Steel Devils 3/day (90%)
14 Mighty Battle Frenzy, Summon 1 Hellfire Engine 1/day (75%)
Brand of the Nine Hells: the Baator Battle Captain is chosen for his exceptional ability. He gains Brand of
the Nine Hells as a Bonus Feat, as well as whichever Mark of ___ Feat that matches his chosen patron.

Battle Frenzy (Ex): at levels 2, 4, and 6, the Baator Battle Captain gains an extra daily use of his Battle
Frenzy. At level 8, it can simply be used at will.

Summon (Sp): as he gains more levels, the Baator Battle Captain gains more and more summons available
in addition to his normal one. They are gained according to the chart above.

Magnificent Beard (Ex): the beard of the third-level Baator Battle Captain is longer, thicker, glossier and
truly magnificent. His Natural Armour increases by 4, his Damage Reduction increases by 3, and his
Charisma increases by 2.

Strangling Beard (Su): at level four, the Baator Battle Captain can utilise its beard even better in a Battle
Frenzy. It can be used to Grab foes out to ten feet away, upon which it has a Constrict attack that deals
damage and disease just like the regular beard attack.

Inspire Frenzy (Ex): when the fourth-level Baator Battle Captain enters a Battle Frenzy, it shares the rage
with allies, inspiring them to acts of anger and hatred. All willing allies within thirty feet may also enter an
identical Frenzy, though they do not Inspire their own Frenzies in others.

Eternal Wounds (Su): at level five, any time the Baator Battle Captain wields a glaive, it deals Vile damage
– this includes ongoing damage from blood loss.

Greater Battle Frenzy (Ex): the fifth-level Baator Battle Captain is able to enter a greater Frenzy – as will
any ally he Inspires into frenzy. The effects are the same as a Barbarian’s Greater Rage.

Mighty Blows (Ex): starting at level six, whenever the Baator Battle Captain is in a Battle Frenzy of any
degree, his attacks knock people senseless. Wheneve he successfully hits someone during the Frenzy, they
must pass a Will Save (DC 10 + half his hit dice + his Strength Bonus) or be Stunned for one round. A target
who succeeds on the saving throw is immune to this until the start of his next turn.

Blade of Profane Glory (Su): at level seven, the Baator Battle Captain is gifted with an even greater glaive.
It still has the usual effects, but gains the Unholy property and penetrates DR as Cold Iron.

Rallying Strike (Su): whenever the seventh-level Baator Battle Captain charges and hits an opponent, he
may cast Mass Cure Serious Wounds on his allies with a Swift Action. This works even in a rage – his attacks
just feed energy into allies.

Great Life (Ex): starting at level nine, the Baator Battle Captain is completely immune to [Death] effects
while in a Battle Frenzy.

Frenzied Summoning (Sp): at level ten, the Baator Battle Captain gains the ability to use his Summon
ability even in a Battle Frenzy. When doing so, he can choose to either do so with a Swift Action, or gain a
+15% success on the summon chance.

Hastening Strike (Su): starting at level eleven, the Baator Battle Captain can charge foes and, if he hits, cast
Mass Haste on his allies at the end of the charge with a Swift Action. This works even in a rage.

Spurring Strike (Su): if the thirteenth-level Baator Battle Captain charges a foe and hits, he can use a Swift
Action to inspire greater prowess in his allies: all within 30’ gain a boost for the next minute, using his own
Base Attack Bonus (if better than their own) and an Ironskin effect and treating weapons as Demon-Bane.

Mighty Battle Frenzy (Ex): at level fourteen, the Baator Battle Captain’s Frenzy (along with that of allies
he Inspires into frenzy) has the same effects as a Barbarian’s Mighty Rage.
Soul Handler

The Soul Handler is for the Barbazu who really wants to find ways to seek out promotion. It is also
a task frequently bestowed on them anyway, so it pays to be good at it. With the better Intelligence
and social skills, and the variety of abilities that let it punch ghosts in the face, it ends up as a
negotiator and hunter of Incorporeal creatures as well as wayward spirits. There is not a particularly
close analogue for what the Soul Handler is – with elements of Bard, Ranger and anti-Incorporeal
and anti-Undead aspects.

Hit Die: d8
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Forgery, Gather
Information, Heal, Intimidate, Jump, Knowledge (The Planes, Religion), Listen, Ride, Search,
Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival
Proficiencies: Light, Medium and Heavy Armour, all Martial Weapons and the Mancatcher

1 Sharp Intellect, Seize the Soul, Track Lost Soul


2 Banish to Torment, Sheltered Vitality at will
3 Key to Finality, Condemnation at will
4 Dismissal at will, Incorporeal Nova 1/day
5 Cunning Bargainer, Pronouncement of Fate at will
6 Commune 1/week, Forbiddance 1/day
7 Summon Dogai, Ghost Trap at will
8 Wrangle Lost Soul
9 Wise Negotiator, Spark of Life at will
10 Craft Pact Insidious, Last Judgment 1/day
11 Violet Rain
12 Deny Deific Power
13 Catch and Release, Last Judgment at will
14 Craft Pact Certain, Etherealness 1/day, Imprison Soul 1/day
Sharp Intellect: the Soul Handler’s Intelligence is increased by 4 points, which retroactively gives extra
Skill Points. He also gains a Competence Bonus on Knowledge and Appraise checks equal to his class level.

Seize the Soul (Ex): the Soul Handler can interact just fine with Incorporeal and Ethereal creatures, able to
claw, trip and even grapple them.

Track Lost Soul (Ex): if a soul spends any time in Baator, the Soul handler can Track it with no penalty (or
increase in DC) for time lapsed or crossing other Planes – he gets the scent in the Hells and can follow it
forever.

Banish to Torment (Su): starting at level two, the Soul Handler can send spirits to the Hells, even if they’re
not supposed to go there – someone else can handle that bureaucracy. With a Standard Action he targets a
dead or Undead creature within Close Range, providing the spirit is in some way still there (liches and
wraiths and bodies with trapped souls are fine, regular skeletons are not). The tgarget must then pass a Will
Save (DC 10 + half his hit dice + his Charisma Bonus) or be instantly transported to the Hells for processing.

Spell-Like Abilities (Sp): as he gains levels, the Soul Handler gains access to various Spell-Like Abilities.
The Caster Level equals his hit dice and any Save DC is 10 + half his hit dice + his Charisma Bonus.

Key to Finality (Su): at level three, the Soul Handler gains an actual key to Finality or the Fugue Plane or
whatever the setting uses. He may Planeshift to there from anywhere and from there to the Nine Hells at will.

Cunning Bargainer (Ex): the fifth-level Soul Handler’s Charisma increases by 4 points. Additionally, any
time someone tries to strike a bargain or deal with some form of numerical price, he starts off 20% in his
own favour, which can be struck down at the cost of a Level 1 Act of Corruption or Obeisance.

Summon Dogai (Sp): once per day, the seventh-level Soul Handler can summon a Dogai with a 100%
chance of success. This works like any other Summon ability of a Devil.

Wrangle Lost Soul (Su): at level eight, the Soul Handler gains a constant Telekinesis effect that only works
on lost souls and [Incorporeal] Undead. Their incorporeal nature does not prevent this from affecting them.

Wise Negotiator (Ex): at level twelve, the Soul Handler’s Wisdom increases by 4 points, and he can always
remember that deities have no power over the Hells – they lose any special bonuses to checks made when
bartering and negotiating with him, using only Skill Ranks plus Ability Modifier.

Craft Pact Insidious (Ex): the tenth-level Soul Handler gains the ability to form a Pact Insidious.

Violet Rain (Su): once per week, the eleventh-level Soul Handler can summon Violet Rain for the standard
duration, centred on where he was standing when it used the ability.

Deny Deific Power (Su): starting at level twelve, the Soul Handler is actually immune to the Salient Divine
Abilities, Spells, Spell-Like Abilities and Supernatural Abilities of creatures with Divine Rank more than 0.

Catch and Release (Sp): the thirteenth-level Soul Handler can cast Imprison once per day and Binding at
will. Against those he has imprisoned, he can cast Freedom at will. However, anyone he frees from these
effects in any way instantly receives a Mark of Justice that cannot be removed without a Wish. This typically
works well as part of a Pact Insidious.

Craft Pact Certain (Ex): upon reaching level fourteen, the Soul Handler can form Pacts Certain.
DEVIL: KYTON (CHAIN DEVIL)
CR 6, Level 8 (particularly tricky regeneration – immune to wandering bears and trolls)

Hell Flayer

The Kyton who really specialises extra hardcore in fear and chain use becomes a Hell Flayer. It is
the option for those who mostly want to be a Fiendish Brute, but feel that Fiendish Brute is too
simple and brutish. The Hell-Flayer is a front-line fighter, and one that is good at lock-down.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Climb, Disguise, Escape Artist, Hide, Intimidate, Knowledge (The
Planes), Listen, Sense Motive, Sleight of Hand, Spot, Tumble, Use Rope
Proficiencies: Light and Medium Armour and all flexible chain-based weapons

1 Shredding Chains, Liquid Pain 5/15’


2 Fleshtearing Barbs, Gaze of Agony 5/20’
3 Razor Armour, Demon Killer 6/20’
4 Howling Chain, Bleed-Out 6/25’
5 Wall of Deadly Chains 1/hour, Adaptive Grasp Style 6/25’
6 Vile Barbs, Death by Thorns 1/day 6/30’
7 Nightmare Terrain 1/hour, Blood Letting 7/30’
8 Thirsty for Blood, Aura of Pain 7/35’
9 Eternal Terror, Horror and Agony 7/35’
10 Eternal Torment, Righteous Might 1/day 7/40’
11 Demon Proof, Great Unholy Power 8/40’
12 Cenobyte Technique 8/45’
Shredding Chains (Ex): any chain weapon wielded by a Hell Flayer (including those animated by
its Dancing Chains ability) deals 1 point of Constitution damage with each hit, and is treated as
having the Keen property.

Spell-Like Abilities (Sp): as it gains levels, the Hell Flayer gains new Spell-Like Abilities. If no
usage limit is listed, a given ability can be used at will. The Caster Level equals its hit dice, and any
Save DC is 10 + half its hit dice + its Charisma Bonus.

Dancing Chains (Su): as it gains levels, the Hell Flayer gets better at using its Dancing Chains
ability. It can gradually extend the reach more (starting at the base 15’ of a Kyton and going all the
way up to 45’) and control more at a time (starting at 5 – one more than a regular Kyton – and going
up to eight total).

Fleshtearing Barbs (Ex): starting at second level, any chain weapon wielded by a Hell Flayer,
including those animated by its Dancing Chains ability, is a Magic Weapon. The Enhancement
Bonus is equal to its hit dice divided by three (round up).

Gaze of Agony (Su): the second-level Hell Flayer can glare at someone so hard that it actually
hurts, making injuries do more damage. When any effect deals damage to someone suffering from
its Unnerving Gaze, it can spend an Immediate Action to make them take extra damage equal to half
its hit dice (round up). If the Hell Flayer is the one dealing the damage, it instead increases by 1d6
per 3 hit dice (round up). This extra damage always applies after any multipliers and only applies to
living creatures that are not immune to pain.

Razor Armour (Ex): starting at level three, the Hell Flayer can wrap one Dancing Chain around
itself as protective armour. This is treated as a Bladed Chain Shirt with no Maximum Dexterity
Bonus, and both the Armour and Weapon aspects benefit from the Enhancement Bonus.
Furthermore, the blades automatically hit a grappled foe every round at the start of its turn.

Demon Killer (Su): adept at killing demons that wish to steal souls (or generally ruin Hell), the
third-level Hell Flayer treats all of its Dancing Chains as being made from Cold Iron. Furthermore,
it can cast Deeper Darkness at will, and any time a creature is summoned into an area it threatens, it
may make an Attack of Opportunity against the creature.

Bleed-Out (Ex): starting at level four, the vicious barbed chains wielded by the Hell Flayer strip
flesh from foes and cause blood to seep out. Any chain weapon it wields, including those animated
by Dancing Chains, causes the target to lose an additional hit point per round until they receive any
magical healing or a DC 20 Heal check. Multiple hits cause greater amounts of blood loss, but the
one Heal check or dose of magical healing ends all of it. If a creature dies from the blood loss
within line of sight, the Hell Flayer may feel good about itself with a Free Action.

Adaptive Grasp Style (Ex): at level five, the Hell Flayer grows even more adept at wielding
spiked chains in its hands, perhaps even moreso than the animated ones. It may wield a Spiked
Chain as a double-weapon, losing the added reach in this instance, and with zero penalties as though
it had the Perfect Two Weapon Fighting feat. Alternatively, it may wield it as a single One Handed
weapon without reach and reducing the damage to 1d6 plus bonuses, but wrapping the other half
around its wrist as a makeshift shield. Doing so grants a Shield Bonus of +2, with an Enhancement
Bonus equal to that of the weapon. Changing between the three grip styles takes a Swift Action.

Vile Barbs (Su): the chain weapons of the sixth-level Hell Flayer, including those affected by its
Dancing Chains ability, all deal Vile damage. This includes that caused by the ongoing blood loss.
Blood Letting (Ex): starting at level seven, the Hell Flayer can sacrifice its own health to injure
others and scare them. Whenever it makes an attack, it can choose to suffer 1d12 points of damage
(ignoring all Damage Reduction and Regeneration). The amount rolled is also added to the damage
of the attack (should it hit), and allows it to attempt to Demoralise the target with a Swift Action
during that turn. The Demoralise attempt also gains a bonus equal to the d12 result.

Thirsty for Blood (Su): and the end of each of the eighth-level Hell Flayer’s turns, it draws in the
blood of its victims and regains life. Add up all the damage it dealt to creatures with blood during
the last turn (including Attacks of Opportunity, blood loss etc.) and halve it, rounding down. It
regains that many hit points as healing – whether real or non-lethal damage.

Aura of Pain (Su): at level eight, the Hell Flayer learns to whirl chains and sheer agony around
itself almost without thinking. Everything within 10 feet of it is Difficult Terrain, and any creature
entering or starting its turn in the area suffers 1d10 points of damage per round and must pass a
Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be Entangled for one round.

Eternal Terror (Su): starting at level nine, the Hell Flayer’s Unnerving Gaze lasts until the Hell
Flayer is destroyed. Until this happens, the target is plagued by a Nightmare effect whenever it tries
to sleep.

Horror and Agony (Su): at level nine, the Hell Flayer’s Gaze of Agony improves. Whenever it
uses the ability, it may add one of the following effects – chosen each time it uses the ability:
Opening Wounds: the target starts bleeding for another 1d6 damage per round (as Bleed-Out).
Horrifying Pain: the Hell Flayer may immediately make a Demoralise attempt against them.
Sickening Pain: the target becomes Sickened for 1 minute. If already Sickened, they become
Nauseated for 1 round.
Distracting Wounds: the target needs to pass a Concentration check (same DC as the initial Gaze
DC) in order to cast spells or maintain concentration on spells.
Pain and Lethargy: the target must pass a Fortitude Save (same DC as the initial Gaze) or become
Fatigued for the usual duration. If already Fatigued they become Exhausted for 1 minute.

Eternal Torment (Sp): at level ten, the Hell Flayer can cast Eternity of Torture once per day, but
only on a creature it has Pinned or Bound in some way. Doing so grants it a Heal effect. At any
time, it can choose to end the effect if the subject wishes it, but doing so is the basis of a Pact
Certain. As such, they are freed from one eternity of torture, only to be destined for another.

Demon Proof (Ex): the eleventh-level Hell Flayer is harder to kill by its fellow Fiend, meaning it
stands well against Demons. Its Damage Reduction increases to 15/Good, and Regeneration
increases to 5. Furthermore, its Spell Resistance increases by 5 against [Chaotic] creatures.

Great Unholy Power (Su): at level elevel, any chain wielded by the Hell Flayer, including those
animated by its Dancing Chains ability, gains the Unholy Power property.

Cenobyte Technique (Su): the twelfth-level Hell Flayer can call upon its chains to tear somebody
to shreds. With a Full Round Action, it targets someone within reach of at least four of its Dancing
Chains. They must attempt a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be
killed. This is not a [Death] effect, they just die from vast damage as strips of flesh and torn muscle
are thrown about the environment. If they are within the threatened area of at least six of its
Dancing Chains, the Save DC increases by 1. If within reach of all eight, the Save DC increases by
2 instead.
Nightmare Warden

When a Kyton becomes a Nightmare Warden, they become a cross between a Knight and a
lockdown-style spellcaster. They gain a number of Spell-Like Abilities that penalise enemies and
prevent their movement, and they also get the Designate Opponent ability of a Knight.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Gather Information, Intimidate, Knowledge (any),
Listen, Sense Motive, Spellcraft, Spot, Tumble, Use Rope
Proficiencies: Light Armour and all flexible chain-based weapons

1 Razor Armour, Command Designate +2d6


2 Howling Chain, Shadow Well Designate +3d6
3 Black Tentacles, Spike Growth Designate +5d6
4 Wall of Force, Torrent of Tears Designate +6d6
5 Crushing Despair, Wrack Designate +8d6
6 Wall of Deadly Chains Designate +9d6
7 Gaze of Sheer Terror, Stone Spikes Designate +10d6
8 Forcecage, Binding Designate +11d6
9 Death by Thorns, Antipathy Designate +12d6
10 Rapture of Rupture Designate +13d6
11 Incendiary Cloud, Maze Designate +14d6
12 Imprisonment, Symbol of Death Designate +15d6
Razor Armour (Ex): the Nightmare Warden can wrap one Dancing Chain around itself as
protective armour. This is treated as a Bladed Chain Shirt with no Maximum Dexterity Bonus, and
both the Armour and Weapon aspects benefit from the Enhancement Bonus. Furthermore, the
blades automatically hit a grappled foe every round at the start of its turn.

Designate Opponent (Ex): the Nightmare Warden makes itself the centre of attention and will
gladly challenge a foe to honourable combat such that they can either fight it or be slain rapidly.
This functions exactly as the class feature of the Knight (Races of War), aside from the rate at which
Designate dice are gained. Additionally, if a foe would be subject to this extra damage on a given
turn, the Nightmare Warden may cast a targeted Spell-Like Ability at them as a Swift Action that
turn.

Spell-Like Abilities (Sp): as it gains levels, the Nightmare Warden gains access to a variety of
Spell-Like Abilities, each of which can be used once per hour. However, the Nightmare Warden
also has a pool of bonus uses equal to its Charisma Bonus. These uses refresh each day, and allow
abilities to ignore the one hour cooldown. The Caster Level equals its hit dice, and any Save DC is
10 + half its hit dice + its Charisma Bonus.

Example: a 3rd level Nightmare Warden with a Charisma of 16 could cast Command, Howling
Chain, Shadow Well, Evard’s Black Tentacles and Spike Growth once each per hour. But over the
course of the day, could cast any three of those one additional time within a single hour, or cast one
of them an extra three times within the hour, or during three separate hours cast a single one an
extra time.

Gaze of Sheer Terror (Su): starting at seventh level, the Nightmare Warden can use a Standard
Action at will to focus on a target who is suffering from the penalties of its Unnerving Gaze. The
foe must then attempt a Will Save (same DC as the Unnerving Gaze) or Panic for 1d6 minutes.
DEVIL: ERINYES
CR 8, Level 9

Erinyes Recruitment Specialist

The Erinyes Recruitment Specialist is designed for getting mortal allies in the Blood War – and for
that matter the war against the Heavens. They are good at blending into human societies, and they
gain a huge array of Spell-Like Abilities. They can largely work like a Cleric or Bard.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy, Disguise,
Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move
Silently, Perform (any), Profession (any), Ride, Sense Motive, Sleight of Hand, Spellcraft, Spot,
Tumble, Use Magic Device, Use Rope

1 Tongues, Incite Hatred, Cure Light Wounds 3/day, Disguise Self, Sorrow, Ease Pain 3/day
2 Projected Demeanour, Poison, Elation 1/day, Remove Addiction 1/day, Remove Disease
3 Beguile, Cure Critical Wounds 3/day, Inflict Serious Wounds, Misdirection, Addiction
4 Clairaudience/Clairvoyance, Love’s Pain 3/day, Heal 1/day, Harm 1/day, Remove Curse
5 Wrack, Sustain 1/day, Blinding Beauty 1/day, Crushing Despair, Scrying 1/day
6 Planeshift, Psychic Poison, Identify Transgressor, Raise Dead 1/day, Telepathy Block
7 Dominance, Forbidden Speech, Mind Fog, Morality Undone, False Sending 1/day
8 Celestial Blood 1/day, Mass Suggestion 3/day, Mass Heal 1/day, Soul’s Treasure Lost 1/day
9 Incite Rebellion, Mind Blank, Empyreal Ecstasy 1/day, Greater Dispel, Resurrection 1/day
10 Trap the Soul 3/day, Spread of Contentment 1/day, Unearthly Beauty 1/day, Demand 3/day
11 Convert Outsider, End to Strife 1/day, Sublime Revelry 1/day, Mass Hold Monster
Tongues (Su): the Erinyes Recruitment Specialist has a constant Tongues effect active, allowing her to speak
with anybody who understands a language.

Incite Hatred (Su): specialising in turning people against her own enemies, the Erinyes Recruitment
Specialist can speak out against an enemy and inflame her allies with hatred against them. She spends a
Standard Action directed their ire, and then all willing allies within Line of Sight may treat that one enemy as
a Favoured Enemy as though they were Rangers with a level equal to her class level. This lasts until they lose
sight of either her or the enemy, or until the enemy is slain, whichever happens first. If the foe is a Demon,
the bonuses are treated as though they are Rangers with a level equal to her hit dice.

Spell-Like Abilities (Sp): as she gains levels, the Erinyes Recruitment Specialist gains access to a lot of new
Spell-Like Abilities that help her seem like a Cleric. The Caster Level equals her hit dice, and any Save DC
is 8 + half her hit dice + her Charisma Bonus. If no usage limit is listed, an ability can be used at will.

Projected Demeanour (Ex): starting at second level, the Erinyes Recruitment Specialist makes an ideal spy.
At any time, she can use a Standard Action to think hard about how she wishes to detect, and from that point
on, she simply does. When this ability is in use, she is detected as though she has the Alignment she desires,
and not her own Alignment and Sub-Types.

Poison (Ex): at level two, the Erinyes Recruitment Specialist has a venomous kiss to make her just as
dangerous a lover as her hated enemy the Succubus. With a melee touch attack, she can bestow this in
combat (provoking an Attack of Opportunity if she is not already grappling them), or out of combat by
tricking the target into accepting it. The Save DC against the poison is 8 + half her hit dice + her Constitution
Bonus, and it deals 1d6 Intelligence and Wisdom damage as both the Primary and Secondary damage.

Beguile (Su): as a [Mind-Affecting] Enchantment effect, the third-level Erinyes Recruitment Specialist can
temporarily command her foes. She spends a Standard Action targeting someone within Close Range, and
they must then pass a Will Save (DC 8 + half her hit dice + her Charisma Bonus) or be Dominated for a
single round.

Dominance (Sp): the Summoning ability of a seventh-level Erinyes Recruitment Specialist is truly
awesome. It can be used three times per day, has a 100% success rate, and can be used to conjure any
Outsider (not just Devils) with a CR 4 less than her own (or lower). In the case of non-Devils, however, she
must have had faced and defeated one before, exerting her dominance over it so that the planes accept her
superiority and her right.

Incite Rebellion (Su): the ninth-level Erinyes Recruitment Specialist is best at turning people against the
feeble, temporary gods of the realms. Her Incite Hatred ability works against Celestials as though they were
Demons (granting a bigger bonus). Additionally, once per week she can use a Full Round Action to summon
Violet Rain for the standard duration, centring the effect on wherever she is standing when casting the power.

Convert Outsider (Su): at level eleven, the Erinyes Recruitment Specialist gains the ability to convert
enemies to her cause. With a Full Round Action, she must reach out and touch the forehead of a Helpless
non-Devil Outsider. If they don’t have a forehead, she just needs to touch them at all. The target is allowed
one Will Save (DC 8 + half her hit dice + her Charisma Bonus), and if they fail, their Subtypes actually
change – they lose the Archon, Deva, Angel, Eladrin, Tanar’ri, Loumara, Obyrith, Guardinal or whatever
Subtype, and gain the Baatezu Subtype. Their Alignment becomes Lawful Evil (and they change any
Alignment Subtypes to Lawful and Evil), she gains permanent control over them as though by an
Instantaneous version of Dominate Monster, and if they have a CR of 8 or more, they may elect to instantly
transform into an Erinyes.
Fury of the Nine Hells

The Fury of the Nine Hells is the Erinyes who decides that “flying archer” is a good life goal – and
let’s face it, that’s a pretty good life goal. They get various abilities that make them better at flying
and shooting people, and they also get particular hatred of various Outsiders. They fill the role of a
Ranger that wants to succeed in life. So not a PHB Ranger.

Hit Die: d10


BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Escape Artist, Gather Information, Hide,
Intimidate, Knowledge (The Planes, Religion), Listen, Move Silently, Sleight of Hand, Spellcraft,
Spot, Survival
Proficiencies: Light Armour and all Martial Weapons

1 Favoured Enemy (Denial), Sky Archer


2 Seeking Arrows, Fear Arrow
3 Favoured Enemy (Overwhelm), Superior Flight
4 Stunning Arrow, Extended Hatred
5 Favoured Enemy (Repulsion), Green Steel Blessing
6 Distant Shot
7 Favoured Enemy (Immunity), Planar Storm Breach
8 Arrow Storm, Extended Hatred
9 Favoured Enemy (Obliteration), Frenzied Focus
10 One Shot
11 Arrows of Fiery Power, Extended Hatred

Favoured Enemy (Su): the Fury of the Nine Hells hates the Succubus/Incubus and Lilitu more
than all else. She has those specific creatures as a Favoured Enemy as though she were a Ranger of
a level equal to her hit dice. At level four, it improves to include all Tanar’ri. At level eight it covers
all of Demonkind, and at level eleven it covers all Outsiders, even her fellow Devil.

Furthermore, it grants additional effects that help fight these foes. At first level, she is Immune to
Telepathy, Detect Thoughts and Level Drain/Energy Drain/Negative Levels.

At level three, she adds the Favoured Enemy Bonus to Caster Level checks to pierce their Spell
Resistance, and treats her Critical Multiplier as one higher against them.

At level five, she may use a Standard Action at will to force all Favoured Enemies within 30 feet to
back off to the edge of that area and then Cower for 1d6 rounds. This is resisted with a Will Save
(DC 8 + half her hit dice + her Charisma Bonus).

At level seven she becomes Immune to being Charmed, Slowed, Confused/Insane, Dominated, and
specifically to Suggestion (and variants such as Mass Suggestion or Demand) and Chaos Hammer.

At level nine, any time she hits one of her Favoured Enemies, they must attempt a Fortitude Save
(DC 8 + half her level + her Strength Bonus) or be utterly destroyed, as a [Death] effect. A creature
that saves is immune to this until her next turn.
Sky Archer (Ex): any time the Fury of the Nine Hells makes a ranged attack (including a ranged touch
attack) against a creature at a lower altitude, she becomes especially good at picking out weak points and
ignores all material-based Damage Reduction. She also enjoys a doubled Threat Range when doing that.

Seeking Arrows (Su): starting at second levels, whenever the Fury of the Nine Hells is at a higher altitude
than her foe, she ignores all Cover and Concealment other than Full Cover and Full Concealment.

Fear Arrow (Su): the arrows of the second-level Fury of the Nine Hells can cause fear, no matter how
mundane and nonmagical they used to be before she fired them. Once per round she declares an arrow to be
a fear arrow before making an attack roll, and if it hits her opponent, they must pass a Will Save (DC 8 + half
her hit dice + her Charisma Bonus) or become Frightened for 3 rounds.

Superior Flight (Ex): at third level, the flight of the Fury of the Nine Hells improves to a speed of 120’
(Perfect).

Stunning Arrow (Su): once per round, the fourth-level Fury of the Nine Hells may imbue an arrow with
magic such that the target reels back, unaware of their surroundings. She designates any one arrow fired
before making the attack roll, and if it hits, the foe must pass a Will Save (DC 8 + half her hit dice + her
Charisma Bonus) or be Stunned for one round.

Green Steel Blessing (Su): any arrow fired by a fifth-level Fury of the Nine Hells strikes as though made
from Baatorian Green Steel, even if it isn’t. It bypasses Damage Reduction as though made of Cold Iron
(regardless of altitude), and if it hits an Outsider other than a Baatezu, the target is Sickened for one round.

Distant Shot (Su): starting at level six, the Fury of the Nine Hells is able to fire ranged weapons out as far as
she can see, completely ignoring Range Increments.

Planar Storm Breach (Su): with a Standard Action, the seventh-level Fury of the Nine Hells can shoot a
hole through the sky, assuming she has unobstructed access to it. Doing so causes no immediate effects, but
at the start of her following turn, unleashes a Flame Strike, Sunbeam, Sunburst, Cometfall or Ice Storm effect
(DC 8 + half her hit dice + her Charisma Bonus).

Arrow Storm (Ex): starting at level eight, the Fury of the Nine Hells is as dangerous to everyone she can
see as she is to anyone she can see. With a Full Round Action, she can make one attack roll, and apply that
against every single target within Line of Sight. She does not have to target a given creature in the area, but if
there are two hundred orcs she can jolly well shoot all of them at once.

Frenzied Focus (Ex): at level nine, the Fury of the Nine Hells lives up to her name by learning how to enter
a furious rage that is focused on a single foe. Doing so requires a Move-Equivalent Action, but after that, she
remains focused until the foe is slain, she loses sight of them, or she passes a Will Save (DC = 10 + the
focused creature’s CR), using a Swift Action to attempt the save. In the meantime, she acts as though
perpetually Hasted, ingores all Damage Reduction and Regeneration of all kinds, but is denied her Dexterity
Bonus to Armour Class against all creatures other than the focused target. Additionally, she is unable to
attack any other target while in the Frenzied Focus.

One Shot (Ex): the tenth-level Fury of the Nine Hells can take one shot, or one opportunity, to shoot a fool
in the face and turn them into Mom’s spaghetti or something. With a Full Round Action, she makes a single
ranged attack against a single foe. If the attack hits, it automatically becomes a confirmed Critical Hit and
deals maximum damage, including extra dice from other effects.

Arrows of Fiery Power (Su): any bow wielded by the eleventh-level Fury of the Nine Hells has the Fiery
Blast epic property, bestowing it upon the arrows as normal.
Infernal Supervisor

Erinyes are generally valued for a whole variety of roles in Baatezu society, which means they need
a lot of specialists. The Infernal Supervisor is supposed to be a great guard, with access to
divinations, dispelling, enchantments, hellfire use, summoning, and lock-down. If you squinted you
could say they resembled guardian wizards or something.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort, Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Concentration, Diplomacy, Gather Information, Hide, Intimidate,
Knowledge (The Planes), Listen, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival
Proficiencies: Light Armour

1 Summon Hellhounds, Greater Dispelling, Produce Flame


2 Enthrall, Vampiric Touch, Zone of Truth, Brand of the Nine Hells
3 Summon Hellcats, Basic Sphere Access: Revelation
4 Summon Orthon, Basic Sphere Access: Splendor
5 Chosen Mark, Hellevator Access
6 Summon Steel Devils, Advanced Sphere Access: Revelation
7 Nightmare Terrain 3/day
8 Advanced Sphere Access: Splendor, Dimensional Anchor
9 Expert Sphere Access: Revelation
10 Summon Cornugon, Hellfire Storm
11 Gaze of Death, Disjunction 1/day
Summon Hellhounds (Sp): once per day, the Infernal Supervisor can summon four Hellhounds,
plus an additional one per level thereafter. At levels ten and eleven, she instead adds a Nessian
Warhound to the pack summoned. This otherwise functions the same as her Summon ability, except
that it has a 100% chance of success and can be used in addition to it.

Spell-Like Abilities (Sp): as she gains levels, the Infernal Supervisor gains access to a number of
Spell-Like Abilities. If no limit on usage is provided, a given ability can be used at will. The Caster
Level equals her hit dice, and any Save DC is 8 + half her hit dice + her Charisma Bonus.

Brand of the Nine Hells: at second level, the Infernal Supervisor gains Brand of the Nine Hells as
a Bonus Feat.

Summon Hellcats (Sp): once per day, the third-level Infernal Supervisor can summon a pair of
Hellcats. She summons an additional one for every two levels thereafter. This otherwise functions
the same as her Summon ability, except that it has a 100% chance of success and can be used in
addition to it.

Sphere Access: at level three, the Infernal Supervisor gains Basic access to the Revelation Sphere.
This improves to Advanced access at level six, and Expert Access at level nine. At level four, she
gains Basic Access to the Splendor Sphere, increasing to Advanced Access at level eight.

Summon Orthon (Sp): once per day, the fourth-level Infernal Supervisor may summon a pair of
Orthon, plus one more per three levels thereafter. This otherwise functions the same as her Summon
ability, save that it has a 100% chance of success and can be used in addition to it.

Chosen Mark: at level five, the Infernal Supervisor gains the relevant Chosen of ___ feat as a
Bonus Feat, according to her specific brand.

Hellevator Access (Su): starting at level five, the Infernal Supervisor can make use of the
Hellevator planar network – when on any given Layer of the Nine Hells, she may use a Swift
Action to transport herself precisely to another layer as though by Greater Planeshift. This
functions on herself and anything she can physically carry.

Summon Steel Devils (Sp): once per day, the sixth-level Infernal Supervisor can summon eight
Steel Devils. This otherwise functions the same as her Summon ability, save that it has a 100%
chance of success and can be used in addition to it.

Summon Cornugon (Sp): once per day, the tenth-level Infernal Supervisor can, in place of one of
her existing Summon abilities, summon a single Cornugon. It otherwise functions the same.

Gaze of Death (Su): sometimes even supervisors need to take actions into their own hands, and in
this case, her gaze means more than a verbal rebuke or being blacklisted. At level eleven, she may
unleash a deadly glare at will. It requires a Standard Action, and affects a Cone out to Close Range.
All in the area must pass a Fortitude Save against [Death] (DC 8 + half her hit dice + her Charisma
Bonus) or die instantly.
DEVIL: GELUGON (ICE DEVIL)
CR 13, Level 15 (troublesome Regeneration – immune to mundane threats)

Canian Overlord

Gelugons walk through the door at level fifteen. But for the last five levels, you might want them to
be better at being Gelugons. They get to rule over an area and bring even more deadly icy doom.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Escape Artist, Hide, Intimidate, Jump, Knowledge
(any), Listen, Move Silently, Spot, Survival, Swim

1 Aura of Frozen Fear, Mass Frostburn at will, Death Hail 1/day


2 Escalating Cold, Entomb at will, Iceberg 1/day
3 Ice of Cania, Overlord’s Domain, Mindfrost at will
4 Ice Body, Summon Giants 3/day (Frost Giants Only)
5 Uttercold Avalanche, Frostfell 1/day, Cometstrike at will

Aura of Frozen Fear (Su): the Canian Overlord can inspire icy dread that makes people unable to move.
Anybody who fails to save against its Fear Aura additionally suffers 2 points of Dexterity damage and an
amount of Cold damage equal to its hit dice.

Spell-Like Abilities (Sp): as it gains levels, the Canian Overlord gains access to more Spell-Like Abilities.
The Caster Level equals its hit dice, and any Save DC is 8 + half its hit dice + its Charisma Bonus.

Escalating Cold (Su): starting at second level, the Canian Overlord slows people even more than usual and
slowly turns their blood to ice. If it hits a target with its Spear or Tail and the foe is already Slowed, the hit
deals 2 points of Dexterity damage and 5d6 points of Cold damage.

Ice of Cania (Su): any Cold damage dealt by the third-level Canian Overlord – whether through Spell-Like
Ability, magic item, class feature or something else entirely – is Frostbite damage. Additionally, if a target is
ever reduced below zero hit points by its Cold damage, the target is instantly and permanently encased in ice,
ready to be harvested at Mephistopholes’ leisure.

Overlord’s Domain (Ex): at level three, the Canian Overlord is granted its own domain – a permanent Ice
Castle (as the spell), with an Icicle trap and Binding trap in every entrance. If destroyed, another can be
summoned (as a Spell-Like Ability) in nine days. The castle houses a suitable horde of low-level Devils,
Petitioners and Undead (as an army of Followers).

Ice Body (Ex): the fourth-level Canian Overlord is almost entirely ice. Lawful Evil planar ice, yes, but ice
nonetheless. It gains the [Cold] Subtype, however instead of being Immune to Cold damage, it absorbs it –
being healed for an amount equal to the damage normally dealt. In strong snow storms or hail, its
Regeneration value is tripled – or quadrupled in the case of Blood Snow or Death Hail or similar horrifying
magical things.

Uttercold Avalanche (Sp): at level five, the Canian Overlord gains the ability to call down an Obedient
Avalanche once per day, albeit an Uttercold one that deals half its damage as Negative Energy. Instead of the
usual Ice of Cania effect, any Humanoid slain by the damage instantly rises as a Wight with the [Cold]
Subtype, under the control of the Overlord.
DEVIL: IMP
CR 2, Level 3 - Tiny

Sycophant

The Sycophant turns the Imp into a Wizard, and does a pretty good job of it too. They give up a
single caster level over a Halfling Wizard, in return for the benefits of being an Imp as well as
Familiar-like (Rogue-like) bonuses, and enhanced abilities for helping allies and then stabbing them
in the back.

After level seven, they can just jolly well take Wizard levels – or enter a Wizardly Prestige Class.

Hit Die: d4
BAB: Poor
Saving Throws: Good Fort and Ref
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (Alchemy), Decipher Script, Disguise, Escape
Artist, Forgery, Gather Information, Heal, Hide, Knowledge (any), Listen, Move Silently, Ride,
Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble

1 Spellcasting, Scribe Scroll, Borrow Lore +2 Wizard Caster Levels


2 Sing Praises, Evasion +1 Wizard Caster Level
3 Good Advice +1 Wizard Caster Level
4 Hellvetica Standard +1 Wizard Caster Level
5 Improved Evasion +1 Wizard Caster Level
6 Inspire Pride +1 Wizard Caster Level
7 Spell Deal +1 Wizard Caster Level
Spellcasting: the Sycophant can learn, prepare and cast spells as a Wizard with a level equal to its own class
level plus one. If it can already cast spells as a Wizard, these stack. If this is its first Wizard casting ability, it
gains a Spellbook as normal for a Wizard but is not able to choose to Specialize or gain a Familiar.

Scribe Scroll: the Sycophant gains Scribe Scroll as a Bonus Feat.

Borrow Lore (Ex): the Sycophant is able to prepare spells from any spellbook or scroll it finds, without
needing to translate or decipher it first. The spell merely needs to be on the Wizard class list and of a level
the Sycophant is able to cast.

Sing Praises (Su): starting at second level, the Sycophant can literally sing the praises of its allies, boosting
their prowess, though setting them up for any betrayal that might later be levied. It spends a Full Round
Action to begin singing, at which point any allies in earshot can choose to gain the benefits, and then needs
to spend a Move-Equivalent Action each round to keep the effects going but allies cannot choose to stop
benefiting from the effects. While this is in effect, the allies gain Immunity to [Morale] Penalties and [Fear]
effects, as well as Fire, Cold and Electricity Resistance equal to the Sycophant’s hit dice… but a -4 Penalty
on Saving Throws against its own effects.

Evasion (Ex): at level two, the Sycophant gains Evasion like a Rogue.

Good Advice (Su): thanks to the Sycophant always telling people what they want to hear, at third level it
gains the ability to cast Suggestion on those benefitting from any of its other Spells or effects. The Save DC
is Charisma-based.

Hellvetica Standard (Su): starting at level four, the Sycophant can add Metamagic Feats, even those it
doesn’t possess, to magical scrolls it is scribing. The total Spell Level must still be one it is high enough level
to cast (so no Intensified Fireballs for a long time if you really want to do that).

Improved Evasion (Ex): at level five, the Sycophant’s Evasion improves to, rather predictably, Improved
Evasion.

Inspire Pride (Su): upon reaching level six, the Sycophant gains the ability to inspire allies to greater
heights. Doing so requires a Standard Action, but has no usage limit. All allies within earshot can choose to
gain one of the following effects:
-Stoicism: the subject is cured of being Sickened, and immune to being Sickened or Staggered for the next
three rounds.
-Vigour: the subject regains 1d10 hit points, and gains Fast Healing 1 for the next three rounds.
-Wakefulness: the subject ignores Fatigue and Exhaustion for the next minute.
Anybody benefiting from one of these effects is denied their Dexterity Bonus to Armour Class against the
Sycophant’s attacks while the effect lasts.

Spell Deal (Su): once per day, the seventh-level Sycophant can strike a deal and transfer a Spell Slot to a
willing recipient. It loses a prepared spell without gaining the effects of the spell, and if the target prepares
spells, they regain a spell of equal level they had already cast. If the target casts spontaneously, they instead
regain a spent spell slot of equal level. Accepting this spell slot is considered a Corrupt Act with a value of 1,
and until they use that spell slot or cast that spell again, they are considered to be benefiting from the effect.
Offering

The Offering isn’t simply a jump-start into another class, it’s a class in its own right, all the way to
twentieth level. As for what it is, it has a lot in common with Beguilers. It mostly casts Enchantment
spells but has a splash of other types as well, it has useful skills, the ability to find traps…
essentially, it’s exactly what a lot of adventuring parties want.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: literally all of them. Except for True Naming and Iaijutsu Focus.

1 Sweetened Deal, Trap Finding, Charm Person 1/day


2 Uncanny Dodge, Comprehend Languages at will
3 Dispel Magic 3/day, Darkness at will
4 Evasion, Glitterdust 1/day, Knock 3/day
5 Telepathy at will, See Invisibility 3/day
6 Invisibility Sphere 1/day, Tongues at will, Empowered Fireball 3/day
7 Charm Monster 1/day, Nondetection at will, Solid Fog 1/day
8 Improved Uncanny Dodge, Greater Dispel Magic 3/day
9 Mass Suggestion 1/day, Break Enchantment 1/day, Repulsion 3/day
10 Skill Mastery, True Seeing 1/day, Phase Door 1/day, Mislead 1/day
11 Renegotiation, Incendiary Cloud 1/day
12 Improved Evasion, Power Word: Blind 1/day
13 Mind Blank 3/day, Renewal Pact 1/day
14 Investment, Power Word: Stun 1/day
15 Fade Into Violence, Plague of Undead 1/week
16 Cunning Evasion, Power Word: Kill 1/day
17 True Mind Switch 1/week, Wish 1/week
Sweetened Deal (Ex): the Offering is essentially given away to evildoers as a useful tool – and
indeed a spy and instigator if need be. It gains a Bonus equal to its Intelligence Bonus to Diplomacy
and Bluff checks, other than Feint attempts. Furthermore, it gains Brand of the Nine Hells and the
appropriate Chosen of ___ feat as Bonus Feats. Finally, it may communicate with its patron at any
time, across planes, but only to report information, not to ask for assistance or guidance.

Trap Finding (Ex): the Offering is used to being used as a minesweeper, and is able to find even
magical traps and those with a Search DC higher than 20, just like a Rogue can do.

Spell-Like Abilities (Sp): as it gains levels, the Offering gains access to new Spell-Like Abilities.
The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Uncanny Dodge (Ex): at second level, the Offering gains Uncanny Dodge like a Rogue, and
always retains its Dexterity Bonus to Armour Class. At level eight, this is upgraded to Improved
Uncanny Dodge and it can never be Flanked.

Evasion (Ex): at level four, the Offering gains Evasion like a Rogue. At level twelve, this is
upgraded to Improved Evasion.

Skill Mastery (Ex): the tenth-level Offering gains Skill Mastery, as the Rogue Special Ability.

Renegotiation (Sp): once per day, the eleventh-level Offering can summon a Harvester Devil. This
has a 100% chance of success and works like the regular Summon ability of Devilkind.

Investment (Sp): starting at level fourteen, the Offering can bestow a wide swath of power upon its
allies, providing they ask. With the one Full Round Action, it can cast any combination of the
following spells, to a limit of one of each given spell: Investiture of the Amnizu, Investiture of the
Barbed Devil, Investiture of the Bearded Devil, Investiture of the Chain Devil, Investiture of the
Erinyes, Investiture of the Harvester Devil, Investiture of the Hellfire Engine, Investiture of the
Horned Devil, Investiture of the Ice Devil, Investiture of the Malebranche, Investiture of the
Narzugon, Investiture of the Orthon, Investiture of the Pit Fiend, Investiture of the Spined Devil,
Investiture of the Steel Devil. It may not bestow this upon itself. Accepting one of these effects is an
Act of Corruption (1) or Obeisance (1). Accepting up to three is considered to be both. Accepting
any more than this number is only possible through a Faustian Pact – with a Reward Value equal to
the number of spells bestowed, divided by four (round up).

Fade Into Violence: at level fifteen, the Offering gains Fade Into Violence as a Bonus Feat.

Cunning Evasion: at level sixteen, the Offering gains Cunning Evasion as a Bonus Feat.
DEVIL: OSYLUTH (BONE DEVIL)
CR 9, Level 10

Stygian Overlord

The Stygian Overlord makes the Osyluth into a Necromancer of sorts. It has a large aura of fear, and
it can throw Negative Levels at people, and it can create undead and cast other Necromancy spells.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Climb, Concentration, Craft (any), Escape Artist, Heal, Hide,
Intimidate, Jump, Knowledge (Arcana, The Planes, Religion), Listen, Move Silently, Ride,
Spellcraft, Spot, Survival

1 Bolt of Stygian Flames, Expanded Aura +5


2 Create Undead 3/day, Eyebite at will, Harm 3/day
3 Expanded Aura +10, Ghoul Gauntlet 1/day
4 Pillar of Stygian Flames, Vile Death 3/day
5 Expanded Aura +15, Skeletal Grasp, Stygian Aurra
6 Bone Armour, Control Undead at will, Create Greater Undead 1/day
7 Aura of Stygian Flames, Expanded Aura +20
8 Wail of the Banshee 1/day, Stygian Domination 1/day, Mass Harm 1/day
9 Overlord’s Wrath, Expanded Aura +25, Stygian Veil at will
10 Deluge of Stygian Flames, Plague of Undead 1/day
Bolt of Stygian Flames (Su): the Stygian Overlord is highly attuned to the Negative (and outright Evil)
energies of Stygia, and right from the start, can hurl bolts of horrible fire at people at will. With a Standard
Action, it may unleash this with a Ranged Touch Attack out to 100 feet. If it hits, the target suffers 1d4
Negative Levels, which last for a number of hours equal to its class level. Undead instead gain 1d4*5
Temporary Hit Points (for an equal duration). A creature with as many Negative Levels as it has hit dice dies
instantly.

Expanded Aura (Su): at every odd level, the Stygian Overlord’s Fear Aura extends by five feet.

Spell-Like Abilities (Sp): as it gains levels, the Stygian Overlord gains access to a variety of Spell-Like
Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma
Bonus. In the case of Stygian Domination and Stygian Veil, they are cast with a Manifester Level equal to its
hit dice, augmented as though manifest with Power Points equal to its full Manifester Level, but otherwise
function the same.

Pillar of Stygian Flames (Su): starting at level four, the Stygian Overlord may unleash its Bolt of Stygian
Flames as a pillar three times per day. It designates a 10’ radius, 60’ tall Pillar anywhere within 100 feet, and
all in the area are affected, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus).
The effects are otherwise identical. Additionally, any use of its Stygian Flames increases to 1d6 Negative
Levels (or 1d6*5 Temporary Hit Points for Undead).

Skeletal Grasp (Su): the fifth-level Stygian Overlord can completely liquify the flesh of those already
poisoned, pulling the skin and muscle away to leave just pure bone. If a creature fails the save against the
primary effects of its Poison but has yet to attempt to save against the secondary effects, the Overlord may
attempt a Touch Attack with a Standard Action. If the attack hits, the target must instantly attempt a Fortitude
Save (DC 10 + half its hit dice + its Charisma Bonus) or be slain and reduced to an inanimate skeleton.

Stygian Aura (Su): at level five, the Fear Aura of the Stygian Overlord becomes infused with the deathly
energies of its home plane. The entire area is treated as both Desecrated and Unhallowed, with the Overlord
itself treated as being a shrine to an evil deity.

Bone Armour (Su): the sixth-level Stygian Overlord can use a Standard Action at will to pull adjacent
corpses to its body for additional protection. For a number of minutes equal to the hit dice of a slain creature
of Medium or larger size, the Overlord gains Temporary Hit Points equal to the hit dice, plus 10 for every
Size Category larger than Medium. For the same duration, it also gains an Armour Bonus to Armour Class
equal to its Class Level plus four. If it uses the ability again before it expires, the duration merely restarts at
the new “minute per hit die” value of the latest corpse, and the previous Temporary Hit Points are lost and
replaced with the new ones.

Aura of Stygian Flames (Su): starting at level seven, the Stygian Overlord can unleash its Bolt of Stygian
Flames out to hit all creatures within the area of its Aura of Fear twice per day. This automatically hits every
creature in the area with no saving throw, but otherwise works the same. Any use of its Stygian Flames
increases to 2d4 Negative Levels (or 2d4*5 Temporary Hit Points for Undead).

Overlord’s Wrath (Sp): once per day, the ninth-level Stygian Overlord can call upon the mighty power of
Infernal overlords to create a Hell Ball of sorts: with a Standard Action, it unleashes an explosion in a 40’
radius Spread out to anywhere in 300 feet. All creatures in the area suffer 20d6 points of Fire damage, 10d6
points of Acid damage, and 10d6 points of Cold damage, with a Reflex Save for half (DC 20 + its Charisma
Bonus). Evasion and Improved Evasion cannot apply to this.

Deluge of Stygian Flames (Su): at level ten, the Stygian Overlord can cause the sky to rain horrible death
once per day, affecting all creatures within a hundred foot radius with its Bolt of Stygian Flames. They are
entitled to a Fortitude Save for half (DC 20 + its Charisma Bonus). Additionally, all uses of its Stygian
Flames now deal 3d4 Negative Levels (or 3d4*5 Temporary Hit Points for Undead).
DRYAD
CR 3, Level 4 (location-bound)

Tree Speaker

The Tree Speaker advances the Dryad’s ability to adventure at all, as well as her ability to gain the
friendship of and aid from creatures and plants she encounters on these adventures.

Hit Die: d6
BAB: Poor
Saving Throws: Good Will
Skill Points: 4 + Int
Class Skills: Concentration, Craft (any), Diplomacy, Escape Artist, Handle Animal, Heal, Hide,
Knowledge (all), Listen, Move Silently, Sense Motive, Spot, Survival, Swim
Proficiencies: Light Armour, Shields, Simple Weapons, “Druid” Weapons

1 Separation (1 month), Goodberry 1/day, Ghost Sound 3/day, Animal Friendship 1/day
Locate Object 1/day, Speak With Plants
2 Ventriloquism 1/day, Charm Animal 3/day, Deep Slumber 2/day
3 Separation (2 months), Snare 1/day, Goodberry 3/day, Wood Shape, Speak With Animals
4 Major Image 1/day, Hold Person 1/day, Silent Image 1/day, Detect Poison
5 Separation (6 months), Charm Monster 1/day, Hiss of Sleep 1/day
6 Charm Monster 2/day, Dimension Door 1/day, Polymorph (Self Only) 1/day, Tongues
7 Separation (1 year 1 day), Seeming 1/day, Mirage Arcana 1/day, Teleport 1/day
8 Transport via Plants, Ice Storm 1/day, Meld Into Stone
9 Dream Casting 1/day, Control Wind 1/day, Speak With Anything
10 Independence, Control Weather 1/day, Call Lightning Storm 1/day, Hallucinatory Terrain
11 Veil 1/day, Liveoak 1/day, Teleport 2/day, Hiss of Sleep 2/day
12 Animate Plants 1/day, Wall of Thorns 1/day, Wind Walk 1/day
13 Charm Monster 3/day, Mass Charm Person, Control Plants 1/day
14 Whirlwind 1/day, Earthquake 1/day, Teleport 3/day, Freedom of Movement
15 Shambler 1/day, Whirlwind 2/day, Storm of Vengeance 1/day
16 Screen 3/day, Quickened Sunburst 3/day, Storm of Elemental Fury 1/day
Separation: the Tree Speaker can stay away from her tree for longer than a normal Dryad, but
cannot initially stay apart indefinitely. She can leave her tree for up to one month before the
sickness begins to claim her (taking 4d6 days instead of hours). Fortunately, she has the Tree Stride
ability. As she rises in level, her ability to stay separated increases as noted.

Caster Levels: the Tree Speaker gains additional Spell-Like Abilities as she gains levels, and the
Caster Level for all of her Spell-Like Abilities equals her class level plus six. Any Save DC is
Charisma-based or Wisdom-based as she pleases, and if a daily limit is not listed, it can be used at
will.

Speak With Plants (Ex): a Tree Speaker’s ability to speak with plants is non-magical, but
otherwise works like the spell.

Speak With Animals (Ex): a Tree Speaker of third level and higher can speak with animals as the
spell, but non-magically.

Tongues (Ex): a Tree Speaker of sixth level can speak any language.

Speak With Anything (Ex): a Tree Speaker of 9th level can truly speak with anything, even objects
and terrain. This is not a magical ability, but objects can typically only reply as a supernatural
ability. Speaking with the terrain works as Commune With Nature.

Independence: at tenth level, a Tree Speaker need not ever return to her tree and will not sicken
and die regardless of how much time is spent away from it. She is even unaffected if it dies, though
might be saddened.
Thorn Tree

The Thorn Tree is a class which allows the Dryad to adventure at all, and advances her stealth and
fighting prowess. Thorn Trees can work well as assassins (in the general sense, not the literal class).

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Craft (any), Disable Device, Disguise, Escape Artist,
Forgery, Hide, Jump, Knowledge (all), Listen, Move Silently, Search, Sense Motive, Sleight of
Hand, Spot, Survival, Swim, Tumble, Use Rope
Proficiencies: Light Armour, all Piercing or Slashing weapons

1 Separation (1 month), Trap Finding, Poison Use, Sneak Attack +2d6


2 Climb Speed 15’, Woodland Stride, Sneak Attack +3d6
3 Separation (2 months), Poison Immunity, Evasion
4 Trackless Step, Sneak Attack +4d6
5 Separation (6 months), Death Attack
6 Climb Speed 30’, Sneak Attack +5d6
7 Separation (1 year 1 day), Dimension Door 1/day
8 Unfettered Step, Sneak Attack +6d6
9 Improved Evasion, Uncanny Dodge
10 Independence, Poison Blood (Ex)
11 Hide in Plain Sight, Freedom of Movement, Sneak Attack +7d6
12 Improved Uncanny Dodge, Crippling Strike, Vital Strike 1/day
13 Defensive Roll, Sneak Attack +8d6, Deathsight 1/day
14 Poisonous Thorns, Plane Shift 1/day, Cursed Blade 1/day
15 Vulnerability 1/day, Assassin’s Darkness 1/day, Sneak Attack +9d6
16 Perfect Evasion, Teleport Without Error 1/day
Separation: the Thorn Tree can stay away from her tree for longer than a normal Dryad, but cannot
initially stay apart indefinitely. She can leave her tree for up to one month before the sickness
begins to claim her (taking 4d6 days instead of hours). Fortunately, she has the Tree Stride ability.
As she rises in level, her ability to stay separated increases as noted.

Trap Finding (Ex): the Thorn Tree can find and disable traps in the same way as a Rogue.

Poison Use (Ex): the Thorn Tree can safely use poisons without accidentally poisoning herself.

Sneak Attack (Ex): the Thorn Tree gains Sneak Attack, as the Rogue class feature.

Climb Speed (Ex): at second level, the Thorn Tree gains a Climb Speed of 15 feet. This enables her
to retain her Dexterity Bonus while Climbing, allows her to take 10 on Climb checks even in
stressful situations, and gives her a +8 bonus on Climb checks. At sixth level her Climb Speed
increases to 30 feet.

Woodland Stride (Ex): at second level, the Thorn Tree gains Woodland Stride, as the Druid ability.

Poison Immunity (Ex): at third level, the Thorn Tree is immune to all poisons. Even magic ones.

Evasion (Ex): at level three, the Thorn Tree gains Evasion, as a Rogue.

Trackless Step (Ex): at 4th level, the Thorn Tree leaves no scent or trail

Death Attack (Ex): the fifth level Thorn Tree gains the Death Attack ability of an Assassin. The
Save DC is 10 + half her hit dice + her Intelligence Bonus.

Spell-Like Abilities (Sp): the Thorn Tree gains access to various Spell-Like Abilities as she gains
levels. In the case of Dimension Door, it can be cast with just a Swift Action. Any Save DC is 10 +
half her level + her Intelligence Bonus, and the Caster Level equals her class level.

Unfettered Step (Ex): at eighth level, the Thorn Tree can take 10 on Balance checks even under
stressful circumstances, and gains a Bonus to Balance checks equal to four times her ranks in the
Balance skill.

Improved Evasion (Ex): at level nine, the Thorn Tree gains Improved Evasion, as the Rogue
special ability.

Uncanny Dodge (Ex): at level nine, the Thorn Tree gains Uncanny Dodge, treating her Rogue level
as being equal to her class level (plus any levels in the Rogue class) plus four.

Independence: at tenth level, a Thorn Tree need not ever return to her tree and will not sicken and
die regardless of how much time is spent away from it. She is even unaffected if it dies, though
might be saddened.
Poison Blood (Ex): at tenth level, the Thorn Tree’s blood becomes an effective Injury delivered
poison. Any slashing or piercing weapon which damages her is considered poisoned next time it
damages an opponent. The Thorn Tree’s poison inflicts 1d3 minutes of Paralysis for initial damage,
with 1d4 Con damage as secondary damage. The Save DC is 10 + half her hit dice + her Con
Bonus. She may deliberately cut herself with an applicable weapon for 1 damage, ignoring her own
Damage Reduction, with a Move-Equivalent Action.

Hide in Plain Sight (Ex): at level eleven, the Thorn Tree can hide even when observed, just like an
Assassin or Shadow Dancer.

Freedom of Movement (Su): the eleventh-level Thorn Tree has a constant Freedom of Movement
effect.

Improved Uncanny Dodge (Ex): at level twelve, the Thorn Tree can no longer be flanked.

Crippling Strike (Ex): at level twelve, the Thorn Tree gains the Crippling Strike special ability of a
Rogue.

Defensive Roll (Ex): the thirteenth-level Thorn Tree gains the Defensive Roll special ability of a
Rogue.

Poisonous Thorns (Ex): at level fourteen, the Thorn Tree actually grows poisonous thorns, or more
correctly, venomous/toxic prickles. Anyone who hits her with a Natural Weapon, Unarmed Strike,
or non-reach Melee Weapon, or attempts a Trip or Grapple against her, is hit for 1d4 points of
Piercing damage from a weapon that is considered Wood, a Natural Weapon, and Magical. It also
delivers poison exactly like her Poison Blood.

Perfect Evasion (Ex): at level sixteen, the Thorn Tree is simply immune to any effect which calls
for a Reflex Save.
SMALL AIR/EARTH/FIRE/WATER ELEMENTAL
CR 1, Level 3 – Arguably an amorphous blob with no thumbs?

Chosen of the Inner Source

Elementals have a closer connection with the Inner Planes than anything else can. The Chosen of
the Inner Source is a class which allows the Elemental to build on that connection to channel divine
power from the Inner Planes themselves. The Chosen do not have gods, but they do worship a force,
an element of which they are wholly composed. The Chosen can be of any alignment, but always
work to spread the ideals of their element – their inanimate and ambivalent element. Their
Alignment practically is their element. Talk to them, it’s an interesting experience to learn what
Water really cares about. Basically they are Clerics.

Hit Die: d8
BAB: Medium
Saving Throws: Good Will, Good Fort (Earth or Water) or Ref (Air or Fire)
Skill Points: 2 + Int
Class Skills: Concentration, Craft (any), Diplomacy, Heal, Knowledge (Arcana, The Planes,
Religion), Listen, Profession (any), Sense Motive, Spellcraft, Swim
Proficiency: Simple Weapons, Shields, Light Armour, Medium Armour, Heavy Armour, and either
the Scimitar, Trident, Pick or Flail.

1 Spellcasting, Domains +2 Spellcaster Levels


2 - +1 Spellcaster Level
3 Size Increase +1 Spellcaster Level
4 - +1 Spellcaster Level
5 Chosen +1 Spellcaster Level

Spellcasting: the Chosen of the Inner Source casts spells as a Cleric of its Chosen level +1. It gains
Domain Slots just like a Cleric, and can spontaneously convert spells to either Inflict or Cure spells,
depending on its Alignment, just like a Cleric.

Domains: the Chosen gains two Clerical Domains, as a Cleric. One of these domains must be the
Elemental domain corresponding to its own subtype. It uses its total hit dice in place of its Cleric
level for the purpose of Turning and Rebuking granted by this. The other can be anything except
Death, Sun, War, Drow, Dwarf, Elf, Family, Gnome, Halfling, Moon, Orc, Repose, Scalykind,
Slime, Spell, Spider and Undeath. Some Prestige Domains such as Watery Death for a Water
Elemental may be allowed based on the whims of the MC.

Size Increase: at level three, the Chosen of the Inner Source grows to Medium Size. It gains +4
Strength and Constitution from this.

Chosen: at level five, the Chosen of the Inner Source casts as a sixth-level Cleric so can just keep
taking actual Cleric levels (and add 6 to the effective Cleric level for the purpose of Turning or
Rebuking Undead), or a Clerical Prestige Class or something.
Blade of Entropy

While all elementals, to one degree or another, seek to create their element and destroy another,
some focus entirely upon one aspect or the other. A water elemental, by its very nature, creates
water and destroys fire. The Blade of Entropy is a class which assists in the latter. A Blade character
harnesses the raw power of the Negative Energy Plane to destroy that which is distasteful to it. After
finishing this class, a character can mix and match levels of Soulborn, Barbarian or martial prestige
classes.

Hit Die: d10


BAB: Good
Saves: Good Fort (Earth or Water) or Ref (Air or Fire)
Skill Points: 4 + Int
Class Skills: Climb, Craft (any), Intimidate, Jump, Listen, Move Silently, Survival, Swim
Proficiency: Simple and Martial Weapons, Shields, Light Armour, Medium Armour, Heavy Armour

1 Blade of Entropy, Sunder


2 Bonus Feat
3 Elemental Protection, Improved Sunder
4 Bonus Feat
5 Energy Shield, Size Increase
6 Bonus Feat, Fighting Prowess
7 Improved Elemental Protection, Elemental Smiting
Blade of Entropy (Su): the Blade of Entropy can ignite its weapon with an aura of destruction at
will. This aura causes its weapon to inflict its Class Level in extra Darkness damage, though this
bonus is not multiplied by Critical Hits and similar. This entropic energy originates in the Negative
Energy Plane, but it damages Undead and similar as normal. The aura is extinguished one round
after it leaves the Blade of Entropy’s “hands”.

Bonus Feats: the Blade of Entropy gains Sunder as a Bonus Feat. At levels two, four, and six, it
gains a Bonus Feat from the Fighter list so long as it meets the requirements. At level three, it gains
Improved Sunder as a Bonus Feat. At level seven, it gains

Elemental Protection (Ex): at 3rd level, the Blade of Entropy becomes more resistant to elemental
forces. It may select 5 different energy types, even obscure ones like Light, Unholy, Force or
Poison, and gains Energy Resistance 5 against those energy forms. At level seven, this increases to
Energy Resistance 10.

Size Increase: at fifth level, the Blade of Entropy becomes a Medium-Sized creature. It gains +4
Strength and Constitution, and +2 Natural Armour.

Energy Shield (Su): at fifth level, the Blade of Entropy can enhance its shield to protect it from an
energy type – even an obscure one like Dehydration. The shield grants Energy Resistance 50 against
the chosen energy type. The Blade of Entropy can only imbue one such shield at a time, and it can
only grant resistance to one type of energy, but it only takes a Standard Action to change it to a
different shield or energy type. The shield loses this property one round after leaving the Blade of
Entropy’s “hand”.

Fighting Prowess (Ex): starting at level six, the Blade of Entropy is good at fighting in a variety of
general ways. It is treated as having Improved Unarmed Strike, Power Attack, Combat Expertise
and Dodge for the purpose of meeting the prerequisites for Feats. It may also treat its Fighter level
as four for the purpose of meeting prerequisites. Finally, it gains a +4 Bonus on Grapple, Overrun,
Trip, Bullrush and Disarm checks.

Elemental Smiting (Su): at level seven, the Blade of Entropy deals more damage with its attack of
the same name: the bonus increases to ten, plus one per class level in any class that offers a full
Base Attack Bonus increase (such as Fighter, Barbarian, or Duelist). Additionally, against creatures
with the opposite Elemental Subtype (Fire versus Water, Air versus Earth), the amount is doubled,
despite the previous note about not being multiplied.
GARGOYLE
CR 4, Level 4

Obsidian Gargoyle

The Obsidian Gargoyle isn’t just “a gargoyle but more”, it’s specifically a Gargoyle that gets fiery
powers added to its physical abilities. It also gains Infernal abilities and becomes fiendish-themed.

Hit Die: d10


BAB: Medium
Saving Throws: Good Fort and Ref
Skill Points: 2 + Int
Class Skills: Balance, Craft (Stonework), Hide, Intimidate, Jump, Knowledge (Nature, The Planes),
Listen, Move Silently, Spot

1 Fiery Breath, Obsidian Body, Fire Affinity


2 Slashing Shards
3 Fiery Touch, Lava Pool
4 Translucence
5 Aura of Unearthly Heat
6 Brimstone, Firestep
7 Breath of Hellfire
8 Molten Wave
9 Shattering Burst, Greater Firestep
10 Hellfire Engine
11 Volcanic Earth
12 Infernal Firestep, Massive Monster
13 Clinging Breath, Aura of Sulfurus Fumes
14 Explosive Magic
15 Ashen Breath
16 Volcanic Meteor Storms, Towering Monstrosity
Fiery Breath (Su): the Obsidian Gargoyle can breathe fire. This requires a Standard Action, and is
unleashed in a Medium Range Cone. All in the area suffer 1d6 Fire damage per hit die, with a Reflex Save
for half. After using this ability, it cannot use the ability again for the next 3 rounds. The Save DC is
Constitution-based.

Obsidian Body (Ex): the Obsidian Gargoyle is, as the name suggests, made from obsidian. It adds its level
to its amount of Damage Reduction, and this DR can only be overcome by attacks which are both Magic and
Bludgeoning. It also enjoys Fire and Cold Resistance equal to double its hit dice.

Fire Affinity (Ex): all spells with the [Fire] descriptor are considered to be on the Obsidian Gargoyle’s class
list for the purpose of activating magic items and such.

Slashing Shards (Ex): starting at level two, the Obsidian Gargoyle’s attacks cut like glass. Its Natural
Weapons all increase one size in damage and have a natural Threat Range of 18-20. Additionally, every
successful Bite attack deals 2 points of Constitution damage.

Fiery Touch (Su): starting at level three, the Obsidian Gargoyle emits enough heat to set fires. Holding dry
timber, parchment etc. will ignite it after just one round and oil burns with a mere touch. All of its melee
attacks deal an extra 1d6 Fire damage.

Lava Pool (Su): the third-level Obsidian Gargoyle can Scry through lava and magma, but only to see
locations near Large flames or bodies of lava/magma.

Translucence (Ex): at level four, the Obsidian Gargoyle starts to shimmer, becoming hard to see. It is
onstensibly pitch black, but highly reflective and slightly see-through in places. It enjoys a +4 Racial Bonus
on Hide checks and a 20% Miss Chance against all attacks, caused by Concealment.

Aura of Unearthly Heat (Su): starting at level five, the Obsidian Gargoyle emits heats. All nonmagical
projectiles hurled at it just burn and melt before they can hit. Additionally, at the end of each of its turns, all
adjacent creatures simply take 3d6 Fire damage.

Brimstone (Ex): starting at level six, whenever the Obsidian Gargoyle breathes fire, it also breathes a
horrible toxic smoke that chokes and blinds people. Those caught in the area must, in addition to saving
against the flames, attempt a Fortitude Save. The Save DC is the same as the Reflex Save, and failure results
in being both Blind and Nauseated for 1 round, caused by Poison.

Firestep (Su): the sixth-level Obsidian Gargoyle can Teleport through flames. By taking a Full Round
Action and stepping into a fire or body of lava/magma at least as big as it is, it teleports. It exits through a
fire or body of lava/magma big enough to hold it, anywhere in the same plane.

Breath of Hellfire (Su): at level seven, the Obsidian Gargoyle’s Fiery Breath becomes half Fire, half
Untyped. Additionally, those who fail both Fort and Ref Saves additionally suffer a Doom effect for one
minute from the sheer badness of it all.

Molten Wave (Su): with a Standard Action, the level eight Obsidian Gargoyle can unleash a horrible wave
of molten stone. All creatures within ten feet suffer 1d6 Fire damage per two hit dice, with a Reflex Save
(Constitution-based) for half. Those who fail the save continue to take the same damage again for a number
of additional rounds equal to the Obsidian Gargoyle’s Constitution Bonus. This is treated as ongoing damage
for the purpose of spellcasting and similar, because it is ongoing damage, and it can be ended prematurely by
immersing oneself in water, being hit by a [Cold] effect, or spending a Full Round Action going Prone and
scraping the lava off.

Shattering Burst (Ex): whenever the ninth-level Obsidian Gargoyle takes Bludgeoning damage, fragments
break off. All adjacent enemies immediately suffer Magic Slashing damage equal to its Constitution Bonus,
and 1 point of Constitution damage.
Greater Firestep (Su): at level nine, the Obsidian Gargoyle’s Firestep lets it move to or from the Elemental
Plane of fire.

Hellfire Engine (Su): at level ten, the Obsidian Gargoyle gains Basic access to the Fire and Carnage
Spheres. This results in it gaining the [Fire] Subtype. It also gains the [Evil] Subtype.

Volcanic Earth (Su): at level eleven, the Obsidian Gargoyle’s heat becomes so immense that the ground
eround it starts to crack and melt. The ground out to 30 feet from it is always Difficult Terrain, and foes must
pass DC 15 Balance checks in order to Charge through the area. Furthermore, its Aura of Unearthly Heat
extends out to the full 30 feet. It may also cast Vitrify at will (Charisma-based), targeting areas of sand within
this radius.

Infernal Firestep (Su): upon reaching level twelve, the Obsidian Gargoyle can use its Firestep ability to
travel to any fiery Plane or Demi-Plane or Layer, such as the first and second mounts of Gehenna, the second
layer of Ysgard, the third layer of Carceri, the second and fourth layers of Baator and so on.

Massive Monster (Ex): at level twelve, the Obsidian Gargoyle grows to Large Size. Its Strength,
Constitution, and Natural Armour each increase by 4 points, and its Dexterity decreases by 2 points.

Clinging Breath (Su): the burning breath of the thirteenth-level Obsidian Gargoyle sticks to foes and boils
away at them. Those who fail their Reflex Save against its breath weapon suffer 8d6 Fire damage again on
the next round, and a -2 Penalty to Dexterity. The round after that, they suffer another 4d6 Fire damage and
the Penalty increases to -4. The next round, they suffer 2d6 Fire damage and the Penalty becomes -6. The
next round, they just take 1d6 Fire damage and a -8 Dexterity Penalty. Finally, they must attempt a Strength
check (DC 10 + the Gargoyle’s Constitution Bonus) or be encased in solid stone. If they succeed, the penalty
goes away as the solidified stone breaks away.

Aura of Sulfurous Fumes (Su): starting at level thirteen, the Obsidian Gargoyle is perpetually surrounded
by a Stinking Cloud effect. The Save DC is 13 + its Constitution Bonus, and the fumes extend out to ten feet
away from it. If dispersed, the fumes resume one round later.

Explosive Magic (Su): at level fourteen, the Obsidian Gargoyle gains Basic Access to the Pyre Sphere, and
improves its access to the Fire Sphere to Advanced.

Ashen Breath (Su): the breath of the fifteenth-level Obsidian Gargoyle is full of cinders and ash clouds that
are full of negative energy. Anything that fails both the Ref and Fort Saves also suffers 1d6 points of
Constitution Drain. Additionally, Undead within the area must pass a Will Save or be Rebuked as though by a
Cleric with levels equal to its own hit dice. Even corpses can be Animated as the spell, with the regular
limits.

Volcanic Meteor Storms (Su): each round, with a Move-Equivalent Action, the sixteenth-level Obsidian
Gargoyle can conjure a burning meteor (as Meteor Swarm). On its following turn, the meteor finishes its
descent and can be aimed with a Swift Action. Alternatively, before that time it may be used to intercept and
destroy an incoming Ranged Attack or Ranged Touch Attack with an Immediate Action.

Towering Monstrosity (Ex): at level sixteen, the Obsidian Gargoyle grows to Huge Size. Its Strength,
Constitution and Natural Armour increase by another 4 points each, and its Dexterity is reduced by another 2
points.
Continental Drifter

The Continental Drifter is “more of a Gargoyle than before”. It becomes bigger, heavier, more
resilient and more of a flying hard-hitter that likes to just charge in and smash things. This is rather
a bit like a Knight, but more violent.

Hit Die: d12


BAB: Good
Saving Throws: Good Fort
Skill Points: 2 + Int
Class Skills: Balance, Craft (Stonework), Intimidate, Jump, Knowledge (Architecture &
Engineering, Geography, Nature), Listen, Spot
Proficiency: Light and Medium Armour, all Shields, and Simple and Martial Weapons

1 Granite Body, Crushing Hammer Style (Proficiency and Bonus)


2 Energy Resistance
3 Fortified Might
4 Crushing Hammer Style (Knock-down)
5 Inertial Collision
6 Mettle, Adamantite Body
7 Crushing Hammer Style (Armour-Crushing)
8 Sword-Breaker
9 Inevitable Movement
10 Crushing Hammer Style (Knock Senseless)
11 Improved Mettle
12 Stone Juggernaut
13 Crushing Hammer Style (Brain Breaker)
14 Diamond Body
15 Stone Titan
16 Crushing Hammer Style (Ruinous Strikes)
Granite Body (Ex): the Continental Drifter is made of incredibly hard rock, and as such is difficult
to damage. It adds its class level to its Damage Reduction. It also gains an Enhancement Bonus to
its Natural Armour of +1 per 3 hit dice (round up).

Crushing Hammer Style (Ex): the Continental Drifter has a special fighting style. The weapons of
this style are the Pick (Heavy, Light, Ice, Dire, whatever), Warhammer, Maul, Warmace, and
Minotaur Great Hammer. Bonuses from this do not stack with those from feats like Combat School,
Weapon Focus, Improved Critical, Insightful Strike and so on. At first level, the Continental Drifter
becomes Proficient with the weapons of this style, and gains a +2 Bonus to Attack and Damage
rolls with them.

At level four, any time it hits a foe with one of these weapons, it is allowed a free Trip attempt
against them. If it fails the Trip attempt, this does not grant a counter-Trip attempt.

At level seven, the first time per round that it hits a given foe, it pulverises them enough to negate
their Damage Reduction and Shield Bonuses to Armour Class until the target’s next turn.

At level ten, the Continental Drifter doubles the Critical Threat and Multiplier of these weapons.
Additionally, if it successfully trips a foe with one of these weapons, the foe must pass a Fort Save
(DC 8 + half its hit dice + its Strength Bonus) or be rendered Dazed and Blind for one round.

At level thirteen, each time it hits a foe with one of these weapons, it knocks them senseless,
dealing two points of Intelligence damage.

At level sixteen, attacks with these weapons ignore all Damage Reduction, Hardness and
Fortification (or other Resistance or Immunity to Critical Hits). Unattended objects that are struck
must pass a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be utterly destroyed.

Energy Resistance (Ex): starting at second level, the stonelike body of the Continental Drifter
resists the most common of elemental sources. It gains Acid, Cold, Electricity and Fire Resistance
equal to its hit dice plus its Constitution Bonus.

Fortified Might (Ex): the third-level Continental Drifter is less a creature and more just a bad-
natured piece of terrain. It is Immune to extra damage from Critical Hits and Sneak Attack, unless
the attacker has at least as many ranks in Knowledge (Architecture and Engineering) or Knowledge
(Geology) as it has hit dice. It is also Immune to Stunning, Sickening, Nausea, Fatigue, Exhaustion
and Poison.

Inertial Collision (Ex): when the fifth-level Continental Drifter charges at people, they notice.
Providing it hits, it may move into their space in addition to dealing damage as normal. The target
must then pass a Ref Save (DC 10 + half its hit dice + its Constitution Bonus) or fall Prone and
have the Continental Drifter’s weight added to their own encumbrance. If they succeed on the save,
they move to an adjacent unoccupied square – if none is available, they suffer as though having
failed the save.

Mettle (Ex): starting at level six, any time the Continental Drifter succeeds at a Fort or Will Save
for partial effect, it instead takes no effect.

Adamantite Body (Ex): at level six, the Continental Drifter’s body becomes even harder and
heavier. Its Damage Reduction can only be overcome by both Magic and Adamantine.
Sword-Breaker (Ex): non-magical weapons simply shatter against the body of the eighth-level
Continental Drifter, doing no damage to it. Magical weapons deal damage as normal, but the
attacker must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or drop the
weapon and suffer 1d10 points of Non-Lethal damage from the recoil. Unarmed Attacks and
Natural Weapons that fail to do at least one point of damage result in the attacker taking the rolled
damage instead.

Inevitable Movement (Ex): starting at level nine, the Continental Drifter cannot be stopped – it
always reaches its destination. It cannot be Slowed, Entangled or Paralyzed. Additionally, it gains
the Earth Glide ability, moving at its full regular speed.

Improved Mettle (Ex): at level eleven, any time the Continental Drifter fails a Fort or Will Save
for a partial effect, it instead suffers partial effect as though it had passed the save without Mettle.
This does not effect things that offer a Fort or Will Save to Negate.

Stone Juggernaut (Ex): upon reaching level twelve, the Continental Drifter grows to Large Size.
Its Strength, Constitution and Natural Armour each increase by 2, but its Dexterity is reduced by 2.
Additionally, it may charge through people, picking any target it wants in a straight line and
barrelling through anyone in the way (attempting to Overrun them). It also gains the Rock-
Throwing ability of a Mountain Giant.

Diamond Body (Ex): the body of the fourteenth-level Continental Drifter shows glimmers of raw
diamond and emerald all throughout it, and it’s not just for cosmetic effect. Its Damage Reduction
cannot be overcome by any material (ie DR X/-) and it gains Spell Resistance equal to its hit dice
plus ten.

Stone Titan (Ex): at level fifteen, the Continental Drifter grows larger still, increasing to Huge
Size. Its Strength, Constitution and Natural Armour each increase by another 4 points, and its
Dexterity is reduced by another 2. Furthermore, it can cause localised Earthquakes (as the spell,
centred on its own location) at will simply by stomping.
GENIE: DJINNI
CR 5, Level 7

Djinn Sultan

The Djinn Sultan is a Djinn who rules over others. They gain powers that let them boss others about
and impose their will on reality. They also become good at giving gifts to mortals, only to then
bring those favours up as debts.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort, Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy,
Forgery, Gather Information, Intimidate, Knowledge (any), Listen, Perform (Oratory), Sense
Motive, Spot
Proficiency: all Simple and Martial Weapons

1 Wind Wall at will, Control Winds 1/day, Eyes of the Sultan


2 Garb of the Sultan, Solid Fog at will, Quickened Command at will
3 Greater Invisibility 1/day, Mortal Lure
4 Hand of the Sultan
5 Telekinesis 1/day, Mirage Arcana 1/day
6 Control Weather 1/day, Voice of the Sultan
7 Feast of the Sultan, Doomtide 1/day
8 Whirlwind 1/day, Maze at will
9 Wrath of the Sultan
10 Air Hammer
11 Planar Travel Pass
12 Greater Whirlwind 1/day
13 Storm of Vengeance 1/day, Will of the Sultan
Spell-Like Abilities (Sp): as he gains levels, the Djinn Sultan gains access to a variety of Spell-Like
Abilities. The Caster Level equals his hit dice, and any Save DC is 10 + half his hit dice + his Charisma
Bonus.

Eyes of the Sultan (Ex): the Djinn Sultan can constantly see Invisible creatures – even Ethereal and
Incorporeal ones. The only way to be hidden is to actually be hidden.

Garb of the Sultan (Su): starting at second level, the Djinn Sultan can change the appearance of his garb
with a Swift Action at will – as though casting Disguise Self but affecting only his clothing and armour. With
a Full Round Action, he may also cast Greater Luminous Armour upon himself, without needing to pay the
Sacrifice cost, and may use an Immediate Action to end the effect and activate a Sonic Shield effect instead.

Mortal Lure (Sp): just like a Noble Djinn, the third-level Sultan can grant three Wishes per day to mortal
creatures. However, upon doing so, he permanently gains Immunity to the [Mind-Affecting] effects of such
creatures and can never again be bound by them through means such as Planar Binding. Additionally,
anybody who receives one or more of these Wishes suffers a -4 Penalty on all Saving Throws against his
effects until the next New Moon.

Hand of the Sultan (Ex): starting at level four, the Djinn Sultan can interact with Incorporeal and Ethereal
things as though they lacked those traits. He effectively has an innate Ghost Touch property, which he then
bestows upon all things he touches. Furthermore, any time he hits somebody with a melee attack, he may
make a free Bullrush attempt – he does not move forward with them, but can force them back further than 5
feet.

Voice of the Sultan (Su): the sixth-level Djinn Sultan gains the Fascinate ability of a Bard, able to imbue
Suggestions in the same manner. Additionally, once per minute he may cast any Power Word spell with a
Spell Level of six or lower, however it becomes a [Language-Dependent] effect for him.

Feast of the Sultan (Su): starting at level seven, the Djinn Sultan may break bread with people and cast
Heroes’ Feast for every single meal. Those who benefit from the effects will, for the next 12 hours, resist
unpleasant weather (3 levels of Protection against Heat and Cold) and be suitably hydrated. However, for the
same duration they suffer a -4 Penalty to save against the [Mind-Affecting] effects of the Sultan.

Wrath of the Sultan (Su): anybody who hits the ninth-level Djinn Sultan with an attack or spell instantly
suffers a curse as Bestow Curse with a Save DC of 10 + half his level + his Charisma Bonus. With a Standard
Action, he may then cast Rebuke or Greater Rebuke at such a cursed creature. This ends the Curse, but any
penalties from the Curse apply long enough to harm the Saving Throw.

Air Hammer (Su): once per minute, the tenth-level Djinn Sultan can unleash a Quickened Telekinesis,
however only the Violent Thrust version.

Planar Travel Pass (Su): the eleventh-level Djinn Sultan is inherently allowed in any Plane he goes –
whether it be Finality, a section of Baator, or anywhere else. This means he is free from normal pass-
checking harassment of Amnizu, the deadly cold of Cania and similar. He may write out similar passes for
others as well, and additionally he may cast Greater Planeshift at will.

Will of the Sultan (Ex): upon reaching level thirteen, the Djinn Sultan can grant Wishes to himself. The limit
of three per day still applies.
GENIE: EFREETI
CR 8, Level 10

Solar Overlord

The Solar Overlord is a natural progression for the Efreeti, gaining more fire and fear effects and
the ability to spread a lot of fires around. They can also command and dominate plenty of people.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Appraise, Bluff, Gather Information, Intimidate, Knowledge (any), Listen, Sense
Motive, Spot, Survival, Use Rope
Proficiency: Light Armour and all Simple and Martial Weapons

1 Dominate Person 1/day, Eternal Debt


2 Control Undead 1/day, Bully Foes
3 Quickened Command at will, Fiery Terror
4 Geas/Quest 1/day, Fiery Sphere Access
5 Planar Binding 1/day, Touch of Brass
6 Quickened Greater Command 3/day, Oath of Blood 1/day
7 Dominate Monster 1/day, Shout of Spreading Flames
8 Familial Geas 1/day, Greater Planar Binding 1/day
9 Fiery Sphere Access, Greater Planeshift 2/day
10 Gate 1/day, Planar Palace
Spell-Like Abilities (Sp): the Solar Overlord gains a variety of Spell-Like Abilities over time. The
Caster Level equals his hit dice and any Save DC is 10 + half his hit dice + his Charisma Bonus.

Eternal Debt (Su): any time the Solar Overlord grants somebody a Wish, they are forever in his
debt and he can leverage this against them. His [Mind-Affecting] effects ignore any Immunities
they might have against them, and deny Spell Resistance as well. Furthermore, they suffer a -4
Penalty to Save against them.

Bully Foes (Ex): starting at second level, the Solar Overlord can bully people around the place
when he Demoralises them. He can still choose to inflict the standard penalty if he wishes, but he
may also choose to, if successful, force the target to retreat. As an Immediate Action, the target has
to retreat five feet, plus another five feet for every point by which the check succeeds, up to their
Movement Speed. If they have already spent their Immediate Action, then this movement consumes
a Move-Equivalent Action on their following turn. This also extends the duration of any ongoing
detrimental [Mind-Affecting] effects on the target for 3 rounds, and if they are on fire they instantly
take damage again. Multiple uses of this ability in the same round on the same target do not stack –
even if by different Overlords – however the extended duration will stack if used on multiple turns.

Fiery Terror (Su): whenever the third-level Solar Overlord deals Fire damage to a foe – even
through Spells or magic items – there is a chance they will catch fire. If the attack allowed a saving
throw, they catch fire on a failed save. Otherwise they catch fire as long as they suffer enough
damage to bypass any Fire Resistance and reduce their Hit Points. If a character catches fire, he is
allowed a free Demoralise attempt against them.

Fiery Sphere Access: at level four, the Solar Overlord gains Basic Access to his choice of either the
Fire or Pyre Sphere. At level nine, he may gain Basic Access to the other, or improve his Basic
Access to Advanced.

Touch of Brass (Su): at level five, the Solar Overlord can’t quite turn people to gold, but close
enough: with a Standard Action it can make a Touch Attack against any creature or object, and if it
hits, they must attempt a Fortitude Save (DC 10 + half his hit dice + his Charisma Bonus). If they
fail the save and are also below half their maximum Hit Points, they are permanently transformed
into a brass statue, as an Instantaneous effect.

Shout of Spreading Flames (Su): the seventh-level Solar Overlord can shout hard enough to make
fire spread about. He spends a Standard Action yelling, and any open flame or burning creature
within earshot suddenly finds the flames soaring out. Creatures adjacent to these sources of fire
must pass a Reflex Save (DC 10 + half his hit dice + his Charisma Bonus) or instantly suffer 3d6
points of Fire damage and catch fire.

Planar Palace (Ex): at level ten, the Solar Overlord is granted his own planar palace. This can be
hidden away somewhere in the Plane of Fire or a similarly pro-fire plane, or it can be within the
Prime Material Plane, inside the actual Sun. It is immune to all the fire that is happening, it is fully
furnished (with fire-Immune furniture), and he probably uses his Greater Planeshift to move to and
from it – or simply uses Gates. At any given time, this palace typically houses a great many Fire
Elementals, Efreeti, Salamanders, Fire/Steam/Magma Mephits, and possibly even a Fire Weird, who
all more-or-less call the place home, or are at least guests willing to do business or provide
information.
GENIE: JANNI
CR 4, Level 5

Harmonic Manifestation

The Janni is only level five, so has a lot of potential. The Harmonic Manifestation is one form of
that potential, becoming more genielike but also better at adventuring in various planes. They also
tend to get elemental power in general, becoming spellcasters based on all the elements.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Craft (any), Climb, Decipher Script, Diplomacy,
Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (any),
Listen, Move Silently, Perform (Dance), Ride, Sense Motive, Spot, Survival, Swim, Tumble
Proficiency: all Simple and Martial Weapons

1 Enhanced Elemental Endurance, Sanctuary at will, Calm Emotions at will


2 Lesser Elemental Power
3 Vital Energy Protection 10, Instant Forge
4 Improved Elemental Power
5 Planar Tolerance, Peacebond at will
6 Greater Elemental Power
7 Commune With Nature 1/day, Energy Immunity 1/day
8 Superior Elemental Power
9 Ethereal Jaunt 1/day, Planar Travel Pass
10 Mighty Elemental Power, Planar Bubble at will
11 Aura of Contentment
12 Overwhelming Elemental Power
13 Vital Energy Protection 20, Summon Elemental Monolith 1/day
14 Freedom of Movement, Perfect Elemental Power
15 Wish 1/day, Precipitate Planar Breach 1/day, Planar Perinarch 1/day
Enhanced Elemental Endurance (Ex): the Harmonic Manifestation can last longer in the Inner
Planes. She can last for an entire week before harm starts.

Spell-Like Abilities (Sp): as she gains levels, the Harmonic Manifestation gains additional Spell-
Like Abilities. The Caster Level equals her hit dice, and any Save DC is 10 + half her hit dice + her
Charisma Bonus.

Lesser Elemental Power (Sp): starting at level two, the Harmonic Manifestation is able to draw
upon a variety of elemental effects. She can cast any one of each of the following categories per
day, with a Caster Level equal to her hit dice and a Save DC of 10 + half her hit dice + her
Charisma Bonus:
-Air: Gust of Wind, Lightning Bolt, Cone of Cold, Expeditious Retreat
-Earth: Soften Earth and Stone, Earth Glide
-Fire: Fireball, Heat Metal, Pyrotechnics
-Water: Chill Metal, Grease, Obscuring Mist
-Wood: Entangle, Pass Without Trace
Whenever she has either expended none of her elements or all of them, she is considered Balanced
and gains the Slippery Mind ability.

Vital Energy Protection (Ex): at level three, the Harmonius Manifestation gains 10 points of
Energy Resistance against damage from Positive or Negative Energy. At level thirteen this increases
to 20.

Instant Forge (Su): as long as the third-level Harmonius Manifestation is Balanced, she can cast
Fabricate and Major Creation at will.

Improved Elemental Power (Sp): the fourth-level Harmonius Manifestation has a second tier of
elemental powers. These work the same as the first, however it is an entirely separate pool. As such,
she can use one Spell-Like Ability of each elemental type from the initial list, and one of each
elemental type from the second. She must still expend either no powers at all, or all of them from all
tiers, in order to be Balanced.
-Air: Glitterdust, Shocking Ray (Scorching Ray that deals Electricity), Gaseous Form
-Earth: Earthen Grasp, Spike Stones, Haboob
-Fire: Scorching Ray, Flamestrike, Fire Shield
-Water: Icy Sphere, Creeping Cold, Quench, Sleet Storm
-Wood: Wood Shape, Warp Wood, Barkskin

Planar Tolerance (Ex): the fifth-level Harmonius Manifestation can exist happily on any plane at
all, and ignores harmful planar traits such “always on fire” or “trapping”.

Greater Elemental Power (Sp): at level six, the Harmonius Manifestation has a third tier of
elemental powers.
-Air: Orb of Electricity, Call Lightning Storm, Wind Wall
-Earth: Stone Shape, Stoneskin, Flaywind Burst
-Fire: Firetrap, Orb of Fire, Wall of Fire
-Water: Water Walk, Control Water, Ice Storm
-Wood: Plant Growth, Poison
Planar Travel Pass (Su): the ninth-level Harmonius Manifestation is inherently allowed in any
Plane she goes – whether it be Finality, a section of Baator, or anywhere else. This means she is free
from normal pass-checking harassment of Amnizu, the deadly cold of Cania and similar. She may
write out similar passes for others as well, and additionally she may cast Greater Planeshift at will.

Superior Elemental Power (Sp): at level eight, the Harmonius Manifestation has a fourth tier of
elemental powers.
-Air: Chain Lightning, Control Winds, Freedom of Movement, Solid Fog
-Earth: Disintegrate, Stone Grasp, Stone Tell
-Fire: Charnal Fire, Fire Storm
-Water: Polar Ray, Wall of Water, Wall of Ice
-Wood: Command Plants, Antiplant Shell, Poison Vines

Mighty Elemental Power (Sp): at level ten, the Harmonius Manifestation has a fifth tier of
elemental powers.
-Air: Sonic Shield, Overland Flight
-Earth: Transmute Rock to Mud, Wall of Stone
-Fire: Sunburst, Parboil
-Water: Freezing Sphere, Flashflood
-Wood: Transport via Plants, Wall of Thorns, Changestaff

Aura of Contentment (Su): starting at level eleven, the Harmonius Manifestation radiates a
Spread of Contentment effect out to 25 feet. She can suppress or resume this with a Standard Action
at will.

Overwhelming Elemental Power (Sp): at level twelve, the Harmonius Manifestation has a sixth
tier of elemental powers.
-Air: Control Weather, Thunder Field
-Earth: Move Earth, Transmute Mud to Rock
-Fire: Incendiary Cloud, Ashen Union
-Water: Acid Fog, Red Tide, Depthsurge
-Wood: Liveoak, Ironwood

Freedom of Movement (Su): upon reaching level fourteen, the Harmonius Manifestation has a
permanent Freedom of Movement effect.

Perfect Elemental Power (Sp): the fourteenth-level Harmonius Manifestation unlocks the seventh
and final tier of elemental powers.
-Air: Telekinetic Sphere, Whirlwind
-Earth: Flesh to Stone, Earthquake
-Fire: Fire Seeds, Blackfire, Quickened Fireball
-Water: Freezing Fog, Heat Drain
-Wood: Transmute Metal to Wood, Animate Plants
GHOUL: GHAST
CR 3, Level 4
Alternatively a 3rd level Ghoul Paragon. In this case, there should be a requirement of four hit dice
(3 Paragon levels and one “other” level).

Ghastly Ravager

The Ghastly Ravager is basically the Blackguard of Ghasts. They run about killing people horribly.
In this case, they are Necrocarnum Soulborn, and an evil Soulborn is pretty much a Blackguard so
it’s all good. After six levels of this, they just proceed to take actual Soulborn levels, but skip the
first ten.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 2 + Int
Class Skills: Bluff, Concentration, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Spot
Proficiencies: all Simple and Martial Weapons, Light, Medium and Heavy Armour and all Shields

1 Soulblade, Soulmelds, Unholy Toughness 2 Chakra


2 Dark Blessings, Soul Smite 3 Chakra
3 Better Soulmelds, Arcane Sight 3 Chakra
4 Pressing Assault 3 Chakra
5 Advanced Soulmelds, Blood of Necrocarnum 4 Chakra
6 Necrocarnum Master, Dead Soul 4 Chakra
Soulblade (Su): with a Swift Action, a Ghastly Ravager can call into existence a weapon of eerie
black necrocarnum. This is a Light weapon that deals 1d10 damage (plus bonuses as normal) has a
threat range of 18-20. It has an Enhancement Bonus equal to a third of the Ravager’s hit dice (round
up). The moment it ever leaves the Ravager’s hand it vanishes, though it can create another with a
Swift Action. The damage dealt by this is Force damage (and as such is a [Force] effect that ignores
Hardness and suffers no Miss Chance against Incorporeal opponents). At its discretion, it may elect
to deal Negative Energy damage instead (healing Undead – even itself – as normal).

Soulmelds (Su): the Ghastly Ravager has the ability to call upon a number of eerie black intangible
wardrobe accessories that are powered by its necrocarnum – the magic of its undead soul. At first
level, it knows three of these. After this, it learns two new ones at each even level and one at each
odd level. Each is unique and should be named – check the random table for the Soulborn class, but
replace every entry on the first column with “Black”, “Dark”, “Grey” or similar. These work exactly
the same as Soulborn Soulmelds, using its total hit dice for its level, and it cannot choose Nimbus of
Light or Animal Summoning. It begins with two Chakra, then gains a third at level two, and a fourth
at level five. For the Basic Bonus, the Ghastly Ravager also has the option of an Enhancement
Bonus to its Turn Resistance (+1 per 3 hit dice, round up).

At level three it gains access to Better Soulmelds. At level five it gains access to Advanced
Soulmelds but may not select Aura of Luck.

Unholy Toughness (Ex): the Ghastly Ravager may add its Charisma Bonus to Hit Points gained per
level in place of the Constitution Bonus it doesn’t have.

Dark Blessings (Su): starting at level two, the Ghastly Ravager may add its Charisma Bonus as a
Profane Bonus to all of its Saving Throws.

Soul Smite (Su): a Ghastly Ravager of second level or higher can declare itself to be Soul Smiting
with a Swift Action. For the rest of its turn, the attacks it makes add its Charisma Bonus to the
attack roll and its hit dice total to the damage roll. After a Soul Smite is declared, it cannot be used
again for ten rounds.

Arcane Sight (Su): starting at level three, the Ghastly Ravager benefits from an Arcane Sight effect
at all times.

Pressing Assault (Ex): from fourth level onwards, whenever an opponent uses a 5’ step within the
threatened area of the Ghastly Ravager, this provokes an Attack of Opportunity from the Ravager.

Blood of Necrocarnum (Su): a fifth-level Ghastly Ravager regains blood… of sorts. Any time it
suffers damage from a physical attack, all adjacent creatures suffer 1 point of Negative Energy
damage as Necrocarnum splashes out.

Dead Soul (Su): if a sixth-level Ghastly Ravager is ever destroyed and is not in Consecrated or
Hallowed ground at the time of destruction, then at the next midnight it rises again, completely
renewed. This can also be prevented by placing the remains within Consecrated or Hallowed
ground.

Necrocarnum Master (Su): upon reaching level six, the Ghastly Ravager is basically a tenth-level
Soulborn and can start taking Soulborn levels starting at eleven. However when it gains access to
Giant-Size Soulmelds it cannot choose Personal Sun.
Ghoul Lord

Ghoul Lords are actually Ghasts, but never mind that. It is said that corrupt officials often become
Ghoul Lords in their unlife. They like to maintain a retinue of undead servants, and bestow
horrifying “gifts” on people.

Hit Die: d12


BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy, Disguise,
Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move
Silently, Profession (Corrupt Official), Ride, Search, Spot
Proficiency: only Simple Weapons and the Hand Crossbow, Net, Sickle and Sap

1 Dread (Weariness), Darkness at will, Necrotic Awareness at will, Necrotic Cyst 3/day
2 Morbid Curiosity, Cheat at will, Corrupt Weapon 1/day, Entice Gift 3/day
3 Bonus Feat, Slow Consumption 1/day, Sorrow 1/day, Stupor 1/day, Knock 3/day
4 Bestow Corruption, Addiction 1/day, Ghoul Glyph 1/day, Necrotic Scrying 3/day
5 Sap Strength 1/day, Song of Festering Death 1/day, Wither Limb 1/day, Detect Taint at will
6 Dread (Shock), Circle of Nausea 1/day, Clutch of Orcus 1/day, Ghoul Gesture 3/day
7 Bestow Depravity, Morality Undone 3/day, Curse of the Putrid Husk 1/day
8 Bonus Feat, Unliving Weapon 3/day, Necrotic Bloat at will, Confusion 3/day
9 Eyes of Terror, Vampiric Touch at will, Damning Darkness 1/day, Bloodstar 1/day
10 Corrupture, Revive Undead 1/day, Necrotic Domination 1/day, Cloak of Hate 1/day
11 Dominance of Depravity, Bodak Birth 1/day, Fabricate 1/day, False Sending 1/day
12 Insanity 1/day, Necrotic Burst 1/day, Guards and Wards 1/day
13 Bonus Feat, Pestilence 1/day, Pox 1/day, Soul Shackles 1/day
14 Undead Grafts, Necrotic Tumour 1/day, Wave of Pain 1/day, Avascular Mass 1/day
15 Mass Harm 1/day, Whirlwind of Teeth 1/day, Wretched Blight 1/day
16 Greater Harm 3/day, Necrotic Eruption 1/day, Mind Rape 1/day
Spell-Like Abilities (Sp): the Ghoul Lord casts a lot of Spell-Like Abilities. The Caster Level equals its hit
dice, and any Save DC is 10 + half its hit dice + its Intelligence Bonus.

Dread (Su): the Ghoul Lord causes Dread. Any non-Evil creature who completes a task for it or faces it at
the end of several encounters facing its minions or spends more than ten minutes in its presence suffers from
Weariness. They must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or become Fatigued.

At level six, the first time a non-Evil creature encounters it in its Ghastly state (whether that be the initial
meeting or it unveiling its true nature) must pass a Will Save (same DC) or be Dazed for one round.

Morbid Curiosity (Su): starting at level two, the Ghoul Lord can just speak endlessly, and somehow people
stop and listen, drawn to it – perhaps in the hopes it will explain the details of its plans and allies, perhaps in
the hopes of learning of a weakness, perhaps they just find it fascinating. At any rate, if it spends a Full
Round Action speaking to one or more creatures, they must pass a Will Save (DC 10 + half its hit dice + its
Charisma Bonus) or be Fascinated. They remain in this state until the turn after it does anything other than
speak, or until broken by the usual causes of Fascination.

Bonus Feats: at level three, the Ghoul Lord gains a Bonus Feat. Every five levels thereafter, it gains another.
The choices available are the Tome Feats Bureaucrrat, Con Artist, Cryptographer, Deft Fingers, Detective,
Dreadful Demeanour, Expert Counterfeiter, Lord of Death, Many-Faced, Master of Terror and Tyrant. If
multiple feats are gained that grant a Cohort, it is only allowed one. If multiple feats are gained that grant
Followers, it can just have a whole heap of followers.

Bestow Corruption (Su): with a successful Melee Touch Attack, the fourth-level Ghoul Lord can force a
target to attempt a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, the
target gains a point of Corruption and is Nauseated for one round as the grossness of it infects their body.

Bestow Depravity (Su): any time a victim is suffering from an ongoing Spell-Like Ability of the seventh-
level Ghoul Lord, it may use a Standard Action to end that effect, warping it and infecting their mind instead
– they gain a point of Depravity but the spell effects end.

Eyes of Terror (Su): the ninth-level Ghoul Lord gains a Gaze Attack. Creatures that fail to avert their eyes
are subject to a [Mind-Affecting] [Fear] effect, forcing them to make a Will Save or become Shaken for one
minute. If they are already Shaken, this increases to a condition similar in severity to being Frightened, but
without fleeing: they suffer a -4 Penalty to Attack Rolls, Saving Throws, Skill Checks and Ability Checks. If
already Frightened (or suffering the previous similar effect), they instead Cower. If Cowering or Panicked,
they become Paralyzed. If already Paralyzed, failure results in them having to make a Fortitude Save or die
instantly. Any Save DC (whether Reflex to avert their eyes, or the Will Save, or the final Fortitude Save) is
10 + half its hit dice + its Charisma Bonus.

Corrupture (Su): the tenth-level Ghoul Lord is able to pull Corruption out of targets – violently. With a
Standard Action, it removes all Physical Symptoms of all creatures within 30 feet, and reduces their
Corruption to zero, but they suffer 1d10 points of Vile Damage (which bypasses Damage Reduction,
Damage Immunities and Regeneration) per point of Corruption lost in this way, plus 10 more for each
Physical Symptom, with no Saving Throw.

Dominance of Depravity (Su): the eleventh-level Ghoul Lord can cast Dominate Monster on any creature
with any amount of Depravity, using the taint to seize their mind. After the effect ends, their Depravity is
reduced to zero. If the target has Mild Depravity, the duration is one round per point. If the target has
Moderate Depravity, the duration is one minute per point. If the target has Severe Depravity, the duration is
one day per point. They suffer a -1 Penalty to the save for every Mental Symptom they have.

Undead Grafts (Su): at level fourteen, the Ghoul Lord gains the ability to create and bestow Undead Grafts
upon willing subjects without using money, spells or XP, only time. Any given creature can only have one of
these special Grafts, however, and it may rescind them at any time with a Free Action, causing it to tear free
and deal 10d6 points of damage to the host with no saving throw.
GIANT: FIRE GIANT
CR 10, Level 11

Magma King

A Fire Giant is already a strong opponent, but there’s room for growth. Well, not much room for
literal growth, perhaps, but they can aspire to greater things than just throwing rocks. The Magma
King is a partial spellcaster who is good at creating area effects and setting people on fire.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Craft (any), Diplomacy, Forgery, Gather Information,
Intimidate, Jump, Knowledge (Geography, History, Nobility & Royalty), Listen, Perform (Oratory),
Sense Motive, Spot
Proficiency: Light and Medium Armour, and Simple and Martial Weapons

1 Boiling Blood, Kingly Spells


2 Fiery Minions
3 Voice of Fire
4 Wreath of Smoke and Ash
5 Fiery Gaze
6 Thunderous Bellow
7 Volcanic Stomp
8 Kingdom of Fire
9 Rain of Fiery Death
Boiling Blood (Ex): the blood of the Magma King is not just high-pressure, but high-temperature. Indeed,
were it not so thick it could be thought to be lava. Any time the Magma King suffers Piercing or Slashing
damage from a Natural Weapon or an adjacent enemy with a manufactured weapon, the attacker suffers 1d10
points of Fire damage. If the attack is made by a ranged or reach weapon from beyond five feet but another
creature is in the adjacent square from the same direction, the other creature takes the damage, with a Reflex
Save for half (DC 16 + half his class level + his Constitution Bonus).

Kingly Spells: the Magma King can cast Divine Spells without drawing from a patron. He has the same
Spells Known and Per Day as a Bard with a level equal to his Class Level plus ten (and an equivalent Caster
Level), including using his Charisma Bonus to determine Bonus Spells and the Save DC. Instead of the Bard
spell list, he chooses spells from the Cleric spell list. He also gains the Trickery and War Domain spells for
free.

Fiery Minions: starting at level 2, the Magma King has a pool of minions available at his base of operations.
He has Followers (as the Leadership feat), using Dwarves, Hellhounds, Fire Genasi, Fire and Magma
Mephits, Young (and younger) Red Dragons and so on – using their Challenge Rating as their level.
Additionally, there are unknown numbers of stronger creatures there – once per adventure he may call one
such creature to join him on his quest, a creature with a CR three less than his total level.

Voice of Fire (Su): starting at level three, the Magma King can shout at people until they catch fire. At will,
he can make a Demoralise attempt against all creatures within fifty feet. Those that are affected catch fire in
addition to the usual effects. Against someone already demoralised and on fire, failure to oppose the attempt
results in them being subject to a Command effect and taking an additional 3d6 Fire damage.

Wreath of Smoke and Ash (Su): the Magma King often has clouds of smoke, ash and cinders flying from
him, but when he uses his powers this is particularly notable. Whenever the fourth-level Magma King Casts
a [Fire] or [Sonic] spell or makes a Full Attack or uses his Voice of Fire, Thunderous Bellow, Volcanic Stomp
or Rain of Fiery Death abilities, he is surrounded by enough thick smoke to surround him and all adjacent
squares: any creature in the area has Concealment against adjacent creatures, and Full Concealment against
creatures further away. Anyone who is not the Magma King is also Sickened while in the area. The smoke
cloud lasts for 1 full round.

Fiery Gaze (Su): the fifth-level Magma King can see through smoke, fire, lava and similar. Additionally, he
has a Gaze Attack that he can suppress or resume at will with a Swift Action. Anybody who fails to avert
their eyes (DC 16 + half his class level + his Charisma Bonus) catches fire.

Thunderous Bellow (Su): starting at level six, the Magma King can cast Shout at will. Any who fail the
Saving Throw (DC 16 + half his class level + his Charisma Bonus) are also hurled out to the edge of the area
and ten feet further, and fall Prone. If the movement is stopped by solid objects, they just stop and fall Prone.

Volcanic Stomp (Su): with a Full Round Action at will, the seventh-level Magma King can stomp the
ground hard enough to create an Earthquake effect. Everyone in the area who fails the Reflex Save also
suffers 3d6 Fire damage (twice as much if already on fire). The Save DC is the same as for Boiling Blood.

Kingdom of Fire (Su): although the Magma King’s kingdom is indeed largely on fire, he can also make his
surroundings on fire to help make any place feel like home. Starting at level eight, he may use a Full Round
Action at will to unleash clouds of smoke (as Wreath of Smoke and Ash) out to Medium Range for one
minute. Every round, creatures in the area (aside from him) must pass a Fortitude Save (DC 16 + half his
class level + his Charisma Bonus) or be Nauseated for that round and suffer 1d10 points of Fire damage
(3d10 if already on fire). At the start of the effect, he may also place up to four Wall of Fire effects anywhere
wholly within the area. They also last for one minute.

Rain of Fiery Death (Su): three times per day, the ninth-level Magma King can cast a Widened, Extended
Incendiary Cloud and also a Widened, Extended Fire Storm effect. This is at Caster Level 20 with a Save DC
of 20 + his Charisma Bonus. Anybody in the area already on fire suffers maximum damage.
GIANT: FROST GIANT
CR 9, Level 10

Frost Jarl

Frost Giants generally need people to lead them. Typically, it is the Jarl who will do that. Perhaps
not boasting better intelligence (or rather, boasting it but not backing it up), they nonetheless rule
through greater strength and magical power, acting rather like Blackguards with an extra serving of
cold.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Craft (any), Diplomacy, Gather Information, Intimidate, Jump,
Knowledge (Geography, History, Nature), Listen, Perform (Oratory), Ride, Sense Motive, Spot
Proficiency: Light Armour and all Simple and Martial Weapons

1 Spells of the Jarl, Icy Smite, Aura of Despair


2 Rebuke Frozen, Dark Blessing
3 Aura of Cold
4 Freezing Smite
5 Aura of Carnage
6 Cold Commander
7 Aura of Frozen Death
8 Bellow of Jotun’s Might
9 Aura of Ruin
10 Hail to the King

Spells of the Jarl: the Frost Jarl cast spells like a Paladin, regardless of Alignment, of a level equal to his
Class Level plus ten (with an equal Caster Level, rather than half this). Instead of the Paladin Spell List, he
uses the Blackguard Spell List, with entirely Wisdom-based Spellcasting. Additionally, the following spells
are added:
1st Level – Chill Metal, Gust of Wind, Shatter, Snow Walk, Spiritual Weapon
2nd Level – Call Lightning, Inflict Critical Wounds, Magic Vestment, Winter’s Embrace
3rd Level – Blizzard, Divine Power, Harm, Sleet Storm, Wall of Ice
4th Level – Blade Barrier, Disintegrate, Ice Storm, Power Word: Blind
Icy Smite (Su): once per round, the Frost Jarl can declare an attack to be a Smite attack. This adds his
Charisma Bonus to the attack roll and, if the target is vulnerable to Cold damage (typically through having
the [Fire] Subtype), deals an extra 4d6 points of damage, plus 1d6 per class level.

Aura of Despair (Su): the Frost Jarl has an Aura of Despair, just like a Blackguard – all enemies within 10
feet suffer a -2 Penalty to all Saving Throws. This is an Aura, only one of which may be active at a given
time. Suppressing or activating an Aura, or changing from one to another, requires a Swift Action.

Rebuke Frozen (Su): the second-level Frost Jarl can Rebuke creatures with the [Cold] Subtype like an Evil
Cleric can Rebuke Undead. He uses his total hit dice to determine his effective Cleric Level for this.

Dark Blessing (Su): starting at second level, the Frost Jarl may add his Charisma Bonus to all of his Saving
Throws.

Aura of Cold (Su): at level three, the Frost Jarl gains another Aura, one that reaches out to 20 feet. All in the
area suffer Cold damage each round equal to his hit dice, and those with fewer than half as many hit dice
than himself are also Slowed while in the area.

Freezing Smite (Su): starting at level four, the Frost Jarl’s Icy Smite is even more powerful. A creature that
takes the extra damage must attempt a Fortitude Save (DC 15 + half his class level + his Charisma Bonus) or
become incased in solid ice, as per the Entomb spell.

Aura of Carnage (Su): at level five, the Frost Jarl gains another Aura. Enemies within 10 feet are unable to
regain lost Hit Points while within the area, and any wound they suffer deals an additional 2 Constitution
damage in addition to the regular damage.

Cold Commander (Ex): at level six, the Frost Jarl commands a group of four Frost Giant minions, with
another one gained every level beyond that. He also has ten times as many CR 1 minions of the [Cold]
Subtype. Mostly these are useful for just keeping at his base of operations, however he does also have a
useful steed that follows into combat: a Mature Adult White Dragon. At level nine, he may have an Old
White Dragon steed instead. Similar Huge quadrupedal cold creatures may be substituted if need be.

Aura of Frozen Death (Su): at level seven, the Frost Jarl gains another Aura. Enemies within 20 feet must
pass a Fortitude Save (DC 15 + half his class level + his Charisma Bonus) or be frozen solid.

Bellow of Jotun’s Might (Su): the eighth-level Frost Jarl can, once per hour, unleash a massive shout that
rocks the landscape and makes him even more frightening. With a Standard Action, he bellows, forcing all
creatures within 100 feet, other than flying ones, to attempt a Fortitude Save (DC 15 + half his class level +
his Charisma Bonus) or be knocked Prone, and clearing the 100’ radius area of all clutter on the ground –
gravel, leaves, snow and so on. This also causes him to grow to Huge Size for ten minutes, increasing his
Strength and Constitution and Natural Armour by 4 each but reducing his Dexterity by 2.

Aura of Ruin (Su): the final Aura is gained when the Frost Jarl reaches ninth level. At this point, any attack
made against an enemy within 30 feet ignores Damage Reduction, Hardness, Regeneration, and any
Resistances or Immunities to Critical Hits and similar forms of extra damage.

Hail to the King (Su): the tenth-level Frost Jarl can call the hail down to aid him. With a minute of
concentration, he can cause it to start hailing (including Death Hail or Ebony Ice) at full force or snowing at
blizzard strength (including Blood Snow), centred on him and lasting until he wills it to stop, or ceases being
conscious and aware (such as being Stunned, Dazed or Confused). Additionally, any Humanoid creature slain
within the area of this weather will rise as an Entombed one minute later if still in the weather. A Remove
Curse, Protection From Evil, Magic Circle Against Evil or Dispel Evil effect will prevent this.
HAG: SEA HAG
CR 4, Level 5

Dweller Within the Deep

Hags usually like to cast Spell-Like Abilities. In the case of the Dweller in the Deep, that means not
only casting spells that help them eat others, but also spells that manipulate water. They make good
offensive spellcasters.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Concentration, Craft (Alchemy), Disguise, Escape Artist, Hide, Intimidate,
Knowledge (Geography, Nature), Listen, Move Silently, Spot, Survival, Swim

1 Animate Dead 1/day, Bestow Curse 1/day, Alternate Form


2 Drowning Touch, Sea Hag’s Transformation, Preserve Organ at will
3 Evil Eye (Nightmares), Slow Consumption at will, Absorb Mind 1/day
4 Dream 1/day, Mirage Arcana 1/day, Absorb Strength 1/day
5 Extract Brine, Blackwater Tentacle 1/day, Power Leech 1/day
6 Veil 1/day, Animate Dead 3/day, Bestow Curse 3/day
7 Evil Eye (Deception), Blackwater Taint 1/day
8 Control Weather 1/day, Forcecage 1/day
9 Dream 3/day, Mirage Arcana 3/day, Dark Tide 1/day
10 Mind Blank 1/day, Veil 3/day, Red Tide 1/day, Symbol of Pain 1/day
11 Bestow Greater Curse 3/day, Maelstrom 1/day, Steal Life 1/day
12 Control Weather 3/day, Forcecage 3/day
13 Evil Eye (Receptacle), Insanity 3/day
14 Mind Blank 3/day, Summon Giants 1/day
15 Rapture of the Deep 1/day, Mass Drown 1/day
Spell-Like Abilities (Sp): the Dweller Within the Deep gains various Spell-Like Abilities over
time. The Caster Level equals her hit dice, and any Save DC is 10 + half her hit dice + her Charisma
Bonus.

Alternate Form (Su): the Dweller Within the Deep is able to alter her shape as though by Disguise
Self at will. She can assume any Humanoid or Monstrous Humanoid form in this way, and doing so
suppresses her Horrific Appearance.

Drowning Touch (Su): starting at level two, the Dweller Within the Deep can bestow the ocean to
people and cause them to start drowning with a single touch. She just needs to succeed on a Melee
Touch Attack, and then the foe needs to pass a Fortitude Save (DC 10 + half her hit dice + her
Charisma Bonus) or become Staggered and suffer non-lethal damage equal to their maximum hit
points. Those who fail must also attempt to save again on their next turn (same DC) or drop to -1
Hit Points and begin Dying.

Sea Hag’s Transformation (Su): the second-level Dweller Within the Deep gains the ability to
Wild Shape like a Druid with a level equal to her hit dice. This affects the maximum hit dice, the
size, the duration and the number of uses per day. However, she does not gain Plant or Elemental
shapes, and she may only transform into creatures with the [Aquatic] or [Amphibious] Subtype.

Evil Eye (Su): the Evil Eye of the Dweller Within the Deep can do more as she develops, gaining
additional powers over those who succumb to its effects. At level three, an afflicted creature will
suffer from a Nightmare spell every time they sleep until they receive a Remove Curse, Break
Enchantment or Dispel Evil effect.

At level seven, an afflicted creature is Dominated for three rounds if they fail the initial Will Save,
only becoming Dazed after that duration expires.

At level thirteen, while they are Dazed by the effect, they become the ideal host and she may
possess them (as though by Magic Jar, without needing to store a soul in a jar) at will. This
suppresses their being Dazed, though when the duration expires and they would regain their senses,
her presence is expelled from their body and returns to her own.

Extract Brine (Su): the fifth-level Dweller Within the Deep can attempt to pull the saltwater out of
targets and animate them as blobs of deadly brine. Once per target per day, she may attempt a Melee
Touch Attack and, if it hits, the target takes 1d10 Dessiccation damage per level with a Fortitude
Save for half (DC 10 + half her hit dice + her Charisma Bonus). If a creature is slain by this and has
at least twelve hit dice, a Brine Ooze is permanently created. Such a creature is under the Dweller’s
control for an hour before wandering off to do its own thing.
HAG: GREEN HAG
CR 5, Level 6

Dweller Within the Fen

The Dweller Within the Fen exists as an advancement option for Green Hags, granting them more
Necromancy, weather effects, swamp-based spells and spells designed for eating people.
Additionally, she gains a better Weakness ability, so while being a caster, she can still do
surprisingly well in a fight.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Concentration, Craft (Alchemy), Disguise, Escape Artist, Hide, Intimidate,
Knowledge (Geography, Nature), Listen, Move Silently, Spot, Survival, Swim

1 Animate Dead 1/day, Bestow Curse 1/day, Preserve Organ at will, Spore Field 1/day
2 Fengut at will, Slow Consumption at will, Absorb Mind 1/day
3 Dream 1/day, Mirage Arcana 1/day, Absorb Strength 1/day
4 Weakness (Fatigue), Caustic Mire 3/day, Power Leech 1/day
5 Veil 1/day, Animate Dead 3/day, Bestow Curse 3/day
6 Fever Dream at will, Miasma 3/day, Jungle’s Rapture 1/day
7 Control Weather 1/day, Forcecage 1/day
8 Dream 3/day, Mirage Arcana 3/day, Necrotic Curse 1/day
9 Weakness (Exhaustion), Mind Blank 1/day, Veil 3/day, Symbol of Stunning 1/day
10 Bestow Curse 3/day, Steal Life 1/day, Swamp Lung 3/day
11 Control Weather 3/day, Forcecage 3/day
12 Weakness (Eternal Slumber), Insanity 3/day
13 Mind Blank 3/day, Summon Giants 1/day
14 Shadow Landscape 1/day, Slime Wave at will

Spell-Like Abilities (Sp): the Dweller Within the Fen gains various Spell-Like Abilities as she
gains levels, with a Caster Level equal to her hit dice and any Save DC of 10 + half her hit dice +
her Charisma Bonus.

Weakness (Su): the Weakness power of the Dweller Within the Fen grows stronger as she gains
levels. At level four, a creature that fails its saving throw becomes Fatigued until the next time it
rests. At level eight, a creature that fails its saving throw becomes Exhausted until the next time it
rests. At level twelve, a creature that fails its saving throw falls Asleep until it receives a Remove
Curse, Break Enchantment or Dispel Evil effect.
ANNIS HAG
CR 6, Level 7

Dweller Within the Mere

Annis Hags that wish to grow better become Dwellers Within the Mere. They gain more
Necromancy spells of various kinds, but seeing as they’re already the best fighters of the bunch,
they become particularly adept at tearing people open and giving them rapid diseases.

Hit Die: d8
BAB: Good
Saving Throws: Good Will
Skill Points: 4 + Int
Class Skills: Concentration, Craft (Alchemy), Disguise, Escape Artist, Hide, Intimidate,
Knowledge (Geography, Nature), Listen, Move Silently, Spot, Survival, Swim

1 Animate Dead 3/day, Bestow Curse 3/day, Confusion 3/day


2 Fengut at will, Dream 1/day, Mirage Arcana 1/day, Slow Consumption at will
3 Absorb Mind 1/day, Absorb Strength 1/day, Power Leech 1/day, Festering Claws
4 Veil 1/day, Yielding Flesh, Hasten Infection
5 Luminous Swarm 3/day, Miasma 3/day, Suggestion 1/day
6 Control Weather 1/day, Forcecage 1/day
7 Dream 3/day, Mirage Arcana 3/day, Cackle Fever
8 Blackfire 1/day, Mind Blank 1/day, Veil 3/day, Symbol of Persuasion 1/day
9 Swamp Lung 3/day, Blinding Horror
10 Slimy Consumption, Control Weather 3/day, Forcecage 3/day
11 Twisted Limbs, Insanity 3/day, Mass Invisibility 1/day
12 Mind Blank 3/day, Summon Giants 1/day
13 Vile Death 1/day, Shapechange 1/day
Spell-Like Abilities (Sp): as she gains levels, the Dweller Within the Mere gains additional Spell-
Like Abilities. The Caster Level equals her hit dice, and any Save DC is 10 + half her hit dice + her
Charisma Bonus.

Festering Claws (Ex): starting at level three, the filthy nails of the Dweller Within the Mere cause
injuries that blister and burn and won’t heal without supernatural aid. Her Claw attacks deal Vile
damage, and a character that takes damage must pass a Fortitude Save (DC 10 + half her hit dice +
her Constitution Bonus) or contract Red Ache. A character who is hit multiple times in one turn need
only attempt one save during that turn. The Save DC for the Disease thereafter is the same as above.

Yielding Flesh (Ex): the flesh of the fourth-level Dweller Within the Mere is softer and more
giving than normal, yet still highly resilient – almost rubbery. She may add half her class level
(round up) to her Natural Armour and innate racial Damage Reduction.

Hasten Infection (Su): starting at fourth level, the Dweller Within the Mere can magically speed up
the rate of infection in those suffering from disease. With a Standard Action she points at someone
within Close Range, and then any diseases currently incubating in them skip ahead to the stage
where they would first deal damage (allowing a save as normal). If they have a disease which is
past the Incubation period, it progresses as though a day had gone by, requiring another save against
damage.

Cackle Fever (Ex): the manic laughter and madness of the seventh-level Dweller Within the Mere
spreads far too rapidly. Any time she damages someone with her Bite attack, they must pass a
Fortitude Save (DC 10 + half her hit dice + her Constitution Bonus) or contract Cackle Fever. The
Save DC for the disease from then on is this increased number, not the baseline DC.

Blinding Horror (Ex): the Dweller Within the Mere likes to pluck eyes out, whether for food or for
fun. At level nine, any time she deals maximum damage with her Rend attack, the target is rendered
permanently Blind.

Slimy Consumption (Su): starting at level ten, the Dweller Within the Mere can seek out those
afflicted with infections and turn their innards to ooze. If she uses her Hasten Infection ability on
somebody suffering from two or more diseases and they fail all saving throws, they contract Slimy
Doom. The Save DC for this disease becomes 10 + half her hit dice + her Constitution Bonus.

Twisted Limbs (Ex): the arms of the eleventh-level Dweller Within the Mere stretch out,
resembling lengths of rope more than anything else. Her Reach increases to 20 feet.
HARPY
CR 4, Level 5

Harpy Archer

The term “Harpy Archer” has sort of become a stand-in for “anything that’s too hard for a basic
sword-wielding idiot fighter to handle”, because at early levels you can give a Harpy a bow and
then Angry McHackenslash can go fuck himself. However the fact is, Harpies do make great
archers, so this is a Prestige Class just for that, filling a Rangery sort of role.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Balance, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge (Nature),
Listen, Move Silently, Perform (Song), Ride, Spot, Survival
Proficiency: Simple and Martial Weapons, and Light Armour

1 Distracting Shot, Rapid Shot, Animal Companion


2 Sneak Attack +1d6
3 Suppressive Fire
4 Magic Arrow
5 Warning Shot
6 Sneak Attack +2d6
7 Greater Rapid Shot
8 Inspire Animal Companion
9 Overhead Arrow
10 Sneak Attack +3d6
11 Accelerating Descent
12 Crippling Strike
13 Curse Song
14 Sneak Attack +4d6
15 Meteoric Arrows
Distracting Shot (Ex): whenever the Harpy Archer hits an enemy with a ranged attack, she is considered to
be flanking that enemy for the purpose of her allies’ attacks until the start of her next turn.

Rapid Shot: the Harpy Archer gains Rapid Shot as a Bonus Feat.

Animal Companion: the Harpy Archer gains an Animal Companion like a Druid with a level equal to her
Class Level plus five. Additionally, whatever the animal is, it is Immune to her Fascinating song.

Sneak Attack (Ex): at level two, the Harpy Archer gains 1d6 Sneak Attack like a Rogue. Every four levels
thereafter, this increases by another 1d6.

Suppressive Fire (Ex): starting at third level, the Harpy Archer can deny ground to areas. With a Standard
Action she designates a 10’ radius area within the first Range Increment, and until the start of her next turn,
she can make ranged Attacks of Opportunity into it. Foes can provoke from her in the normal ways, and also
for making attacks while in that.

Magic Arrow (Su): the fourth-level Harpy Archer has an infinite supply of magical arrows – she conjures
them as part of drawing the bowstring. The arrows have an Enhancement Bonus equal to a third of her hit
dice (round up).

Warning Shot (Ex): starting at level five, the Harpy Archer can use a Standard Action to fire a “warning
shot” at a target. In the face. This requires a ranged attack, and if it hits, it deals damage as normal but also
forces the target to Cower for for one round.

Greater Rapid Shot: at level seven, the Harpy Archer gains Greater Rapid Shot as a Bonus Feat.

Inspire Animal Companion (Su): starting at level eight, the Harpy Archer can inspire her animal
companion to great acts – but only her animal companion, nobody else. It requires a Full Round Action to
begin singing, but after that, only a Move-Equivalent Action each round to maintain. She can grant it any of
the following:
-Healing: the animal companion has Fast Healing equal to half the Harpy Archer’s level.
-Speed: the animal companion is Hasted.
-Resilience: the animal companion gains a Stoneskin effect.
Using Inspiration ends her Fascinating song and vice versa.

Overhead Arrow (Ex): as long as the ninth-level Harpy Archer is at a higher elevation than her target, her
ranged attacks ignore Cover.

Accelerating Descent (Ex): starting at level eleven, whenever the Harpy Archer is at a higher elevation than
her target she enjoys a doubled Threat Range and Critical Multiplier.

Crippling Shot (Ex): whenever the twelfth-level Harpy Archer delivers Sneak Attack damage to someone, it
also deals 2 points of Strength damage, and until the start of her next turn the target is denied their Dexterity
Bonus to Armour Class against her Animal Companion’s attacks.

Curse Song (Su): at thirteenth level, the Harpy Archer can use a Standard Action to curse enemies within
earshot. This ends her Inspiration and Fascinating songs, but effects everything that was Fascinated when it
started using the ability. This causes the enemies to become Slowed and Blind for one minute, and suffering
10 points of ongoing damage each round for the duration. To keep the effects going throughout the minute,
she must spend a Swift Action each turn and not use her Fascinating song or Inspiration.

Meteoric Arrows (Su): at level fifteen, the Harpy Archer can fire out Meteors (as Meteor Swarm) or Comets
(as Comet Fall) instead of arrows. She can choose to fire arrows normally, or individual meteors or comets,
on a shot-by-shot basis.
Harpy Chord

The Harpy Chord is obviously a pun, and it was going to be either a garrote-style weapon they
weild or a Prestige Class to enhance their singing abilities. This is a Bard sort of class, with partial
casting abilities and a number of inspirations and songs that cause various effects.

Hit Die: d6
BAB: Medium
Saving Throws: Ref and Will
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Forgery,
Gather Information, Intimidate, Knowledge (any), Listen, Perform (any), Sense Motive, Spellcraft

1 Inspire Fatigue Spellsong (2nd)


2 Song of Despair Spellsong (2nd)
3 Inspire Thunder Spellsong (2nd)
4 Song of Nightmare Spellsong (3rd)
5 Inspire Defence Spellsong (3rd)
6 Song of Idiocy Spellsong (3rd)
7 Inspire Toughness Spellsong (4th)
8 Song of Weakness Spellsong (4th)
9 Inspire Healing Spellsong (4th)
10 Song of Stone Spellsong (5th)
11 Inspire Slowing Spellsong (5th)
12 Song of Death Spellsong (5th)
13 Inspire Storms Spellsong (6th)
14 Song of Captivity Spellsong (6th)
15 Inspire Planar Breach Spellsong (6th)
Inspire Fatigue (Su): as long as she is not already using a Song (such as her Captivating Song ability) or
using the Perform skill in some other manner (including any Inspire ability), the Harpy Chord may inspire
weariness in her foes. She makes a Perform check, and may effect enemies out to that number multiplied by
five feet, and may effect that number of enemies as a maximum. As long as she spends a Move-Equivalent
Action continuing the performance each round, the enemies remain affected (even if they leave the range) as
though Fatigued. When she ceases the performance, the effect goes away.

Spellsong (Sp): every level, the Harpy Chord gains access to a Spellsong – a Spell-Like Ability which is
drawn from the Bard spell list and can be cast once per day. The Caster Level equals her hit dice, any Save
DC is 10 + half her hit dice + her Charisma Bonus, and the maximum Spell Level is listed on the table
above. In order to cast a Spellsong, she must begin singing on that turn – combining the Verbal components
and Casting Time into the same action. However this means she has to stop any ongoing songs before she
can cast.

Song of Despair (Su): a number of times per day equal to her level, the second-level Harpy Chord may
overlay a Crushing Despair effect on her Captivating Song. She may elect to not use the regular effect at all
(thus allowing it to be used on targets that cannot be affected by Captivating Song), or can use both at once.
It affects the same area and has the same Save DC, but this is a [Mind-Affecting] [Sonic] [Compulsion]
effect. The effects last for 1 round per level. Only one Song can be overlaid onto her Captivating Song at a
time.

Inspire Thunder (Su): starting at level three, as long as she is not already using a Song or using the Perform
skill, the Harpy Chord may convince thunder to crash against her surroundings. With a Full Round Action
she makes a Perform check, and creates a Call Lightning Storm effect with a Caster Level equal to her
Perform skill bonus (not the roll). This deals Sonic damage instead of Electricity. If she rolls 25 or more for
the check, the bolts deal 5d10 damage instead. The effect will continue as long as she keeps spending a
Move-Equivalent Action each turn to continue the performance. The Save DC is 10 + half her hit dice + her
Charisma Bonus.

Song of Nightmare (Su): at fourth level, a Harpy Chord gains a new ability. A number of times per day
equal to her class level, she may overlay a Phantasmal Killer effect onto her Captivating Song. It effects
every single target, and she may elect to not use the regular effect at all, or can use both at once. This is a
[Mind-Affecting] [Sonic] [Fear] effect, with the same Save DC, and an Instantaneous duration. Only one
Song can be overlaid at a time.

Inspire Defence (Su): starting at level five, as long as she is not already using a Song or using the Perform
skill, the Harpy Chord can improve the overall defences of her party. It takes a Standard Action to begin
inspiring, but after that, it simply takes a Move-Equivalent Action to continue each round. For the duration,
this affects her and all allies within earshot, and each affected person can use an Immediate Action each
round to parry a single attack: they make a melee attack roll (she may instead make a Perform: Dance or
Acting check) and, if the roll is higher than that of the incoming attack, the attack is knocked aside
harmlessly.

Song of Idiocy (Su): at sixth level, a Harpy Chord gains a new sonic ability. A number of times per day
equal to her class level, she may overlay a Feeblemind effect onto her Captivating Song. It effects every
target in the area, and she may elect to not use the regular effect at all, or can use both at once. This is a
[Mind-Affecting] [Sonic] [Compulsion] effect, with the same Save DC, and an Instantaneous duration.
Arcane Spellcasters take a -4 Penalty to the Saving Throw against this effect. Only one Song can be overlaid
at a time.
Inspire Toughness (Su): starting at level seven, as long as she is not already using a Song or using the
Perform skill, the Harpy Chord can bless the party by using a Standard Action. After that, it takes a Move-
Equivalent Action each round, and for the duration, the Harpy Chord and all of her allies in earshot gain
Immunities based on her ranks in any one Perform skill:
0-3: Sickened
4-7: Fatigued
8-11: Nauseated
12-15: Ability Damage
16-19: Ability Drain/Level Drain
20+: [Death] effects

Song of Weakness (Su): at eighth level, a Harpy Chord gains a new sonic ability. A number of times per day
equal to her class level, she may overlay an Enervation effect onto her Captivating Song. It affects all
creatures within the area, and she may elect to not use the regular effect at all, or use both at once. This is a
[Sonic] effect, with the same Save DC, and an Instantaneous duration. Only one Song can be overlaid at a
time.

Inspire Healing (Su): the ninth-level Harpy Chord is able to bless her party with an inspiring performance,
as long as she is not already using a Song or the Perform skill. This requires a Standard Action to begin, but
after that it simply takes a Swift Action to resume each turn. While it is in effect, the Harpy Chord gains Fast
Healing equals to half her total in any one Perform skill (round down), and she bestows this onto all allies
within earshot as well.

Song of Stone (Su): at tenth level, a Harpy Chord gains a new sonic ability. A number of times per day equal
to her class level, she may overlay a Flesh to Stone effect onto her Captivating Song. It affects all creatures
within the area, and she may elect to not use the regular effect at all, or use both at once. This is a [Sonic]
effect, with the same Save DC and an Instantaneous duration. Only one Song can be overlaid at a time.

Inspire Slowing (Su): the eleventh-level Harpy Chord can slow people at will as long as she is not already
using a Song or the Perform skill. She uses a Standard Action, and then all enemies within Close Range (with
a Caster Level equal to her ranks in one Perform skill) are afflicted with a Slow effect, lasting for a number
of rounds equal to her total in any one Perform skill. The Save DC is 10 + half her hit dice + her Charisma
Bonus.

Song of Death (Su): at level twelve, a Harpy Chord gains a new sonic ability. Once per day, she can overlay
a Power Word: Kill effect onto her Captivating Song, as though targeted at every single enemy within the
area. She may elect to not use the regular effect at all, or use both at once. This is a [Sonic] [Death]
[Compulsion] [Mind-Affecting] effect with an Instantaneous duration. Only one Song can be overlaid at a
time.

Inspire Storms (Su): the thirteenth-level Harpy Chord may cast Control Weather at will, as long as she is
not already using a Song or the Perform skill. She spends the full ten minutes performing, unable to take any
other action, and then the effects go ahead as normal out to a 2 mile radius. If she continues to perform for
the extra ten minutes of waiting time and through the storm, she may in fact direct any aspect such as where
lightning strikes.

Song of Captivity (Su): at level fourteen, the Harpy Chord gains her final sonic ability. Once per day, she
can overlay a Dominate Monster effect onto her Captivating Song. It affects all creatures within the area, and
she may elect to not use the regular effect at all, or use both at once. This is a [Sonic] [Mind-Affecting]
[Compulsion] effect with the same Save DC and a duration of one hour per level. Only one Song can be
overlaid at a time.

Inspire Planar Breach (Su): the fifteenth-level Harpy Chord may spend an hour performing a special song
at will, providing she is not already using a Song or the Perform skill. On completion, she creates a Gate
(travel-version) as the spell, or a planar breach – as Precipitate Breach or Precipitate Complete Breach.
HELL HOUND
CR 3, Level 4 – No Thumbs

Nessian Warhound

The Nessian Warhound is what you get when you want your Hellhound to be more of a fiery
monster with fangs, but it is also what you get when you want your Hellhound to gain options and
abilities. So you get a handful of Spell-Like Abilities, you get scarier breath, you get fear effects,
you get a really dangerous bite, and you even get Summoning. But it’s still a fairly brutish fighter.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort, Ref and Will
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise, Escape Artist, Hide,
Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Search, Sense Motive, Spot,
Survival, Swim, Tumble

1 Fiendish Intellect, Devil Dog


2 Scorching Flames, Summon Hell Louse
3 Leader of the Pack, Shield Other 1/day
4 Shadow Stalker, Guard Dog
5 Breath of Hellfire, Dismissal 1/day
6 Big Dog, Smoky Form
7 Murderous Fangs
8 Howl of Terror, Banishing Bite
9 Vile Infection, Fleshshiver 1/day
10 Breath of Doom, Inside Dog
11 Sickening Crunch
12 Planar Guard Dog, Lethal Flames
13 Planar Tunnelling, Demon Dirge 1/day
14 Howl of Doom
15 Scarring Flames
16 Guardian at the Gate
Fiendish Intellect (Ex): the Nessian Warhound is, thankfully, smarter than most Hell Hounds. Its
Intelligence and Charisma scores each increase by 4 and it gains the ability to talk, speaking
Common and either Infernal or Abyssal as Automatic languages. It can learn any other Planar
language as a Bonus Language.

Devil Dog (Ex): the Nessian Warhound gains all [Baatezu] traits (and the actual Subtype). This
means it gains a Summon ability, which is a 100% chance of summoning 1d4 Fiendish Wolves.

Scorching Flames (Su): at level two, the Nessian Warhound’s Breath Weapon improves. It now
deals 1d6 damage per hit die, and on a failed save the target catches fire. Additionally, its Fiery Bite
delivers 1d8 Fire damage.

Summon Hell Louse (Sp): even the fleas of the Nessian Warhound are evil and destructive. Once
per day, the second-level Nessian Warhound can summon a single Hell Louse (Fiendish Codex 2)
with a 100% chance of success. For every level thereafter, an additional one appears.

Leader of the Pack (Sp): starting at level three, the Warhound’s Summon ability improves. It
summons one Fiendish Dire Wolf or one Hell Hound, plus one per two levels thereafter. The
summoned creatures have the same Base Attack Bonus as the Nessian Warhound, and a +4 Profane
Bonus to attack and damage rolls, but are otherwise normal for their kind.

Spell-Like Abilities (Sp): over time, the Nessian Warhound learns a small collection of Spell-Like
Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its
Charisma Bonus.

Shadow Stalker (Su): starting at level four, the Nessian Warhound can see and hear Incorporeal
and Ethereal creatures as though they lacked those traits. It can also see Invisible creatures as
though they were in fact Visible.

Guard Dog (Ex): any ally adjacent to the fourth-level Nessian Warhound is treated as being in
Cover, gaining all the benefits thereof. Furthermore, attacking those allies provokes an Attack of
Opportunity from the Nessian Warhound if it threatens the attacker’s square.

Breath of Hellfire (Su): starting at level five, half the Nessian Warhound’s Fiery Breath damage is
Untyped. Additionally, creatures that are set on fire by it must pass a Will Save (same DC as the Ref
Save) or Panic for 1d4+1 rounds.

Big Dog (Ex): at level six, the Nessian Warhound grows to Large Size. This grants it +2 to Strength
and Constitution, +1 to Natural Armour, and +10’ to its movement speed. Its Fiery Bite increases to
2d6 Fire damage.

Smoky Form (Su): starting at sixth level, the Nessian Warhound can turn itself into a thick,
choking smoke at will. This requires a Full Round Action, as does changing back. While in this
smoky form, it functions as though under a Gaseous Form effect, but it is quite visible and blocks
vision just like real smoke, and any creature sharing any squares with it is unable to breathe.

Murderous Fangs (Ex): the fangs of the seventh-level Nessian Warhound are worse than most.
They deal damage as though one size larger and have a Critical rating of 19-20/x3. They also
become Magic Weapons, gaining an Enhancement Bonus of +1 per three hit dice (round up). Any
foe hit must pass a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered.
Howl of Terror (Su): once per hour, the eighth-level Warhound can infuse its howl with terrifying energy.
With a Full Round Action it howls to its infernal patrons, and all creatures within Long Range must pass a
Will Save (DC 10 + half its hit dice + its Charisma Bonus). Those who fail Panic for one minute, and are
then Shaken for the next hour. This is a [Sonic] [Mind-Affecting] [Fear] effect.

Banishing Bite (Su): starting at level eight, any time the Nessian Warhound bites a creature not native to its
current plane, the foe must attempt a Will Save (DC 10 + half its hit dice + its Strength Bonus). Those who
fail are ripped firmly from their current plane and ejected to their home plane, as though by a Banishment
spell.

Vile Infection (Ex): any time the ninth-level Nessian Warhound bites someone, they have a chance of
contracting a deadly disease. Those bitten who fail their Fortitude Save against being Staggered also contract
Devil Chills, and immediately suffer from ability damage.

Breath of Doom (Su): whenever the tenth-level Nessian Warhound uses its fiery breath weapon, it generates
creepy clouds of scary fog inside its lungs. On the following round, it may exhale a Doomtide effect. The
Save DC is the same as for its regular Breath Weapon.

Inside Dog (Su): starting at level ten, the Nessian Warhound belongs inside, and is hard to keep out. It can
move freely through [Force] effects as though they weren’t there. Additionally, once per day it may create a
Mordenkainen’s Magnificent Mansion effect.

Sickening Crunch (Ex): whenever the eleventh-level Nessian Warhound bites somebody, it shatters their
bones and bends their armour out of place. Each successful Bite attack deals 2 points of Strength damage,
and lowers the Armour Bonus of the target by 2 (to a minimum of 0). Nonmagical armour is destroyed when
reduced to zero, whereas magical armour merely requires time to be spent donning it again so it fits properly
once more.

Planar Guard Dog (Su): no Demon (whether [Tanar’ri], [Obyrith] or whatever) is able to be Summoned to
any place within sixty feet of the twelfth-level Nessian Warhound. The Summoning attempt merely fails, but
is still used up.

Lethal Flames (Su): starting at level twelve, the fiery breath of the Nessian Warhound burns through the
essence of its victims. The Breath weapon deals 1d6 points of Constitution damage in addition to the other
damage.

Planar Tunnelling (Su): dogs are good at digging, and the Nessian Warhound is no different. Upon reaching
thirteenth level, it may create a travel-version of the Gate spell once per day.

Howl of Doom (Su): starting at level fourteen, when the Nessian Warhound unleashes its Howl of Terror, it
Banishes all non-[Baatezu] Outsiders in the area that fail their save – this is not a [Mind-Affecting] [Fear]
effect, and applies even if the rest of the effect does not. Furthermore, mortals who fail the save and are
subject to the effects must then pass a Fortitude Save on the following round or die instantly.

Scarring Flames (Su): the damage of the fifteenth-level Nessian Warhound’s Breath Weapon is all Vile
damage. Additionally, the flames scar not just people, but the landscape, tunneling through the land in the
area of effect. After that, a Permanent Desecration effect is left behind in the area, as is a Permanent Deeper
Darkness effect.

Guardian at the Gate (Ex): upon reaching sixteenth level, the Nessian Warhound takes on the traits of a
particularly well-known Hell Hound, growing two extra heads. This provides it with two additional Primary
Bite attacks (with all the effects of the others), Improved Multiattack as a Bonus Feat, two additional Breath
Weapons (all are used at the same time, targeting different areas), a +4 Bonus on Listen, Spot and Search
checks, and a +2 Bonus to Initiative checks. It also won’t die if only one or two heads are chopped off.
Haraknin

Haraknin are fiendish creations of the Nine Hells, Hell Hounds that have been altered to adopt
human form and take to the fields of battle as violent berserkers. Although some of their best
abilities work best in Hell Hound form, the fact is they can wander around town and talk to people
while looking like a human.

Hit Die: d6
BAB: Good
Saving Throws: Good Ref
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Disguise, Escape Artist, Gather Information,
Handle Animal, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Tumble
Proficiency: Simple and Martial Weapons, Light Armour

1 Alternate Form, Command Hell Hounds, Rage, Fast Healing 1


2 Combat Movement +10’, Rage Dice +1d6
3 Relentless Tracking, Evasive Scramble
4 Combat Movement +20’, Rage Dice +2d6
5 Fast Healing 5, Great Bite
6 Combat Movement +25’, Rage Dice +3d6, Camouflage
7 Planar Tracking, Great Life
8 Combat Movement +30’, Rage Dice +4d6, Beshadowed Assault
9 Summon Hell Hounds
10 Combat Movement +35’, Rage Dice +5d6, Fast Healing 10
11 Primal Assault, Act Without Thought
12 Combat Movement +40’, Rage Dice +6d6
13 Hellevator Access, Savagery
14 Combat Movement +45’, Rage Dice +7d6
15 Fast Healing 15, Hide in Plain Sight
16 Combat Movement +50’, Rage Dice +8d6
Alternate Form (Su): the Haraknin can assume any Humanoid form at will. Although a physical
change, this is mostly a disguise – the creature can speak Common, Infernal and Abyssal and can
wear clothes and walk around on its back legs and hold weapons and tools, and cannot use its
Natural Weapons, however its Ability Scores and other abilities do not change. It even retains its
Natural Armour and Damage Reduction.

Command Hell Hounds (Sp): the Haraknin can command lessers of its own type as it pleases.
Even those that don’t wish to follow its orders are compelled to – it can cast Greater Command,
Mass Suggestion, Charm Monster and Dominate Monster at will on Hell Hounds. The Save DC is
10 + half its hit dice + its Charisma Bonus.

Rage (Ex): when doing melee damage to a foe or being struck by a foe, a Haraknin may choose to
enter a Rage as an Immediate Action. While Raging, it gains a +2 Morale Bonus to attack and
damage rolls in melee combat and may apply any Rage Dice it has to its melee damage rolls and the
damage rolls of its Fiery Breath. It also gains a +2 to Saving Throws and a -2 Penalty to Armour
Class, and its Damage Reduction increases by half its class level (round down) plus two. While
Raging, it may not cast spells, activate magic items, use Spell-Like Abilities, or drop any weapons
or shield. This lasts until it has neither struck an enemy for three consecutive rounds nor suffered
damage from an enemy for three consecutive rounds, or it can voluntarily end a Rage as a Full-
Round Action.

Fast Healing (Ex): when the Haraknin is not in a Rage, it regains hit points, gaining Fast Healing
1. At level 5 this increases to 5, and then another 5 every 5 levels after that.

Combat Movement (Ex): while Raging, the Haraknin moves faster in combat, and may add its
Combat Movement bonus (listed in the table above) to its Movement speed.

Rage Dice (Ex): starting at level two, the Haraknin gains Rage Dice (listed in the table above).
While Raging, these dice may be added to the damage of its melee attacks and Breath Weapon.
These dice are not multiplied by damage multipliers, and are not granted to bonus attacks beyond
those granted by a high Base Attack Bonus. If applied to its Breath Weapon, the number of dice is
multiplied by the number of attacks per round allowed by a high Base Attack Bonus – for instance,
at level two it has +1d6 Rage dice and a Base Attack Bonus of +6, so would add +2d6 to its Breath
Weapon (for a total of 4d6). At level four it increases to +2d6 (+4d6 to Breath Weapon for 6d6
total). At level seven it is +3d6 but with a Base Attack Bonus of +11 its Breath Weapon would gain
+9d6 damage for a total of 11d6. At level twelve it has a BAB of +16, and +6d6 Rage Dice to each
of four attacks or for a total of +24d6 to its Breath Weapon (total 26d6).

Relentless Tracking (Ex): the third level Haraknin’s scent is particularly hard to fool. It can
identify things based on their tracks or scent, using Survival instead of the relevant Knowledge
skill. It also takes no penalty for Tracking while moving at full speed, and only -10 for moving at
double speed. It can also track a creature protected by Pass Without Trace or similar abilities, but
must first roll higher than their Caster Level + 15 on a d20 + its hit dice. Finally, it can track
creatures across water (base DC 23), completely underwater (DC 26), or through the air (DC 30).

Evasive Scramble (Ex): starting at level three, whenever the Haraknin is in a Rage it can substitute
its Ref Save for any Fort Save it would make, if that would be better. If it has Evasion or Improved
Evasion, this can apply for things that deal half damage on a successful Fortitude Save, but not
other things.
Great Bite (Ex): the fifth-level Haraknin’s Bite attack is a Magical Weapon with an Enhancement
Bonus equal to its hit dice divided by 3 (round up). When in a Rage, its Bite also has the Ghost
Touch property, and anybody it hits must pass a Fort Save (DC 8 + half its hit dice + its Strength
Bonus) or be Stunned for 1 round. A foe that succeeds on the save is immune to this effect until the
start of the Haraknin’s next turn.

Camouflage (Ex): as long as it is not in a Rage, the sixth-level Haraknin can hide reagardless of
Cover or Concealment, even when being directly observed, as long as it is in a Wasteland (desert,
ash waste, volcanic region etc) of some kind, or any Lower Plane.

Planar Tracking (Ex): at level seven, the Haraknin can even track creatures across the planes. The
base DC to track someone through a transitory plane or directly to a Demi-Plane on the same Plane
(such as from Stygia to Phlegethos) is 35. To track someone beyond this has a base DC of 40. It
may also attempt a DC 40 Survival check to try to figure out where someone is headed when seeing
them Teleport or Planeshift.

Great Life (Ex): while Raging, a seventh-level Haraknin is Immune to non-lethal damage, [Death]
effects, Stunning, Critical Hits, Negative Levels and Ability Damage (but not Ability Drain).

Beshadowed Assault (Su): starting at level eight, the Haraknin radiates a Deeper Darkness effect
out to thirty feet when it is in a Rage. It can see through this darkness just fine, as though it were a
Baatezu.

Summon Hell Hounds (Sp): once per day, the ninth-level Haraknin can use a Standard Action to
Summon a number of Hell Hounds equal to its hit dice for one hour.

Primal Assault (Su): starting at level eleven, the Raging Haraknin may choose to radiate an effect
similar to an Antimagic Field, with a Caster Level equal to its Hit Dice. Unlike a normal AMF, this
does not suppress magic effects on the Haraknin itself, or the effects of magic items it is holding or
wearing.

Act Without Thought (Ex): the eleventh-level Haraknin may substitute Ref Saves for Will Saves
when in a Rage, if that would be beneficial. It is also Immune to [Charm] effects for the duration.

Hellevator Access (Su): starting at level thirteen, the Haraknin can make use of the Hellevator
planar network – when on any given Layer of the Nine Hells, it may use a Swift Action to transport
itself precisely to another player as though by Greater Planeshift. This functions on itself and
anything it can physically carry.

Savagery (Su): at thirteenth level, a Raging Haraknin may take a Full Round Action to make a
normal melee attack that has an additional effect similar to a Mordenkainen’s Disjunction spell.
Unlike a normal Disjunction, this only targets a single item or creature struck.

Hide in Plain Sight (Ex): as long as it is not in a Rage, the fifteenth-level Haraknin gains Hide in
Plain Sight in any location, not just wastelands and Lower Planes.
INEVITIBLE: KOLYARUT
CR 12, Level 13 (construct traits and lack of Constitution are a pain and a half)

Enforcer of Oaths

The Enforcer of Oaths exists to make the Kolyarut better at its actual job. It can find its targets, and
then force them to do what they promised to do – or be imprisoned forever.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 8 + Int
Class Skills: Appraise, Concentration, Craft (any), Decipher Script, Diplomacy, Forgery,
Gather Information, Intimidate, Knowledge (any), Listen, Sense Motive, Speak Language,
Spellcraft, Spot, Survival

1 Oath of Blood 1/day, Scrying 1/day, Masterful Reader


2 Dominate Person 1/day, Command Undead 1/day, Conditional Mercy
3 Resurrection 1/day, Familial Geas 1/day, Revive Agreement
4 Forcecage 3/day, Overwhelming Strike
5 Dispel Chaos at will, Shatter Mind Blank 3/day, True Seeing
6 Dominate Monster 1/day, Binding at will, Imprisonment 1/day
7 Superior Enervation Ray, True Resurrection 1/day

Spell-Like Abilities (Sp): the Enforcer of Oaths gains a number of Spell-Like Abilities as it gains levels.
The Caster Level equals its hit dice and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Masterful Reader (Ex): the Enforcer of Oaths can read all languages, even secret ones. This includes hand-
signs, and also complex clauses in contracts, regional slang and shorthand and so forth. It also does not
trigger any magical effect that triggers upon being read (such as Explosive Runes or Sepia Snake Sigil),
simply reading ahead and being aware that there is a magical effect it has avoided.

Conditional Mercy (Su): starting at level two, the Enforcer of Oaths can be merciful, at a price: if it wishes,
it may allow targets of its effects to survive otherwise lethal damage (or deadly amounts of Ability Damage
or Negative Levels or so on), or to automatically save against an effect, or be released from an ongoing
effect. However, if the target accepts this mercy, they are automatically bound to perform a task as set out by
the Enforcer. This can only be removed via a Disjunction.

Revive Agreement (Su): the third-level Enforcer of Oaths can revive old promises and contracts at will,
casting Suggestion (as a “reasonable suggestion”) to fulfil the terms.

Overwhelming Strike (Su): starting at level four, the Enforcer of Oaths can overwhelm people’s defences.
It may use a Standard Action to make a single attack, and if it hits, the foe must pass a Fortitude Save (DC 10
+ half its hit dice + its Strength Bonus) or be rendered Helpless for one minute.

True Seeing (Ex): the fifth-level Enforcer of Oaths has a constant True Seeing effect,.

Superior Enervation Ray (Su): at level seven, the Enforcer’s Enervation Ray functions instead as Energy
Drain modified by the Split Ray Metamagic feat.
INEVITIBLE: ZELEKHUT
CR 9, Level 10 (construct traits and lack of Constitution are a pain and a half)

Enforcer of Justice

The Enforcer of Justice is the natural progression of the Zelekhut – tracking foes across multiple
planes, disabling movement, seeking people out with Divinations and denying actions.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Decipher Script, Gather Information, Jump,
Knowledge (any), Listen, Search, Sense Motive, Spellcraft, Spot, Survival, Use Rope

1 Hogtie, Relentless Tracking, Slow at will


2 Shocking Grasp at will, Invisibility Purge 3/day
3 Order’s Wrath at will, Lockdown
4 Scrying 1/day, Planar Tracking
5 No Escape, Wonders of Artifice, Wall of Gears 1/day
6 Dispel Chaos 3/day, Dictum 1/day
7 Teleport Without Error 1/day, Resilient Sphere 1/day
8 True Seeing, Binding 3/day
9 Relentless Trapping, Eternal Slumber 1/day
10 Imprisonment 3/day, Telekinesis
Hogtie (Ex): as long as the Enforcer of Justice is holding a rope, chain or similar, it may hog-tie an
opponent if it successfully Lifts or Pins them in a Grapple. It makes one Use Rope check, and any
of their future attempts to escape (using either Escape Artist or Grapple checks) are made against
the result of that check. A bound opponent is considered Helpless for the sake of being targeted by
others, and the only physical action they can take other than speaking is to attempt to escape.

Relentless Tracking (Ex): the tracking ability of the Enforcer of Justice is superior and hard to
fool. It gains Track as a Bonus Feat, and can identify things based on their tracks or scent, using
Survival instead of the relevant Knowledge skill. It also takes no penalty for Tracking while moving
at full speed, and only -10 for moving at double speed. It can also track a creature protected by Pass
Without Trace or similar abilities, but must first roll higher than their Caster Level + 15 on 1d20 +
its hit dice. Finally, it can track creatures across water (base DC 23), completely underwater (DC
26), or through the air (DC 30).

Spell-Like Abilities (Sp): as it gains levels, the Enforcer of Justice gains additional Spell-Like
Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its
Charisma Bonus. In the case of Shocking Grasp, once per round this may be automatically
channelled through an attack made with a metal weapon.

Lockdown (Ex): when the third-level Enforcer of Justice attacks with its spiked chains, it may spin
them around to make one attack on every opponent with reach. Any target damaged by it is also
Entangled and considered to be in Difficult Terrain until they begin a turn outside the Enforcer’s
threatened area.

Planar Tracking (Su): at level four, the Enforcer of Justice can even track creatures across planes.
The base DC to track someone through a transitory plane or directly to a Demi-Plane on the same
Plane (such as from Stygia to Phlegethos) is 35. To track someone beyond this has a base DC of 40.
It may also attempt a DC 40 Survival check to try to figure out where someone is headed when
seeing them Teleport or Planeshift.

No Escape (Su): whenever a creature in an area the Enforcer of Justice threatens attempts a 5’ step,
it may make a 5’ step as well, providing it follows them. Additionally, if a creature in a threatened
square attempts to Teleport or Planeshift, it may ride along with them if it wishes.

Wonders of Artifice (Ex): any metal weapon wielded by the fifth-level Enforcer of Justice, such as
its natural Spiked Chains, bypass Damage Reduction as though made of Cold Iron and Silver – it
can ignore both DR/Silver and DR/Cold Iron.

True Seeing (Su): starting at level eight, the Enforcer of Justice has a constant True Seeing effect.

Relentless Trapping (Sp): once per day, the ninth-level Enforcer of Justice can cast a special
Forcecage that, if escaped in any way, instantly repeats – the target is just trapped in another. If they
escape the second one and are within Close Range of the Enforcer, they are then placed inside a
Telekinetic Sphere. Only when they escape that are they free.

Telekinesis (Su): the tenth-level Enforcer of Justice can constantly use Telekinesis. The Caster
Level equals its hit dice, any Save DC is 20 + its Charisma Bonus, and when using Combat
Maneuvers its ability modifier is Charisma.
LILLEND
CR 7, Level 8

Divine Muse

Lillends are already basically Bards, so the Divine Muse is a Bard that’s suited a bit better to being
a Lillend. Bard spellcasting is decent but not the best, so to make up for that, the Lillend doesn’t get
a bunch of small scaling bonuses, she gets a bunch of Spell-Like Abilities and performance abilities.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disguise,
Escape Artist, Forgery, Gather Information, Knowledge (any), Listen, Perform (any), Spellcraft,
Spot, Tumble, Use Magic Device.
Proficiency: the same Weapon Proficiencies as a Bard

1 Faerinaal’s Hymn, Inspire Defence +1 Bard Spellcasting Level


2 Allegro at will, Jig of the Waves 1/day +1 Bard Spellcasting Level
3 Hymn of Praise 1/day, Inspire Toughness +1 Bard Spellcasting Level
4 Dolorous Motes 3/day +1 Bard Spellcasting Level
5 Blinding Beauty 3/day, Inspire Healing +1 Bard Spellcasting Level
6 Crown of Flame 3/day, Song of Freedom +1 Bard Spellcasting Level
7 Siren’s Grace 3/day, Inspire Slowing +1 Bard Spellcasting Level
8 Crown of Brilliance 1/day +1 Bard Spellcasting Level
9 Song of Discord 3/day, Inspire Calm +1 Bard Spellcasting Level
10 Empyreal Ecstasy 1/day +1 Bard Spellcasting Level
11 Heaven’s Trumpet 3/day, Inspire Joy +1 Bard Spellcasting Level
12 Irresistible Dance, Sublime Revelry 1/day +1 Bard Spellcasting Level
Spell-Like Abilities (Sp): the Divine Muse gains a variety of Spell-Like Abilities. The Caster Level equals
her hit dice, and any Save DC is 10 + half her hit dice + her Charisma Bonus.

Inspire Defence (Ex): by using a single daily use of her Bardic Music ability, the Divine Muse is able to
improve the overall defences of her party. It takes a Standard Action to begin inspiring, but after that, it
simply lasts until she casts a spell with a Verbal Component, uses a different use of her Bardic Music, is
rendered mute or Unconsciouss/Asleep, can no longer Concentrate on effects, enters a zone of Silence or
simply wishes to stop. For the duration, this affects her and all allies, and each affected person can use an
Immediate Action each round to parry a single attack: they make a melee attack roll (the Muse may instead
make a Perform: Dance or Acting check) and, if the roll is higher than that of the incoming attack, the attack
is knocked aside harmlessly.

Spellcasting: at every level, the Divine Muse’s caster level as a Bard increases. This affects Spells Known
and Spells per Day, and the number of uses of Bardic Music she has, but does not grant new forms of Bardic
Music, nor does it increase the potency of existing ones.

Inspire Toughness (Su): starting at level three, the Divine Muse can bless the party by spending a daily use
of her Bardic Music ability. This requires a Standard Action to begin inspiring, but after that, it takes no
action to resume, ended in the same circumstances as Inspire Defence. While it is in effect, both the Divine
Muse and all of her allies gain Immunities based on her ranks in any one Perform skill:
0-3: Sickened
4-7: Fatigued
8-11: Nauseated
12-15: Ability Damage
16-19: Ability Drain/Level Drain
20+: [Death] effects

Inspire Healing (Su): the fifth-level Divine Muse is able to bless her party by spending a daily use of her
Bardic Music ability. This requires a Standard Action to begin inspiring, but after that it takes no action to
resume, ended in the same circumstances as Inspire Defence. While it is in effect, both the Divine Muse and
all of her allies gain Fast Healing equal to half her total in any one Perform skill (round down).

Song of Freedom (Su): starting at level six, the Divine Muse can spend a daily use of her Bardic Music
ability to grant herself and all allies a Freedom of Movement effect for a number of rounds equal to her total
in Perform: Song.

Inspire Slowing (Su): the seventh-level Divine Muse can spend a daily use of her Bardic Music ability to
afflict all enemies within Close Range with a Slow effect, lasting for a number of rounds equal to her total in
any one Perform skill. The Save DC is 10 + half her hit dice + her Charisma Bonus.

Inspire Calm (Su): starting at level nine, the Divine Muse can spend a daily use of her Bardic Music ability
to create a Calm Emotions and Peacebond effect out to Medium Range. The Save DC is 10 + half her hit
dice + her Charisma Bonus, and the Caster Level equals her ranks in any one Perform skill.

Inspire Joy (Su): the eleventh-level Divine Muse can spend three daily uses of her Bardic Music ability to
bless her allies. This heals her and all allies an amount equal to a Perform check (any type), and grants them
all Immunity to Fatigue and Exhaustion for a number of rounds equal to that check. Furthermore, at any time
during this, each subject may end the effects for themselves by duplicating one of the following Spell-Like
Abilities: Vision of Heaven, Elation, Good Hope, Chaav’s Laugh, Greater Heroism, Starmantle, Sympathy,
Otto’s Irresistable Dance. The Caster Level equals her hit dice and any Save DC is 10 + half the subject’s
level + their Charisma Bonus.
MANTICORE
CR 5, Level 6 – No thumbs

Manticore Scout

Manticores are great scouts and skirmishers with their flight and ranged natural weapons. The
Manticore Scout is a manticore who doubles down on that, and basically acts like a Rogue.

Hit Die: d8
BAB: Medium
Saving Throws: Good Ref
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Climb, Disable Device, Escape Artist, Handle Animal, Heal, Hide,
Intimidate, Jump, Knowledge (Geography), Listen, Move Silently, Search, Sense Motive,
Sleight of Hand, Speak Language, Spot, Survival, Swim, Tumble, Use Magic Device

1 Hide in Plain Sight, Trap Finding, Sneak Attack +1d6


2 Improved Quills I
3 Improved Flight (Average)
4 Sneak Attack +2d6
5 Improved Quills II
6 Improved Flight (Good)
7 Sneak Attack +3d6
8 Improved Quills III
9 Improved Flight (Perfect)
10 Sneak Attack +4d6
11 Improved Quills IV
12 Airborne Evasion
13 Sneak Attack +5d6
14 Endless Quills
Hide in Plain Sight (Ex): the Manticore Scout can always attempt to hide, regardless of Cover or
Concealment or being actively observed.

Trap Finding (Ex): the Manticore Scout can use the Search skill to find Traps of any DC
(assuming it rolls high enough on the check) just like a Rogue can.

Sneak Attack (Ex): the Manticore Scout starts with +1d6 Sneak Attack like a Rogue. Every three
levels thereafter, it gains another die.

Improved Quills (Ex): people think they can just count the volleys of spines fired by Manticores
and then feel safer. This is incorrect. At level two, the Manticore Scout can fire an additional six
spines per day for a total of 30, and their damage increases by one category as the barbed spines tear
through flesh even more. Additionally, the damage cannot be healed until the spines are carefully
removed, each taking a minute and a DC 20 Heal check.

At level five, it can shoot six more per day, and they deal damage as though another size category
larger. At this point, they are also considered Magic weapons, with an Enhancement Bonus of +1
per 3 hit dice (round up).

At level eight, it can fire another six per day and the spines carry a powerful toxin. No matter how
many hit the same target in a round, the target must make a single save against Poison if at least one
hits. The DC is Constitution-based, the Primary Damage is 1d12 Strength damage and the
Secondary Damage is 1d6 Constitution damage.

At level eleven, it can fire another six per day (48 spines or eight barrages), they deal damage as
though another size larger, and they gain the Augmented Critical ability – the Threat Range and
Critical Multiplier are both doubled (to 17-20/x3).

Improved Flight (Ex): at level three, the Manticore Scout’s Flight improves to 50’ (Average).
At level six, it becomes 60’ (Good). At level nine, it becomes 90’ (Perfect).

Airborne Evasion (Ex): as long as the twelfth-level Manticore Scout is Flying, it benefits from
both Evasion and Improved Evasion.

Endless Quills (Su): at level fourteen, the Manticore Scout regrows spines so quickly that there is
no real limit – it can fire as many as it wishes, though still in volleys of six at a time.
MEPHIT
CR 3, Level 3 or 4, depending on Ability Scores
(Recommended 3 for Fire-style spread, 4 for Earth and Air style)

Sha’ir

The Sha’ir is a class which attunes the Mephit more deeply with the magical power of its element.
As the Sha’ir advances, it gradually attains the powers of a genie. A powerful Sha’ir is virtually
indistinguishable from a (short) genie in its own right, and can even grant wishes to mortals.

Hit Die: d6
BAB: Medium
Saving Throws: Good Will and Fort (Dust, Earth, Glass, Magma, Ooze, Salt, Water) or Ref (Air,
Fire, Ice, Steam, Sulfur)
Skill Points: 4 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Diplomacy, Disguise, Escape Artist,
Forgery, Knowledge (any), Listen, Profession (any), Sense Motive, Spellcraft, Swim

1 Elemental Mastery, Gaseous Form 1/day, Lesser Spell-Like Ability


2 Greater Spell-Like Ability
3 Lesser Spell-Like Ability, Elemental Familiar
4 Greater Spell-Like Ability, Telepathy
5 Major Creation 1/day, Attune Form
6 Plane Shift, Gaseous Form at will
7 Greater Spell-Like Ability, Lesser Spell-Like Ability
8 Greater Spell-Like Ability, Perfect Summoning
9 Greater Spell-Like Ability, Lesser Spell-Like Ability
10 Limited Wish, Lesser Spell-Like Ability
11 Greater Spell-Like Ability, Fabricate 1/day, Greater Damage Reduction
12 Lesser Spell-Like Ability, Heroes’ Feast 3/day
13 Greater Spell-Like Ability, Major Creation 1/hour
14 Lesser Spell-Like Ability, Wish, Geas/Quest 1/day
15 Greater Spell-Like Ability, Freedom 1/day
16 Lesser Spell-Like Ability, Greater Spell-Like Ability
17 Greater Spell-Like Ability, Gate 1/day
Caster Levels and Spell-Like Abilities: a Sha’ir has two types of Spell-Like Abilities, Lesser and
Greater. Both types are cast as a Sorcerer, but the caster level and uses per day are different. The
Greater spells are more powerful and can be used once per day, with a Caster Level equal to the hit
dice. The Lesser spells are less powerful, and can be used once per hour with a Caster Level equal
to the class level. The existing racial Spell-Like Abilities continue to grow in Caster Level on a one
for one basis, as though they were Greater. The Save DC for any Spell-Like Ability becomes 10 +
half its hit dice + its Charisma Bonus.

Elemental Mastery: a Sha’ir of [Earth] Subtype gains Earth Mastery as an Earth Elemental, as well
as a 20’ Burrow Speed. A Sha’ir of [Air] Subtype gains Air Mastery as an Air Elemental. A Sha’ir of
[Water] Subtype gains Water Mastery and Drench as a Water Elemental. A Sha’ir of [Fire] Subtype
gains Burn as a Fire Elemental. A Sha’ir with more than one Elemental Subtype must select one of
its Subtypes, and gains the corresponding ability of just that one.

Gaseous Form (Sp): a Sha’ir can assume a gaseous form (as the spell) as a Greater Spell-Like
Ability. This can be performed once per day until level 6, at which point it can be used at will.

Lesser Spell-Like Abilities (Sp): as the Sha’ir gains levels, it gains access to new Lesser Spell-
Like Abilities. The Sha’ir may select a new one at levels 1, 3, 7, 9, 12, 14 and 16. Each Lesser
Spell-Like Ability may be chosen from the Sorcerer or Druid list or the corresponding Elemental
Domain, so long as it has no XP component and its Spell Level is no more than half the Sha’ir’s
class level (round up). Once chosen, a Lesser Spell-Like Ability may not be changed.

Greater Spell-Like Abilities (Sp): as the Sha’ir gains levels, it gains access to new Greater Spell-
Like Abilities. The Sha’ir may select a new one at levels 2, 4, 7, 8, 9, 11, 13, 15, 16 and 17. Each
Greater Spell-Like Ability may be chosen from the Sorcerer or Druid list or the corresponding
Elemental Domain, so long as it has no XP component and its Spell Level is no more than half the
Sha’ir’s class level + racial hit dice, rounded up. Once chosen, a Greater Spell-Like Ability may not
be changed.

Elemental Familiar: at 3rd level, a Sha’ir can conjure a Small Elemental for its Familiar. It acts in
all ways as the familiar of a Sorcerer of the Sha’ir’s class level. If it dies, another cannot be
summoned for 30 days, but the Sha’ir suffers no XP loss, merely being Dazed for one round. A Fire
or Air Elemental provides a +2 Bonus to Reflex Saves, and a Water or Earth Elemental provides a
+2 Bonus to Fortitude Saves.

Telepathy (Su): at fourth level, the Sha’ir can communicate telepathically with any creature within
100 feet of it that has a language. Line of Sight is not required, and intervening objects prove no
hindrance, although it must be aware of a creature to initiate mental contact.

Major Creation (Sp): at fifth level, the Sha’ir can cast Major Creation as a Greater Spell-Like
Ability, except that vegetable matter created by this ability is permanent. At level 13, it becomes a
Lesser Spell-Like Ability, able to be used once per hour.

Attune Form (Sp): at fifth level, the Sha’ir gains Attune Form as a Lesser Spell-Like Ability.

Plane Shift (Sp): at sixth level, the Sha’ir can use Plane Shift as a Lesser Spell-Like Ability, except
that it can be used at will, and only to travel between the Prime Material Plane and the Inner Planes.
Perfect Summoning (Su): at 8th level, the Sha’ir’s Summon Mephit ability works 100% of the
time. Furthermore, any time it uses a Summoning spell or ability to summon one creature, it instead
summons 1d4 creatures.

Limited Wish (Sp): at tenth level, the Sha’ir can grant up to three wishes per day to mortal
creatures, as a Limited Wish used as a Greater Spell-Like Ability.

Fabricate (Sp): at level eleven, the Sha’ir can cast Fabricate once per day as a Greater Spell-Like
Ability.

Greater Damage Reduction: the Damage Reduction of the eleventh-level Sha’ir becomes
10/Magic Piercing for those with the Earth or Water Subtype, or 10/Magic Bludgeoning for those
with the Air or Fire Subtype. A Sha’ir with multiple Elemental Subtypes must select one.

Heroes’ Feast (Sp): three times per day, the level twelve Sha’ir may cast Heroes’ Feast as a Greater
Spell-Like Ability.

Wish (Sp): at level fourteen, the Lesser Wish ability of the Sha’ir improves to the spell Wish,
however it still can only be used to grant wishes to mortals, and should keep whatever “wishing for
more wishes” limits and restrictions set in your campaign.

Geas/Quest (Sp): the fourteenth-level Sha’ir can cast Geas/Quest once per day as a Greater Spell-
Like Ability. If it has already granted a wish to the target earlier in that day, the Save DC is
increased by 4.

Freedom (Sp): once per day, the fifteenth-level Sha’ir can cast Freedom as a Greater Spell-Like
Ability.

Gate (Sp): at level seventeen, the Sha’ir can cast Gate once per day as a Greater Spell-Like Ability.
If used to summon a creature, it can only be used to summon an Elemental or Genie.
Elemental Master

The Elemental Master is a shameless plug, allowing the Mephit to advance its affinity towards
controlling creatures of its element. When the class progression is finished, it can simply reintegrate
itself into the Pokemaster / Monster Tamer class.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Craft (any), Handle Animal, Heal, Intimidate, Knowledge
(Arcana), Perform (any), Profession (any), Ride, Speak Language, Survival
Proficiency: all Simple Weapons, Net, Bolas, Orcish Shotput, Halfling Skiprock, Harpoon,
Shuriken, Whip, Light Armour. Additionally, they do not suffer a -4 Penalty to hit when attempting
to inflict non-lethal damage with any Bludgeoning weapon with which they are proficient.

1 Control Pokemon, Caster Levels, Train Pokemon, Pokedex, Craft Pokeball


Wild Empathy, Subtype Specialisation
2 Heal Pokemon, Double Team
3 Craft Great Ball, Increased Awareness, Speak With Pokemon
4 Transfer Control
5 Type Specialisation, League Challenge
Caster Levels: even though Elemental Masters do not gain spells per day or have Spell Levels,
they have many caster level dependent abilities. An Elemental Master gains a Pokemaster caster
level for every Elemental Master level. In addition, an Elemental Master adds 3 to its Caster Level
for purposes of controlling Pokemon with an Elemental Subtype. Additionally, the Caster Level for
all racial Spell-Like Abilities increases with each level, with any Save DC changing to 10 + half its
hit dice + its Charisma Bonus.

Control Pokemon (Ex): an Elemental Master uses Pokeballs and controls Pokemon just as a
Pokemaster does.

Train Pokemon (Ex): an Elemental Master can Train Pokemon just as a Pokemaster does.

Pokedex (Ex): the Elemental Master has innate knowledge of creatures just like a Pokemaster.

Craft Pokeball (Sp): Elemental Masters can craft Pokeballs just like a Pokemaster.

Subtype Specialisation (Ex): an Elemental Master specialises in the Subtype of either [Air],
[Earth], [Fire] or [Water]. This ability is otherwise the same as Subtype Specialisation for a
Pokemaster.

Wild Empathy (Ex): the Elemental Master has Wild Empathy, using its hit dice in place of its
Druid level.

Heal Pokemon (Sp): the second-level Elemental Master can Heal Pokemon the way a Pokemaster
can.

Double Team (Ex): upon reaching second level, the Elemental Master is able to control two
Pokemon out of their pokeballs at the same time, even in battle. This ability only functions so long
as both are more than 2 CR less than the Elemental Master’s caster level. For example, an
Elemental Master with a caster level of 5 could command a single CR 4 Pokemon in battle or two
CR 2 Pokemon. For Elemental Pokemon, this would increase to 7 or 5.

Craft Greatball (Sp): at level three, the Elemental Master can craft Great Balls like a Pokemaster.

Increased Awareness (Ex): the third-level Elemental Master gains the Increased Awareness class
feature of the Pokemaster.

Speak With Pokemon (Ex): upon reaching third level, the Elemental Master gains the ability to
speak with pokemon as a Pokemaster.

Transfer Control: at level four, the Elemental Master gains the Transfer Control ability of a
Pokemaster.

Type Specialisation (Ex): at fifth level, the Elemental Master specialises in the Elemental Type.
This ability otherwise works the same as Type Specialisation for a Pokemaster.

League Challenge (Ex): when the Elemental Master class is completed, the Mephit counts it as the
first 8 levels of Pokemaster, and may then take Pokemaster levels starting with level nine.
Mephit King

The Mephit King is sort of like the True Fiend of the Mephits. They gain more (and better)
summoning while not being outright summoners, they get better breath weapons and combat
without being outright combat specialists, they get more Spell-Like Abilities without just choosing a
whole bunch. Basically, they can do a bunch of things kind of well, almost like a Bard.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort, Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Hide,
Intimidate, Jump, Knowledge (The Planes), Move Silently, Perform (any), Sleight of Hand, Spot,
Tumble, Use Magic Device

1 Improved Spell-Like Abilities, Command


2 Impressive Summoning
3 Destructive Breath, More Casting
4 Sphere Access
5 Mob Summoning, Sacrificial Minions
6 More Power
7 Massive Breath
8 Army Summoning, Sphere Access
9 Sycophantic Minions
10 Lord of Elemental Planes
11 Sweeping Breath, Healing Praise
12 Sphere Access
13 Royal Imperviosity
14 Magic of the Elemental Overlord
15 Seize Control
16 Sphere Access
17 Elemental Weird
Improved Spell-Like Abilities (Sp): the Mephit King has better Spell-Like Abilities than most. If
you ask the Mephit King, they’ll tell you they have the BEST Spell-Like Abilities. All of its Spell-
Like Abilities have a Save DC of 10 + half of its hit dice + its Charisma Bonus, and a Caster Level
equal to its hit dice. This includes innate racial ones and those granted by feats or magic items.
Additionally, individual abilities improve.
-Air: Blur becomes Greater Blur and Gust of Wind can be used at will
-Dust: Blur becomes Greater Blur and Wind Wall becomes Wall of Sand
-Earth: Soften Earth and Stone can be used at will and Enlarge can shift it up to two sizes larger
-Fire: Heat Metal can be used at will and Scorching Ray benefits from Split Ray and Empower
-Glass: Blur becomes Greater Blur and Heat Metal becomes Body Blaze
-Ice: Chill Metal can be used at will and Magic Missile is exchanged for Creeping Cold
-Magma: Pyrotechnics becomes Fireball once per hour and Change Shape can be used at will
-Ooze: Acid Arrow is Extended and Empowered and Stinking Cloud is also Extended
-Salt: Glitterdust can be used at will and Dehydrate deals 1d8 damage per level and Fatigues all
who fail the saving throw
-Steam: Blur becomes Greater Blur and Boiling Rain becomes 1d6 damage per level, continuing the
effect for 3 rounds
-Sulfur: Haboob can be used at will and Stinking Cloud is Widened and Extended
-Water: Acid Arrow can be used at will and Stinking Cloud is Widened and Extended

Command (Sp): the Mephit King can cast Command at will.

Impressive Summoning (Sp): at level two, the Mephit King’s Summon ability works 100% of the
time, and can be used three times per day. Additionally, summoned Mephits enjoy a +4
Enhancement Bonus to Strength, Dexterity and Charisma, and a +3 Deflection Bonus to AC.

Destructive Breath (Su): at level three, the breath weapon of the Mephit King deals one die of
damage per hit die, though the size of the damage die remains the same. Those that deal smaller
damage and cause a penalty also double the duration of the penalty. In the case of the Glass Mephit,
the burning becomes 3d6 per round. The Sulfur Mephit merely causes all who pass the save to still
be Blinded and Sickened for one round.

More Casting (Sp): starting at third level, every Spell-Like Ability of the Mephit King gains an
extra daily use, even those granted from other classes, Spheres and similar. It also applies to those
gained after this class feature. Innate racial Spell-Like Abilities (and those from Improved Spell-
Like Abilities and Command, but not other features) that can already be used at will can instead be
cast as a Move-Equivalent Action (Air: Wind Wall, Earth: Soften Earth and Stone, Fire: Heat Metal,
Ice: Chill Metal, Magma: Change Shape, Salt: Glitter Dust, Sulfur: Haboob, Water: Acid Arrow).
Remember that the Summon ability is a Spell-Like Ability.

Sphere Access (Ex): every four levels, the Mephit King gains Basic access to a Sphere, or
improves access to an existing one. It should probably be Elemental in theme, but some of them
take Fiendish or Celestial ones or whatever.

Mob Summoning (Sp): starting at level five, when the Mephit King Summons Mephits, 2d4 of
them appear instead of the normal amount. They also gain an Enhancement Bonus to Attack and
Damage rolls equal to one third of the Mephit King’s hit dice (round up) for the duration.

Sacrificial Minions (Su): with an Immediate Action, a fifth-level Mephit King can sacrifice an
adjacent mephit it has summoned. Doing so destroys the creature instantly, but negates an attack or
effect directed at the Mephit King – only the King is saved from multi-target or area effects.
More Power (Sp): starting at level six, the Mephit King can cast Greater Command once per hour.
Additionally, it gets another couple of Spell-Like Abilities based on its type:
-Air: Control Winds once per hour, Boreal Wind at will
-Dust: Choking Sands once per hour, Wither at will
-Earth: Wall of Stone once per hour, Blast of Sand at will
-Fire: Unearthly Heat once per hour, Fire Shield at will
-Glass: Wall of Force once per hour, Transmute Sand to Glass at will
-Ice: Blizzard once per hour, Wall of Frost at will
-Magma: Wall of Magma once per hour, Boiling Oil at will
-Ooze: Acid Rain once per hour, Mudslide at will
-Salt: Flesh to Salt once per hour, Dispel Water at will
-Steam: Radiant Fog once per hour, Murderous Mist at will
-Sulfur: Cloudkill once per hour, Fire and Brimstone at will
-Water: Wall of Water once per hour, Thalassemia at will

Massive Breath (Su): at level seven, the breath weapon of the Mephit King extends out as far as it
can imagine… sadly, that’s only as far as Medium Range, but that’s still pretty decent.

Army Summoning (Sp): the eighth-level Mephit King controls armies. When it summons Mephits,
it summons 6d6 of them.

Sycophantic Minions (Su): as long as the ninth-level Mephit King has any of its summoned
Mephits within Line of Sight, they cheer it on. It gains a Morale Bonus to Saving Throws and to
attempts to pierce Spell Resistance of +1 per 3 hit dice.

Lord of Elemental Planes (Ex): at level ten, the Mephit King gains rulership of its own
Demiplane. It’s based in an appropriate Elemental Plane or Para-Elemental or Quasi-Elemental
Plane. The size is one mile per hit die, but every year the radius expends by another ten miles.

It has control of the Demi-Plane and can Planeshift to and from this place at will. When travelling
to the plane, it always travels perfectly accurately. It may also use a Swift Action at will to Banish
others from the plane (Will negates). Anyone who fails the save is barred from returning for 30
days, and anyone who passes the save is immune for the rest of the day.

Additionally, when summoning Mephits, the number increases to 20d6, plus 10 “Commanders” that
have the full 9 hit dice. Finally, as the greatest of its kind, its Strength, Dexterity and Charisma each
increase by four points.

Sweeping Breath (Su): starting at level eleven, the breath weapon of the Mephit King is twice as
wide as normal, like two breath weapons that share an edge.

Healing Praise (Su): as long as at least one summoned Mephit is spending its action cheering the
eleventh-level Mephit King on, the Mephit King’s Fast Healing applies, and is tripled. It doesn’t
matter how many are doing this – more won’t increase it further.

Royal Imperviosity (Ex): at level thirteen, the Mephit King’s Damage Reduction improves to
10/Magic Piercing or 10/Magic Bludgeoning or 10/Magic Slashing – it chooses one. It also
becomes immune to Poison, Sleep, Paralysis and Stunning.
Magic of the Elemental Overlord (Sp): at level fourteen, the Mephit King becomes better at
casting Spell-Like Abilities: if something was previously castable as a Move-Equivalent Action, it
quickens to a Swift Action. The At-Will powers gained from More Power can also be cast as Move-
Equivalent Actions once per round. Finally, it gains access to new Spell-Like Abilities:
-Air: Whirlwind 1/hour, Astral Projection and Elemental Swarm (Air Elementals) 1/day
-Dust: Desert Binding 1/hour, Wail of the Banshee and Summon Desert Ally IX 1/day
-Earth: Iron Body 1/hour, Implosion and Elemental Swarm (Earth Elementals) 1/day
-Fire: Incendiary Cloud 1/hour, Prismatic Sphere and Elemental Swarm (Fire Elementals) 1/day
-Glass: Mind of the Labyrinth 1/hour, True Creation and Time Stop 1/day
-Ice: Mind Blank 1/hour, Obedient Avalanche and Fimbulwinter 1/day
-Magma: Earthquake 1/hour, Mass Abyssal Frenzy and Detonate 1/day
-Ooze: Maelstrom 1/hour, Befoul/Despoil (select when casting) and Otyugh Swarm 1/day
-Salt: Horrid Wilting 1/hour, Energy Drain and Plague of Undeath 1/day
-Steam: Demand 1/hour, Greater Aspect of the Deity and Dominate Monster 1/day
-Sulfur: Antipathy 1/hour, Implosion and Spread of Savagery 1/day
-Water: Depthsurge 1/hour, Storm of Vengeance and Elemental Swarm (Water Elementals) 1/day

Seize Control (Su): the fifteenth level can attempt to gain control over any Elemental (of any
Subtype) within 100 feet with a Standard Action. The elemental must make a successful Will Save
(DC 10 + half the Mephit King’s hit dice + their Charisma Bonus) to resist the effect, otherwise
they succumb to the control, as though Dominated (ignoring any immunities it might possess), for
24 hours. If the elemental succeeds on the saving throw, it is immune for 24 hours. The Mephit
King may dismiss the control with a Free Action, and the effect will also end if either of them die.
There is no limit to how many creatures can be controlled at a time.

Elemental Weird (Su): at level seventeen, the Mephit King becomes a Weird, a supernatural
paragon of its type that can act as a seer as well as a supreme overlord of elemental power. It knows
all the answers, even if it then has to filter them through a limited intellect. Once per round, it may
duplicate any of the following spells as a Free Action: Analyze Dweomer,
Clairaudience/Clairvoyance, Contact Other Plane, Detect Thoughts, Discern Location, Find the
Path, Foresight, Greater Scrying, Legend Lore, Locate Creature, Locate Object, Tongues, True
Seeing, Vision. The Caster Level is 20, and any Save DC is 10 + half its hit dice + its Charisma
Bonus.
MIMIC
CR 4, Level 5 (can’t speak, no thumbs)

Fascimile

The Facsimile augments the Mimic’s ability to appear to be other things, and then to eat them once
it catches them by surprise. It also gives them speech so they can be playable characters, but the
main thing is changing shapes and dealing Sneak Attack damage. They are basically Rogues.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Disable Device, Disguise, Escape Artist, Forgery, Hide,
Jump, Knowledge (Architecture and Engineering, Dungeoneering), Listen, Move Silently, Search,
Sleight of Hand, Spot, Tumble, Use Magic Device
Proficiency: Simple Weapons and any Natural Weapon in any form

1 Mimicry (Small), Speech, Trap Finding, Sneak Attack +1d6


2 Mimicry (Monstrous), Evasion, Greater Crushing
3 Mimicry (Vaguely Humanoid), Sneak Attack +2d6
4 Mimicry (Sharp Objects), Improved Evasion
5 Mimicry (Humanoid), Sneak Attack +3d6
6 Mimicry (Thick Skin), Holding
7 Mimicry (Large), Sneak Attack +4d6
8 Mimicry (Any Material), Swallow Whole
9 Mimicry (Huge), Sneak Attack +5d6
10 Mimicry (Perfect), Lesser Dimensional Maw
11 Mimicry (Tiny), Sneak Attack +6d6
12 Mimicry (Gargantuan), Defensive Roll
13 Mimicry (Diminutive), Sneak Attack +7d6
14 Mimicry (Colossal), Greater Dimensional Maw
15 Mimicry (Whatever), Sneak Attack +8d6
Mimicry (Ex): as the Facsimile gains levels, it improves its ability to turn into “stuff”. At first
level, it can become Small, halving its base speed and gaining the standard modifiers to Hide,
Armour Class, Grapple, Attack rolls and so on. At level two, it can look like a monstrous creature of
some variety, though not any specific monster. Just “a monstrosity”.

At level three it can look more or less humanoid, though somewhat like a wax figure. Close enough
not to frighten villagers. At level four it can have up to four natural weapons (each treated as a Claw
that deals 1d6 damage for a Medium creature and has the Improved Grab ability). It can also form
Masterwork Tools. At level five, it still can’t resemble specific people without using the Disguise
skill, but it can easily look like actual generic Humanoids.

At level six, it can grant its Natural Armour an Enhancement Bonus equal to its class level. At level
seven it can become Large – as though advancing from Medium to Large by monster hit dice,
Ability Score changes included. Changing to a smaller size undoes these changes.

At level eight, it can change its body to metal, granting itself Hardness of that metal and treating its
natural weapons as that metal for the purposes of Damage Reduction and so on. At level nine, it can
become Huge, again gaining the Ability Score and Natural Armour changes (which are still lost
when it changes back).

At level ten, the changing is better. When it takes on the shape of a creature type, it can straight-up
change its Ability Scores, Natural Armour, Damage Reduction, Extraordinary Abilities, Energy
Resistances and Immunities, Natural Weapons, Movement Types and similar to that of the base
creature.

At level eleven, it can become Tiny, reducing its base Speed and Reach to 5 feet and gaining the
standard modifiers. At level twelve, it can become Gargantuan, just having the same Ability Score
and Natural Armour changes as Huge but doubling its Speed and Reach.

At level twelve, it can become Diminutive, reducing its base speed to 5 feet and losing reach
altogether and gaining the standard modifiers. At level thirteen it can become Colossal, just having
the same Ability Score and Natural Armour changes as Huge but tripling its Speed and Reach.

At level fifteen, its shape changing can even bring it to sizes beyond Colossal, and completely take
on any shape and the abilities thereof, as though through Shapechange.
Speech (Ex): the Facsimile can actually speak like a human, and automatically knows Common.

Trap Finding (Ex): the Facsimile is able to find and disable magical traps just like a Rogue.

Sneak Attack (Ex): at every odd level, the Facsimile gains 1d6 Sneak Attack, like a Rogue.

Evasion (Ex): the second-level Facsimile gains Evasion, as the Rogue class feature.

Greater Crushing (Ex): starting at level two, the Facsimile’s Crush attack always adds its Sneak
Attack dice to damage – even if it doesn’t meet the requirements for a Sneak Attack, even against
creatures immune to extra damage from Sneak Attack. It is just really good at crushing things.

Improved Evasion (Ex): the Evasion of the fourth-level Fascimile increases to Improved Evasion.

Holding (Su): at level six, the Facsimile’s gullet can function as a Bag of Holding whenever it
wishes.

Swallow Whole (Ex): starting at level eight, the Facsimile can Swallow enemies Whole.
Swallowed enemies suffer Crush damage each turn and risk suffocating. The Escape Artist DC or
Slashing Damage that must be dealt within one turn equals its hit dice + 15.

Lesser Dimensional Maw (Su): at level ten, the Facsimile can create any of the following effects
with its dimensional mouth: Rope Trick, Shadow Well, Mordenkainen’s Magnificent Mansion. The
Caster Level equals its hit dice and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Defensive Roll (Ex): at level fourteen, the Facsimile gains the Defensive Roll Rogue special ability.

Greater Dimensional Maw (Su): at level fourteen, new spell effects are added to the Facsimile’s
dimensional mouth: Maze, Abyssal Maw, Gate (travel version only).
Pandora’s Box

Pandora’s Box is a completely different direction for the Mimic, though it does still make
assumptions that the Mimic will typically be a container of some sort. It can summon a lot of
creatures, and is basically a Conjuration specialist.

Hit Die: d6
BAB: Medium
Saving Throws: Good Will
Skill Points: 2 + Int
Class Skills: Bluff, Concentration, Disguise, Hide, Knowledge (any), Listen, Move Silently,
Spellcraft, Spot

1 Summon Monster III at will, Augmented Summons


2 Summon Monster IV 3/day, Caustic Smoke 1/day, What’s In the Box?
3 Solid Fog 1/day, Doom Scarabs 1/day, Fire Trapped
4 Summon Monster V 2/day, Major Creation 1/day
5 Freezing Fog 1/day, Luminous Assassin 2/day, Manifest Dragon Heritage 1/day
6 Summon Monster VI 2/day, Twice Augmented Summons
7 Acid Fog 1/day, Blackwater Tentacle 2/day
8 Summon Monster VII 2/day, Waterspout 3/day
9 Maze 1/day, Greater Luminous Assassin 1/day
10 Summon Monster VIII 2/day, Phantasmal Thief 3/day
11 Greater Manifest Dragon Heritage 2/day, Incendiary Cloud 1/day
12 Summon Monster IX 1/day, Fierce Pride of the Beastlands 1/day
13 More Summoning, Abyssal Army 1/day, Hellish Horde 1/day
14 More Summoning, Heavenly Host 1/day, Summon Elemental Monolith 1/day
15 More Summoning, Ice Assassin 1/day, Maze at will, Trap the Soul 1/day

Spell-Like Abilities (Sp): as it gains levels, the Pandora’s Box learns new Spell-Like Abilities it can cast.
The Caster Level equals its hit dice and any Save DC is 10 + half its hit dice + its Wisdom Bonus.

Augmented Summons (Ex): any time the Pandora’s Box summons one or more creatures, those creatures
gain a +4 Bonus to Strength, Dexterity and Constitution.

What’s In the Box? (Ex): starting at level two, the Pandora’s Box can alter the way its summoning spells
work. When casting a Summon Monster spell, it can instead draw creatures from the list of a spell of equal
level from Summon Nature’s Ally, Summon Undead, Conjure Ice Beast. It can also summon other creatures
that are usually only added to lists for followers of specific deities or that are optional replacements for
others.

Fire Trapped (Su): starting at level three, any time the Pandora’s Box takes the form of a container (such as
a chest) and is opened by someone, there is a burst of flame, and they suffer 1d4 plus its hit dice in Fire
Damage, with a Reflex Save for half (DC 10 + half its hit dice + its Wisdom Bonus).

Twice Augmented Summons (Ex): whenever the sixth-level Pandora’s Box summons one or more
creatures, the creatures gain a total of +6 to Strength, Dexterity, Constitution and Natural Armour, and their
hit points are maximised.

More Summoning (Sp): at every level starting at thirteen, the Pandora’s Box can summon more than before:
every Summon Monster spell on its list calls forth one extra creature when cast and one extra use per day
(although if it can already be used at will, that doesn’t do much.)
MIND FLAYER
CR 8 [Awesome], Level 10 (Awesome creature with great ability scores and at-will Stunning)

Far Realm Caller

The Far Realm Caller is what happens when an Illithid decides to be a Summoner. It also gains
various Star Mage abilities, as it improves its link to the Far Realm and the weird star creatures
found there.

Hit Die: d6
BAB: Poor
Saving Throws: Good Will
Skill Points: 4 + Int
Class Skills: Appraise, Concentration, Craft (Alchemy), Decipher Script, Gather Information,
Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, Use Magic Device

1 Dimension Door, Attune Form, Calling I


2 Mass Suggestion 1/day, End of Sight
3 Dominate Monster 1/day, Calling II
4 Far Realm’s Grass, Far Realm’s Air, End of Life
5 End of Hope, Calling III
6 Mass Suggestion, Nightmare Terrain
7 End of Time, Contact Other Plane 1/day, Calling IV
8 Dominate Monster, Call Planar Essence
9 Gate 1/day, Calling V
10 Gate 3/day, Fuse Worlds

Psionics (Sp): as it gains levels, the Illithid Psi-Caller gains various Spell-Like Abilities which are
considered Psionic powers if that matters. The Caster Level equals its hit dice, and any Save DC is 8 + half
its hit dice + its Charisma Bonus. If no limit is specified, an ability can be used at will.

Calling (Sp): as it gains levels, the Illithid Psi-Caller gains the ability to call creatures to its aid. Doing so is
a Standard Action, and the creatures lurk around for one minute at the command of the Psi-Caller before
vanishing back to their origins. The Illithid Psi-Caller can use Calling once per hit die per day, in any
combination it has available.

End of Sight (Su): at second level, the Illithid Psi-Caller can reach out and extinguish the light in people’s
eyes. With a Standard Action, it designates any number of targets within Medium Range, and they must all
pass a Fortitude Save (Intelligence-based) or be rendered permanently Blind.

Far Realm’s Grass (Su): at level four, the Illithid Psi-Caller can cast Chilling Tentacles (as the Warlock
Invocation) at will, though only one such effect can be active at a time. When the effect ends, it permanently
leaves a patch of strange, rubbery “grass” that resembles sea anenomes and temporarily numbs the flesh.
This “grass” can be removed with a Banishment or Dismissal spell.
Far Realm’s Air (Su): the fourth-level Psi-Caller can cast Obscuring Mist at will, however only one such
effect can be active at a time. Any non-Aberration living creature that breathes while inside the mist must
pass a Will Save (DC 8 + half its hit dice + its Charisma Bonus) or become Confused for one minute. Even
after the effect ends, for ten minutes the air smells acidic and noxious, though this has no real effect.

End of Life (Su): starting at level four, when the Illithid Psi-Caller uses its End of Sight ability, it may
designate one target as special. If that target fails the saving through, they don’t go blind, they instead just die
as a [Death] effect. If they pass the save, they still suffer 1d8 points of Light damage per 2 hit dice of the Psi-
Caller.

End of Hope (Su): at level five, when the Psi-Caller uses its End of Sight ability, it may instead force the
targets to pass Will Saves (same DC). If they fail, they are transported to the edge of the universe. They
probably end up somewhere where they can vaguely survive, but that still leaves them with the matter of
getting back home.

End of Time (Su): at level seven, the Psi-Caller can show people the end of the universe. It spends a Full
Round Action focusing, and designates a spot within Long Range. A 40’ radius 120’ tall Column opens up
there, and everything in the area, even Undead and objects, must pass a Fortitude Save (Intelligence-based)
or be utterly annihilated. Those who pass their saves still suffer 1d6 Light damage per hit die of the Psi-
Caller and physically age 2d4 years.

Call Planar Essence (Su): once per day, the eighth-level Illithid Psi-Caller can gaze at a creature within
Close Range and force them to make a Will Save (Intelligence-based). If they fail the save, they are rendered
permaentnly Insane and gain the Half Farspawn template. If they are Immune to one part of this ability, the
entire ability has no effect.

Fuse Worlds (Su): at level ten, the Psi-Caller gains a dreadful ability. Once per week, it may spend one
minute concentrating, and at the end of that time, a one mile radius area centred on its location is forever
changed: the current plane fuses with the Far Realm in the area, breaching the barrier between Planes. This
cannot be reversed without a Wish or Miracle, and fucks the area up beyond recognition.

Calling I: Calling II:


1 Hellwasp Swarm 1 Hound of the Gloom
1 Pseudonatural Elephant 1 Shaboath
1 Cildabrin 1 Pseudonatural Triceratops
1 Embrac 1 Rukanyr
1d4+1 Kigrid 1d4+1 Hellwasp Swarms
2d6 Saltor 2d6 Pseudonatural Polar Bears

Calling III: Calling IV:


1 Giant Psurlon 1 Thought Slayer
1 Mooncalf 1 Pseudonatural Grizzly Mastodon
1 Elder Black Pudding 1 Skybleeder
1d4+1 Hounds of the Gloom 1d4+1 Mooncalves
2d6 Embracs 2d6 Shaboath

Calling V:
1 Neothelid
1 Moonbeast
1 Half Farspawn Siesmosaurus
1 Beholder Overseer
1d4+1 Skybleeders
2d6 Elder Black Puddings
Illithid Mastermind

Every Mind Flayer is a genius by human standards. However even amongst them, there are plotters
and schemers, those who come up with the greatest of plans and manipulate lesser minds with even
more ease. The Masterminds are leaders amongst a race of leaders, and can happily control others in
the middle of dangerous fights.

Hit Die: d6
BAB: Poor
Saving Throws: Good Will
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Forgery, Gather
Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spot

1 Tendril of Influence, Invisibility, Dream Walk


2 Issue Command, Misdirection, Manifest Desire
3 Dream, Veil, False Vision, Manifest Nightmare
4 Mental Grasp, Mirage Arcana, Dominate Monster
5 Stronger Command, Sequester, Mind Switch
6 Mislead, Programmed Image
7 Mental Ownership, Shatter Mind Blank
8 Screen, Demand, Improved Invisibility
9 Sympathy, Repulsion
10 Id Seed, Programmed Amnesia

Tendril of Influence (Su): at will, the Illithid Mastermind may attempt to seize control of an individual
within Close Range with just a Standard Action. The target must have an Intelligence Score of 3 or more, but
Immunity to [Mind-Affecting] effects does not prevent this. If the target fails a Will Save (Charisma-based),
they become influenced, vulnerable to coercion. The Mastermind adds its Class Level as an Insight Bonus on
Bluff, Diplomacy, Intimidate and Sense Motive checks against the target until released, and can read its
surface thoughts at will. It may hold influence over up to four targets at a time, and this lasts until it uses a
Free Action to release them or they move further than Medium Range (based on its total hit dice).

Psionics (Sp): as the Illithid Mastermind gains levels, it gains a number of additional Spell-Like Abilities
that are considered to be Psionics. Each of these can be used three times per day, with a Caster Level equal to
its hit dice, and a Save DC of 8 + half its hit dice + its Charisma Bonus. The Caster Level of existing
Psionics increases, as does the Save DC for its Mind Blast.
Issue Command (Su): starting at level two, the Illithid Mastermind may prod the minds of any targets held
within its Tendril of Influence, trying to force actions. When a subject declares an action, but before the
action takes place, it uses an Immediate Action to direct them:
• Attack: the Mastermind designates a target for them to attack. If they attack the target, the attack
gains a +4 Insight Bonus to attack and damage rolls. If they wish to attack a different target, they
must first pass a Will Save (Charisma-based), otherwise they follow the instructions. If they pass the
save and attack another target, they suffer a -4 Morale Penalty to the attack and damage rolls.
• Move: the Mastermind may designate the movement path (within the normal limits of their
movement). If they follow that path, they gain a +4 Insight Bonus to Armour Class until their next
turn. If they wish to move a different way, they must first pass a Will Save (Charisma-based),
otherwise they follow the instructions. If they pass and move their own way (or not at all), they
suffer a -4 Morale Penalty to Armour Class until their next turn.
• Cast: whichever spell the subject has chosen to cast, the Mastermind may designate a target or area
(as appliccable, within normal limits). The subject must pass a Will Save (Charisma-based) in order
to defy this designation. If they fail the save or follow the instruction, they gain a +4 Insight Bonus
to Concentration checks and Caster Level checks for that spell. If they pass the save and defy the
command, they suffer a -4 Morale Penalty to the same.

Mental Grasp (Su): at level four, when the Illithid Mastermind uses a [Mind-Affecting] effect on a subject
of its Tendril of Influence, it may outright ignore any Immunity they have to [Mind-Affecting] effects, and
double the duration (unless Instantaneous, Concentration, or Permanent). Whether or not the effect succeeds,
this releases the Mastermind’s Influence over them.

Stronger Command (Su): at level five, the Illithid Mastermind enjoys a better grasp of the actions of those
it commands. With its Issue Command ability, for an attack it may select specific weapons or attack options
used as long as they are available to the target, for movement it may designate things like Balance, Jump and
Tumble checks to improve movement, and for casting it may select any Spell (or Spell-Like Ability or
similar) the target has available. The Bonuses for following the instructions improve to +8, and the Penalties
for defying worsen to -8.

It may also cast a Quickened Greater Command on them at will (Charisma-based Save DC), and failure to
abide by the instructions causes the subject to take 6d6 points of Non-lethal damage.

Mental Ownership (Su): the seventh-level Illithid Mastermind is able to spend a Full Round Action at will
attempting to seize full control of a subject of its Tendril of Influence. The target must attempt a Will Save
(Charisma-based), and if they fail, they are Dominated for one round per class level of the Mastermind, even
if usually immune to this condition. If they succeed on the save, however, they are freed from the Influence,
likewise they are freed once the Domination ends.

Id Seed (Su): anyone who becomes the subject of the tenth-level Illithid Mastermind’s Tendril of Influence
becomes tainted and corrupted. Such creatures are in danger should the Mastermind be slain: all corrupted
creatures must instantly pass a Will Save (Charisma-based). If at least one target fails, the Mastermind
(despite being dead) may select one target that failed, at which point it takes over their body, consuming their
own id. Often, it will carefully wait for the opportunity to recover the remains of its own body and secure a
Resurrection (at which point the mind returns to the body and is left with a brain-dead creature waiting to be
consumed), possibly planning to kill the “allies” of the current host.

There are, however, multiple protections that grant immunity to this effect: being in a Hallowed or
Consecrated area, having a Protection Against Alignment or other method that explicitly prevents possession,
being subject to a Remove Curse or Break Enchantment cast before the death of the Illithid, or merely a full
day passing between the Influence and the death.
Mind Owner

The Mind Owner doesn’t just own minds, it actually owns people. In their minds, most other
creatures are simple animals to be controlled in battle, so they pursue the arts of the Pokemaster.

Hit Die: d6
BAB: Poor
Saving Throws: Good Will
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Gather Information, Handle Animal, Heal,
Hide, Intimidate, Knowledge (any), Listen, Move Silently, Ride, Sense Motive, Spot, Survival
Proficiency: the Mind Owner is Proficient with all Simple Weapons as well as the Sap, the Net, the
Man-Catcher, the Bolas and the Whip

1 Control Monster, Superior Species, Train Monster, Dread Lore, Craft Greater Soul Prison
2 Subtype Specialization, Transfer Control, Store Monster, Recall Monster
3 Craft Leaden Seal, Push Monster
4 Type Specialization
5 Craft Dark Prison, Agonize Monster
6 Second Subtype Specialization
7 Craft Master Prison
8 Fast Recall Monster, Second Type Specialization
9 Type Mastery
10 Double-Team, Subtype Mastery

Caster Level: even though the Mind Owner does not gain new Spells, it still has a Caster Level which is
used for certain features as a Monster Tamer / Pokemaster. Its Caster Level for both this and for its existing
Spell-Like Abilities is its Class Level plus ten.

Control Monster (Ex): a Mind Owner can have a number of Monsters in Soul Prisons equal to its Charisma
Modifier by “Controlled”. A Controlled Monster behaves like a summoned monster when released from its
Soul Prison, and is essentially under the direct control of the Mind Owner. A Mind Owner cannot control a
Monster whose Challenge Rating is equal to or greater than its Caster Level. An uncontrolled Monster will
act as it sees fit – which can include attacking the Mind Owner until returned to its Soul Prison. A Controlled
Monster cannot use any Summoning ability to summon other Monsters. More than one controlled Monster
can be out of its Prison at a time, but only the first one actually behaves like a summoned monster – the
others will typically stand around and watch, or fall asleep.

Increases to Charisma only affect the number of Monsters which can be controlled if the increase lasts long
enough that it would normally affect Spells per Day for a Sorcerer. As such, effects like Eagle’s Splendour do
not increase this number, but a Cloak of Charisma would. Once the limit has been reached, it cannot control
any more until one or more Monsters are released (which takes about ten minutes) or killed.
Superior Species (Ex): in the eyes of the Illithid, only the Illithid are truly “people”. Any other creature is
just a lesser species that can be used as it pleases. As such, the Mind Owner may ignore the usual restrictions
on what makes up a “Monster” for the purpose of the Monster Tamer / Pokemaster class. Dragons still have a
+4 CR modifier, however. It also suffers no loss if a Monster dies – it does not care in the slightest.

Train Monster (Ex): a Mind Owner can train or evolve their Monsters, just like a Monster Tamer.

Dread Lore (Ex): Mind Owners gain the Dread Lore ability of the Monster Tamer.

Craft Greater Soul Prison (Su): the Mind Owner is able to craft both a Soul Prison and the Greater version,
just like a Monster Tamer.

Subtype Specialization (Ex): at levels two and six, the Mind Owner gains a Subtype Specialization. This
works just the same as for Monster Tamers.

Transfer Control: at level two, the Mind Owner gains the ability to transfer control like a Monster Tamer.

Store Monster (Sp): the second-level Mind Owner can Store Monsters like a Monster Tamer.

Recall Monster (Sp): the second-level Mind Owner can also Recall Monsters like a Monster Tamer.

Craft Leaden Seal (Su): at level three, the Mind Owner gains the ability to craft Leaden Seals.

Push Monster (Su): the third-level Mind Owner is able to psychically push its Monsters beyond their
normal limits, albeit at a cost (though one it doesn’t mind paying). With a Swift Action, it may Haste a
controlled Monster for one round, however the Monster suffers 1d10 points of damage after this.

Type Specialization (Ex): at levels four and eight, the Mind Owner gains a Type Specialization. This works
like the Monster Tamer ability.

Craft Dark Prison (Su): the fifth-level Mind Owner can craft Dark Prisons, with the same time and cost as
Greater Soul Prisons. These are treated as regular Soul Prisons, however they are increased in effectiveness
one stage for each of the following: target is an Undead or Aberration, target has Daylight Sensitivity or
Vulnerability or Sunlight Powerlessness or similar, the target is within a Darkness effect or similar, it is
currently night. One increase treats it as a Greater Soul Prison, two treats it as a Leaden Seal, and three or
more treats it as a Master Prison.

Agonize Monster (Su): starting at level five, the Mind Owner can wrack the body of a controlled Monster
with terrible pain at will, using a Move-Equivalent Action to deal 1d10 damage and Stagger it for one round.
After this, the Monster becomes Immune to [Fear] effects for a number of rounds equal to the Mind Owner’s
Charisma Bonus.

Craft Master Prison (Su): at level seven, the Mind Owner gains the ability to craft a Master Prison.

Fast Recall Monster (Sp): for the eighth-level Mind Owner, Recalling a Monster is a Free Action.

Type Mastery (Ex): at level nine, the Mind Owner gains Type Mastery with one type, like a Monster Tamer.

Double-Team: the tenth-level Mind Owner gains the Double Team ability of a Monster Tamer.

Subtype Mastery (Ex): at level ten, the Mind Owner gains Subtype Mastery, just like a Monster Tamer.
MINOTAUR
CR 4, Level 5

Maze Stalker

The typical Minotaur wants to just be a Knight or Barbarian or something similar, then jump into a
combat-heavy Prestige Class, and not to put too fine a point on it but they can just do that. An
atypical Minotaur however might want to be a Rogue. This is the class for them.

Hit Die: d10


BAB: Medium
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Decipher Script, Disable Device, Escape Artist,
Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently,
Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device
Proficiency: Light Armour, Simple and Martial Weapons

1 Trap Finding, Rapid Travel, Sneak Attack +1d6


2 Wall Climber, Skill Focus
3 Improved Uncanny Dodge, Sneak Attack +2d6
4 Evasion, Ghost Stalker
5 Unstoppable Charge, Sneak Attack +3d6
6 Walk on Any Surface
7 Dimension Door 3/day, Sneak Attack +4d6
8 Improved Evasion, Skill Focus
9 Sneak Attack +5d6, Skill Mastery
10 Wall Immunity
11 True Seeing 3/day, Sneak Attack +6d6
12 Crippling Strike
13 Sneak Attack +7d6
14 Fixed Location, Skill Focus
15 Sneak Attack +8d6, Etherealness 3/day
Trap Finding (Ex): the Maze Stalker can find and disarm traps like a Rogue.

Rapid Travel (Ex): when marching and moving overland (not tactically in dungeon environments),
the Maze Stalker moves twice as fast and can go for twice as long before starting to tire out.

Sneak Attack (Ex): at every odd level, the Maze Stalker gains a die of Sneak Attack like a Rogue.

Wall Climber (Ex): at second level, the Maze Stalker gains a 20’ Climb Speed.

Skill Focus (Ex): at level two, the Maze Stalker gains Skill Focus as a Bonus Feat. Every six levels
thereafter, he gains Skill Focus again.

Improved Uncanny Dodge (Ex): at level three, the Maze Stalker gains Improved Uncanny Dodge,
like a Rogue.

Evasion (Ex): the fourth-level Maze Stalker has Evasion, as a Rogue.

Ghost Stalker (Ex): starting at level four, the Maze Stalker can see and hear Incorporeal and
Ethereal creatures as though they lacked those traits.

Unstoppable Charge (Su): the fifth-level Maze Stalker can charge through walls without
hindrance – he just keeps moving and shatters any obstacles, even Walls of Force. He can still take
damage from these effects, but he ends up on the other side if he survives, and leaves holes in them
for others.

Walk on Any Surface (Su): starting at level six, the Maze Stalker can walk on any surface as
though it were the ground – water, ceilings, walls, clouds, even illusions of surfaces.

Spell-Like Abilities (Sp): the Maze Stalker gains a few Spell-Like Abilities, with a Caster Level
equal to his hit dice.

Improved Evasion (Ex): the eighth-level Maze Stalker gains Improved Evasion like a Rogue.

Skill Mastery (Ex): at level nine, the Maze Stalker gains Skill Mastery, like a Rogue, with every
Skill for which he has Skill Focus. When he gains Skill Focus again later on, he gains Skill Mastery
with that skill as well.

Wall Immunity (Su): starting at level ten, the Maze Stalker cannot be walled in. He becomes
completely immune to any Wall of ___ spell such as Wall of Fire, Wall of Stone, Wall of Force, Wall
of Water, Wall of Gears and so on – he suffers no damage or other effects from them and can walk
straight through them as though they did not exist.

Crippling Strike (Ex): at level twelve, the Maze Stalker gains the Rogue special ability of
Crippling Strike.

Fixed Location (Ex): the fourteenth-level Maze Stalker has a particularly fixed location. It can
never be unwillingly affected by spells that change its location such as Banishment, Imprisonment,
Planeshift (hostile) and similar.
MUMMY
CR 5, Level 6

Mummy Lord

The Mummy Lord turns the Mummy into a boss monster more like you would find in a movie such
as The Mummy. In effect, it gains abilities that let it do the offensive things you would want a Cleric
or Druid to do, but not the actual healing side.

Hit Die: d8 (this is not increased to a d12)


BAB: Poor
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Appraise, Balance, Climb, Craft (any), Hide, Intimidate, Jump, Knowledge (Religion),
Listen, Move Silently, Perform (Oratory), Sense Motive, Spot

1 Unholy Toughness, Turn Resistance, The Mummy’s Curse


2 Rebuke Undead, Giant Vermin at will, Animate Dead 3/day
3 Summon Undead V 3/day, Wall of Sand 3/day
4 Thirst Domain, Insect Plague 3/day
5 Greater Curse, Oath of Blood 1/day, Harm 1/day
6 Eternal Memories, Choking Sands at will
7 Mummify 3/day, Control Weather 1/day
8 Sand Domain, Energy Ebb at will, Plague 1/day
9 Greater Harm 2/day, Earthquake 1/day
10 Familial Command, Summon Golem 1/day
11 Imprison Soul 1/day, Plague of Undeath 1/day
12 Summer Domain, Insect Plague at will
13 Drain Moisture, Sand Strider
14 Curse of the Natural, Scarab Swarms
Unholy Toughness (Ex): the Mummy Lord uses its Charisma Bonus in place of its (nonexistant)
Constitution Bonus for the purpose of Hit Points.

Turn Resistance (Ex): the Mummy Lord adds its Charisma Bonus to its Turn Resistance.

The Mummy’s Curse (Su): the Mummy Lord can curse people at will, replicating Bestow Curse. This can
be cast as a Melee Touch Attack that does not provoke Attacks of Opportunity and allows no saving throw, or
can be cast out to 30 feet with a Saving Throw as normal (DC 10 + half its hit dice + its Charisma Bonus).

Rebuke Undead (Su): starting at level two, the Mummy Lord can Rebuke Undead as though it were a Cleric
of a level equal to its hit dice.

Spell-Like Abilities (Sp): as it gains levels, the Mummy Lord learns new Spell-Like Abilities. The Caster
Level equals its hit dice and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Domains: at level four, the Mummy Lord gains access to the Thirst domain. At level eight, it gains access to
the Sand domain. At level twelve, it gains access to the Summer domain. In each case, it gains the Domain
Ability (using its hit dice in place of its Cleric level), and can cast the Domain Spells as Spell-Like Abilities
once each per day. It can only cast a Domain Spell with a Spell Level equal to or less than half its hit dice
(round up).

Greater Curse (Su): the fifth-level Mummy Lord’s Curse works as Bestow Greater Curse. Furthermore,
while the target is affected, all Negative Energy damage they receive is maximised and they gain Spell
Resistance of 11 + the Mummy Lord’s hit dice against magical Healing.

Eternal Memories (Ex): at level six, the Mummy Lord’s Intelligence increases by 2 – this retroactively
grants skill points as though it were always smarter. It may also make Knowledge Skill checks untrained
regardless of the DC.

Familial Command (Su): when the tenth-level Mummy Lord curses someone, if the subject dies before the
curse is removed it simply passes to their firstborn child (if any). The child is allowed a Save, but it will
continue to pass down generations until the bloodline dies out or the Curse is removed. Any subject may
voluntarily end the curse by receiving a Familial Geas effect.

Drain Moisture (Su): at level thirteen, the Mummy Lord gains a Melee Touch Attack that sucks moisture
from targets. If the target fails a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus), they suffer
3d6 points of Con Drain (with the Mummy Lord regaining 5 lost HP per point of Drain dealt), and the
Mummy Lord’s vulnerability to Fire is transferred from the Mummy Lord to the subject for one minute. This
touch may be channelled through its Slam attack.

Sand Strider (Su): the thirteenth-level Mummy Lord can Teleport from any dust storm or sand dune to any
other dust storm or sand dune at will.

Curse of the Natural (Su): starting at level fourteen, the Mummy Lord can curse a target that is already
cursed. If it successfully affects them, they lose access to all of their Supernatural and Spell-Like Abilities
until they are subject to a Remove Curse, Break Enchantment or similar effect.

Scarab Swarms: whenever the fourteenth-level Mummy Lord summons one or more swarms, the swarms
may instead be Scarab Swarms.
NIGHT HAG
CR 9, Level 10

Covey Countess

Much like the “lesser” hags can all increase in power individually, the Covey Countess is the Night
Hag who increases in power individually (with a lot of similar abilities even). However she also
gets to rule over a Covey – albeit a sufficiently low-level one that won’t break the game.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Bluff, Climb, Concentration, Craft (any), Disguise, Forgery, Gather Information, Hide,
Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive, Sleight of Hand, Spellcraft,
Spot, Survival, Swim

1 Conjure Covey, Deep Slumber at will, Mage Armour at will


2 Summon Steed, Rapid Wasting, Enervation* 3/day
3 Borrowed Power, Maddening Feast, Mass Curse of Impending Blades 1/day
4 Vile Healing, Baleful Polymorph* 3/day, Cryptwarden’s Grasp at will
5 Putrid Essence, Blackfire 1/day, Black Karma Curse* at will
6 Greater Steed, Necrotic Curse 1/day, Nightmare Terrain* 3/day
7 Symbol of Death 1/day, Endless Slumber at will
8 Font of Decay, Black Tentacles at will, Call Forth the Beast* 1/day
9 Dream Eater, Dream Walk* 1/day, Dreaming Puppet* at will
10 Finger Poke of Doom, Vile Death at will

Conjure Covey (Su): the Covey Countess has a Covey of three Hags to serve her. This consists of one Sea
Hag, one Green Hag, and one Annis Hag. The Annis Hag may be replaced by a Marzanna. Each time she
gains a level beyond first, they each gain one level of Barbarian, Hex Blade, Warlock, or relevant racial
Prestige Class. When one of them is slain, they are replaced at the next New Moon.

Once per day, the Covey Countess may use a minute-long ritual to contact her Covey and allow them to fall
into a trance, Projecting their images out to her location for up to one hour. Any Projection has the exact
same statistics as the original, however if slain, it vanishes and she is simply reduced to zero hit points and
Stunned until the sun next sets.
Spell-Like Abilities (Sp): as she gains levels, the Covey Countess gains more Spell-Like Abilities. Those
marked with a * cannot be used without her Heartstone being carried. The Caster Level equals her hit dice
and any Save DC is 10 + half her hit dice + her Charisma Bonus.

Summon Steed (Sp): every day, the second-level Covey Countess may summon a Nightmare. It lasts for
one hour if it is daytime, or until dawn if summoned at night. If slain, it vanishes harmlessly.

Rapid Wasting (Su): starting at second level, any time the Covey Countess inflicts a disease on someone it
starts to tear them apart rapidly. They must save every round as though a day had passed.

Borrowed Power (Su): starting at level two, the Covey Countess can use any of the following abilities that
belong to a member of her Covey: Evil Eye, Dreadful Eye, Weakness, Enthrall. She uses her own hit dice and
ability scores to determine things like the Save DC. If a Covey member is currently dead, Projecting, or
recovering from her Projection being destroyed, the ability cannot be used by the Countess.

Maddening Feast (Su): with a Full-Round Action, the third-level Countess can completely devour the flesh
of a slain or Helpless victim of up to Large Size, leaving only the bones and equipment. For every Size
Category beyond Large, it takes one additional round. Each round that she does this, any Humanoid or
[Native] Outsider within 60 feet must make a Will Save (DC 10 + half her hit dice + her Charisma Bonus).
Those who fail must roll 1d4. On a 1, they are rendered Confused for one week. On a 2+ they are rendered
permanently Blind.

Vile Healing (Su): starting at level four, any time the Covey Countess fully consumes the flesh of an
intelligent creature with hit dice equal to or higher than her own, she gains a Heal effect with a Caster Level
equal to her hit dice.

Putrid Essence (Ex): the fifth-level Countess is able to use a Full Round Action at will to cough up vile
fluids and bacteria that make up her evil essence. She can create a single dose of any of the following:
Deathblade Poison, Screecher Intoxicant, Verminmaker, Deepsorrow, Agoniser, Ill-Fate, Blinding Poison,
Mindstealer, Fleshtaker, Frothing Bacteria. Most of these are described in FC2, the section on Malbolge. Any
Save DC is 10 + half her level + her Constitution Bonus.

Greater Steed: starting at level six, the Nightmare summoned by the Countess is a Cauchemar Nightmare.
Alternatively it may call forth a Gathra.

Font of Decay (Su): negative energy pours from the body of the eighth-level Covey Countess. Any time an
attacker successfully hits her and deals damage, they suffer a temporary Negative Level that lasts for one
hour. It can be avoided with a Fortitude Save (DC 10 + half her hit dice + her Charisma Bonus).

Dream Eater (Su): starting at level nine, the Night Hag can always view the dreams of sleeping creatures –
she doesn’t spend an action, she just sees it. If she performs a Coup de Gras on a sleeping foe, she shatters
and eats their dreamscape. This grants her a Regenerate and Greater Restoration effect (Caster Level equal
to her hit dice), but the target (if they survive the Coup de Gras) permenantly loses the ability to dream, or to
recover by resting/sleeping. Every day, they suffer a point of Wisdom damage.

Finger Poke of Doom (Su): the tenth-level Night Hag is able to unleash her fingers to burrow into the flesh
of foes and kill them in horrible ways. She can cast Lahm’s Finger Darts at will with a Caster Level equal to
her hit dice, providing she has the fingers available. Additionally, each target hit by one or more fingers
suffers one of the following effects (of her choice): Finger of Agony, Touch of Vecna, Vampiric Touch, Finger
of Death, Ghoul Touch, Touch of Exhaustion, Chill Touch, Parching Touch. The Caster Level of this equals
her hit dice, and any Save DC is 10 + half her hit dice + her Charisma Bonus.
NIGHTMARE
CR 5, Level 6 – No thumbs

Cauchemare

Cauchemares advance the Nightmare’s combat prowess – already quite formiddable – and also help
them travel the planes better. Beyond that, seeing as they are horses, they should ideally want
someone riding their backs to stab foes. So they’re good at making that happen.

Hit Die: d10


BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Disguise, Gather Information, Intimidate, Jump, Knowledge (any),
Listen, Sense Motive, Spot

1 Dominate Person 1/day, Combat Mount, Impossible Disguise


2 Choking Smoke Cloud
3 Deadly Trample
4 Planar Jaunt (Lower Planes)
5 Magma Hooves
6 Start Fires, Planar Jaunt (Dreamscapes)
7 Fiendish Sphere Access
8 Charm Monster 1/day, Planar Jaunt (Nightmare Realm)
9 Horrendous Smoke
10 Hellfire Hooves, Planar Jaunt (Far Realm)
11 Infernal Warhorse
12 Shadow of Terror, Planar Jaunt (Anywhere)
13 Earth-Shattering Hooves, Dominate Monster 1/day
14 Perfect Planar Jaunt, Fiendish Sphere Access
Dominate Person (Sp): the Cauchemare works best with an obedient rider. To facilitate this, it can cast
Dominate Person once per day, with a Caster Level equal to its hit dice and a Save DC of 10 + half its hit
dice + its Charisma Bonus.

Combat Mount (Ex): as long as the Cauchemare wills it, anybody riding it is treated as having the Races of
War feat Mounted Combat as a Bonus Feat, with Ride ranks equal to its hit dice if this would be more than
their actual ranks.

Impossible Disguise (Su): due to the magic of the Cauchemare, it suffers no penalty to Disguise and Bluff
checks to pretend to be a regular horse, despite the fire and everything.

Choking Smoke Cloud (Su): at second level, the Cauchemare’s smoke breath doubles both in Range and in
the Duration of its effects.

Deadly Trample (Ex): at level three, the Cauchemare gains a Trample attack. This is equal to its Hoof attack
(including Fire damage and later class features), with one and a half times its Strength Bonus to damage.

Planar Jaunt (Su): at level four, the Cauchemare can Planeshift at will to any Lower Plane, carrying its
equipment, any rider, and the rider’s equipment. At level six, it can also travel to Dreamscapes. At level
eight, it may venture to the Nightmare Realm. At level ten, it can reach the Far Realm, and at level twelve it
can visit any Plane.

Magma Hooves (Su): starting at level five, the Cauchemare has magic hooves. They are Magic Weapons,
with an Enhancement Bonus of +1 per 3 hit dice (round up), and anyone struck catches fire. Just trotting
through dry grass will cause fires, and it leaves charred hoofprints everywhere.

Start Fires (Sp): the sixth-level Cauchemare can use a Swift Action at will to set fire to anything within
Close Range. Creatures and attended objects get a Reflex Save to avoid this (DC 10 + half its hit dice + its
Charisma Bonus).

Fiendish Sphere Access: at levels seven and fourteen, the Cauchemare either gains Basic Access to a
Fiendish Sphere or increases access of an existing one from Basic to Advanced or from Advanced to Expert.

Charm Monster (Sp): once per day, the eighth-level Cauchemare can cast Charm Monster. The Caster
Level, Save DC, and purpose are the same as for Dominate Person.

Horrendous Smoke (Su): starting at level nine, the breath weapon of the Cauchemare also deals 2 points of
Constitution damage to all foes. It may then cast Doomtide on the following round (same DC).

Hellfire Hooves (Su): starting at level ten, the Hooves of the Cauchemare deal Vile damage.

Infernal Warhorse (Ex): at level eleven, the Cauchemare grows one size larger, with all the changes of that.

Shadow of Terror (Su): whenever the twelfth-level Cauchemare flies directly over someone, they must pass
a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or Panic for 2d4 rounds.

Earth-Shattering Hooves (Su): the Hooves of the thirteenth-level Cauchemare ignore Damage Reduction
of all kinds. Additionally, with a Full Round Action it may create an Earthquake effect, centred on itself.

Dominate Monster (Sp): at level thirteen, the Cauchemare can cast Dominate Monster once per day. The
Caster Level, Save DC, and purpose are the same as for Dominate Person.

Perfect Planar Jaunt (Su): at level fourteen, the Cauchemare’s Planar Jaunt is like a Greater Planeshift.
Night Terror

Night Terrors are like Nightmares but scarier. I don’t mean the types of dream, although that is also
true. A Nightmare who becomes a Night Terror is interested in terrifying people with fear effects.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort, Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Disguise, Hide, Intimidate, Knowledge (The Planes),
Listen, Move Silently, Sense Motive, Spot, Survival

1 Cursed Smoke Cloud, Cause Fear 3/day, Nightmare at will


2 Manifest Desire 1/day, Manifest Nightmare at will
3 Narcotic Smoke Cloud, Dreaming Puppet 1/day, Phantasmal Strangler 1/day
4 Planar Jaunt (Dreamscapes), Phantasmal Killer 1/day
5 Eyebite 3/day, Deep Slumber 3/day, Pronouncement of Fate 1/day
6 Haunting Smoke Cloud, Endless Slumber 1/day
7 Dream Sight 1/day, Call Forth the Beast 3/day
8 Planar Jaunt (Nightmare Realm), Phantasmal Killer 3/day
9 Doomtide at will, Nightmare Terrain at will, Haunt Shift 1/day
10 Insanity Mist Cloud, Summon Phantasmal Slayer
11 Weird 1/day, Touch of the Graveborn 1/day
12 Cloud of Possession, Summon Dream Vestige
13 Imprison Soul 1/day, Hooves of the Cold Night
14 Weird 3/day, Shadow Landscape 1/day, Ghostform at will
Cursed Smoke Cloud (Su): anybody who fails to save against the effects of the Night Terror’s
breath weapon is affected by a curse, as Bestow Curse, with no additional saving throw.

Spell-Like Abilities (Sp): as it gains levels, the Night Terror gains a variety of Spell-Like Abilities.
The Caster Level equals its hit dice and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Narcotic Smoke Cloud (Ex): starting at level three, the smoky breath of the Night Terror dulls the
senses and lulls them to sleep. Anybody within the area suffers a -6 Penalty to Saving Throws
against [Sleep] effects, but is immune to Non-Lethal damage and [Pain] effects. Those who fail
their save against the breath are Slowed for one minute per hit die of the Night Terror.

Planar Jaunt (Su): at level four, the Night Terror gains the ability to Planeshift at will to any
Dreamscape, or from the Dreamscape to the place it inhabited before visiting. It takes its rider and
any equipment carried or worn by either. At level eight, it may also travel to and from the
Nightmare Realm.

Haunting Smoke Cloud (Su): starting at level six, the smoky breath of the Night Terror creates a
haunting essence that seeps into the minds of others. Anybody within the area suffers a -6 Penalty to
Saving Throws against [Fear] effects. Those who fail their save against the breath suffer a
Nightmare effect every night, with no saving throw, until their Curse is removed.

Insanity Mist Cloud (Su): the smoky breath of the tenth-level Night Terror also carries Insanity
Mist with it. The effects are as normal, however instead of carrying a separate save, it simply affects
those who fail their initial save against the breath. The secondary effects use the same Save DC.

Summon Phantasmal Slayer (Sp): once per day, a tenth-level Night Terror can Summon a
Phantasmal Slayer for one hour. This works like the ability common to most Devils and Demons.

Cloud of Possession (Su): starting at level twelve, anybody who fails to save against the
enchanting smoky breath of the Night Terror is put in a malleable state: it may then possess them as
though by Magic Jar while they are affected, without using the receptacle, and with no Saving
Throw. This lasts until their Curse is removed, it chooses to leave, or the effect is broken by the
usual means for the spell.

Summon Dream Vestige (Sp): once per day, a twelfth-level Night Terror can Summon a Dream
Vestige for one hour. This works like the ability common to most Devils and Demons.

Hooves of the Cold Night (Su): at level thirteen, the Hooves of the Night Terror carry a soul-
chilling coldness. They deal an additional 1d6 Negative energy damage per two hit dice, and also
deal 1d6 Con damage on a successful hit.
NYMPH
CR 7, Level 8

Summer Court Queen

Nymphs cast like Druids to begin with, so any Prestige Class is probably going to advance this. In
the case of the Summer Court Queen, she gives up the ability to cast Cold spells by focusing on Fire
spells, bringing warmth and light to the world. This makes her more like a Cleric than a Druid.

Hit Die: d6
BAB: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Diplomacy, Gather Information, Hide, Knowledge (Nature),
Listen, Move Silently, Perform (any), Ride, Search, Sense Motive, Spot, Survival, Tumble

1 Summer Warmth, Summer Domain +1 Druid Caster Level


2 Healing Warmth +1 Druid Caster Level
3 Sun Domain, Turn Undead +1 Druid Caster Level
4 Burning Nimbus +1 Druid Caster Level
5 Plant Growth, Sun Devotion +1 Druid Caster Level
6 Joy Domain +1 Druid Caster Level
7 Chlorophyl +1 Druid Caster Level
8 Summer Queen +1 Druid Caster Level
9 Pleasure Domain +1 Druid Caster Level
10 Plant and Fire Devotion +1 Druid Caster Level
11 Eternal Sunshine +1 Druid Caster Level
12 Solar Power +1 Druid Caster Level
Summer Warmth: the Summer Court Queen already has one level of heat protection from her
Summer Domain (see below), but it increases to three. She also gains Searing Spell and Magic of
the Land as Bonus Feats. Any [Fire] spell she casts also benefits from Blistering Spell with no
adjustment of Casting Time or Spell Level. However, she can never again cast Spells with the
[Cold] descriptor, even from magic items (without using Use Magic Device, at least).

Domains: at level one, the Summer Court Queen gains the Summer Domain. She does not have
Domain Spell Slots, so she simply adds the spells to her list to prepare normally, and gains the
Domain Ability. At level three, she gains the Sun Domain. At level six, the gains the Joy Domain.
Finally, at level nine she gains the Pleasure Domain. Any Domain Power that references Cleric level
instead uses her hit dice.

Spellcasting: at every level, the Summer Court Queen’s Druid Spellcasting increases by 1 level.

Healing Warmth (Su): starting at level two, the Summer Court Queen removes one point of
Ability Damage from each ability score every round. All allies within 10’ of her also gain this
effect. She may also cast any Conjuration [Healing] spell out to 30 feet away.

Turn Undead (Su): starting at level three, the Summer Court Queen gains the ability to Turn
Undead like a Good Cleric with a level equal to her hit dice.

Burning Nimbus (Sp): the fourth-level Summer Court Queen can cast Balor Nimbus three times
per day, with a Caster Level of her hit dice, but without any references to actual Balors or Evil.

Plant Growth (Sp): at level five, the Summer Court Queen can cast Plant Growth three times per
day with a Caster Level of her hit dice.

Devotions: at level five, the Summer Court Queen gains Sun Devotion as a Bonus Feat. At level
ten, she gains Fire Devotion and Plant Devotion (despite not having the actual Domains) as Bonus
Feats.

Chlorophyl (Ex): the seventh-level Summer Court Queen gains Fast Healing 5 any time she is in
direct sunlight. Spells such as Globe of Daylight do not count.

Summer Queen (Ex): starting at level eight, everyone loves the Summer Court Queen. She gains
Sacred Radiance, Ritual Blessing, and Animal Friend as Bonus Feats, and anyone who she ever
blesses with her Ritual Blessing is permanently marked by her: providing they are of Good
Alignment, they gain Nymph’s Kiss as a Bonus Feat and the skill points gained are retroactive.

Eternal Sunshine (Ex): starting at level eleven, the Summer Court Queen constantly radiates actual
sunlight out to a 60’ radius, though she can suppress this when necessary. This activates her own
Chlorophyl ability.

Solar Power (Su): starting at level twelve, whenever the Summer Court Queen is in direct sunlight
not caused by her own effects, she may cast any of her spells as though Quickened without
changing the Spell Level, and the Save DC for her Blinding Beauty ability is increased by 4.
Winter Court Queen

The Winter Court Queen is kind of like the opposite of the Summer Court Queen. Not only does she
forsake Fire spells to focus on Cold ones, but she also extends Winter out, the uncaring, the deadly
and the preserving aspects all at one. She also doesn’t have so much available for fighting Undead,
instead having the chance to eventually become one. But this doesn’t necessarily make her Evil.

Hit Die: d6
BAB: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate,
Knowledge (Nature), Listen, Move Silently, Perform (any), Sense Motive, Spot, Survival

1 Winter’s Embrace +1 Druid Caster Level


2 Chilling Beauty +1 Druid Caster Level
3 Winter Domain +1 Druid Caster Level
4 Piercing Cold +1 Druid Caster Level
5 Uttercold Fae +1 Druid Caster Level
6 Snowstep, Cold Domain +1 Druid Caster Level
7 Flesh to Ice +1 Druid Caster Level
8 Snowcloak +1 Druid Caster Level
9 Frostfell +1 Druid Caster Level
10 Storm Domain +1 Druid Caster Level
11 Eternal Chills +1 Druid Caster Level
12 Dire Winter +1 Druid Caster Level
Winter’s Embrace: the Winter Court Queen has Cold Endurance, Frozen Magic, Snowrunner and
Cold Focus as Bonus Feats. However, she can no longer cast spells with the [Fire] Descriptor, even
from magic items (at least without the use of Use Magic Device).

Spellcasting: at every level, the Winter Court Queen’s casting ability as a Druid improves by 1.

Chilling Beauty (Su): starting at second level, whenever the Winter Court Queen affects someone
with her Blinding Beauty or Stunning Glance and they fail the saving throw, they are chilled to the
bone and suffer 1d6 Dexterity damage in addition to the usual effects.

Domains: at level three, the Winter Court Queen gains the Winter Domain. As she doesn’t have
Domain Spell Slots, she just adds the spells to her list to prepare normally, and gains the Domain
Ability. At level six, she gains the Cold Domain. At level ten she gains the Storm Domain. Any
reference to Cleric level instead uses her hit dice.

Piercing Cold: at level four, the Winter Court Queen gains Piercing Cold as a Bonus Feat.

Uttercold Fae (Ex): at level five, the Winter Court Queen is healed by Negative Energy and
harmed by Positive Energy, and is Immune to Level Drain. Additionally, any [Cold] spell she casts
can instead be cast as an Uttercold spell: half the Cold damage is instead Negative Energy damage,
which heals Undead (and her). She also adds the following creatures to her Summon Nature’s Ally
spell options: Skiurid (SNA I), Shadow Asp (SNA II), Winter Wolf (SNA IV), Wendigo (SNA V),
Swamplight Lynx (SNA VI), Frost Salamander (SNA VII).

Snowstep (Sp): at level six, the Winter Court Queen’s Dimension Door ability has unlimited range
when moving from one snowdrift or blizzard to another.

Flesh to Ice (Sp): the seventh-level Winter Court Queen can cast Flesh to Ice once per day as a
Spell-Like Ability. The Save DC is 10 + half her hit dice + her Charisma Bonus and the Caster
Level equals her hit dice.

Snowcloak (Su): whenever in enough snow to grant Concealment, the eighth-level Winter Court
Queen instead becomes completely Invisible.

Frostfell (Sp): at level nine, the Winter Court Queen can cast Frostfell once per week with a Caster
Level equal to her hit dice and a Save DC of 10 + half her level + her Charisma Bonus.

Eternal Chills: at level eleven, the Winter Court Queen can, if she so wishes, transform into the
Eternal Snow Queen. Apply the Lich template to her, ignoring the usual restrictions, and turning a
tree of her choice into the phylactery. She need not be Evil for this. Her flesh does not rot away, she
is eternally preserved in frost. Also, she uses her Charisma Bonus to modify her hit points per level,
instead of the Constitution Bonus she no longer has.

Dire Winter (Sp): once per week, the level twelve Winter Court Queen can cast Dire Winter as a
Spell-Like Ability. The Caster Level equals her hit dice.
OGRE
CR 3, Level 3

Creeping Mountain

The Creeping Mountain is a Prestige Class that allows Ogres to overcome their limited skill
selection and excel at the arts of stealth and deception to a degree that is shocking to those who
expect little intelligence and subtlety from Ogres.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist,
Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Perform (any),
Profession (any), Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Tumble,
Use Magic Device, Use Rope
Proficiencies: Light Armour, Simple Weapons, Sap, Shortbow, Bastard Sword, Short Sword,
Rapier, Scimitar, Long Spear

1 Secret Silence, Obscure the Mountain, Trap Finding, Evasion, Sneak Attack +1d6
2 Uncanny Dodge, The Mountain Cannot be Heard
3 Sneak Attack +2d6, Skill Bonus
4 Improved Uncanny Dodge
5 Sneak Attack +3d6
6 Skill Bonus
7 Sneak Attack +4d6
8 Trap Sense +1, Improved Evasion
9 Sneak Attack +5d6, Skill Bonus
10 The Mountain Cannot be Seen
11 Sneak Attack +6d6, Hide in Plain Sight
12 Trap Sense +2, Skill Bonus
13 Sneak Attack +7d6
14 Skill Mastery
15 Sneak Attack +8d6, Skill Bonus
16 Trap Sense +3, Abduction
17 Sneak Attack +9d6
Secret Silence: at first level, the Creeping Mountain gains 18 skill points which can be spent on any
class skills.

Obscure the Mountain (Ex): the Creeping Mountain has made a virtue of its large size. While the
simple bulk of a giant would seem to make it easy to see, the Creeping Mountain has learned to
make the simple impossibility of its presence into a form of avant-guarde stealth. He gains a +8
Bonus to Hide checks. In addition, whenever figuring where he could hide, the Creeping Mountain
is considered to be a Small character – although his size does not actually change. For instance, he
could hide behind a low fence, though he still suffers the penalty due to his true size.

Sneak Attack (Ex): the Creeping Mountain gains Sneak Attack dice at the same rate as a Rogue.

Trap Finding (Ex): the Creeping Mountain may attempt to find and disarm traps like a Rogue.

Evasion (Ex): while wearing Light or no Armour, any time the Creeping Mountain passes a Reflex
Save for half damage, he instead suffers no damage. Starting at level eight, even on a failed Reflex
Save for half damage, he still only takes half.

Uncanny Dodge (Ex): starting at level two, the Creeping Mountain is never denied his Dexterity
Bonus to Armour Class. At level four he cannot be Flanked.

The Mountain Cannot be Heard (Ex): the second-level Creeping Mountain is almost inaudible
despite ogres generally being known for being lumbering brutes. He can take 10 on Move Silently
checks even in stressful situations, and gains a +10 Bonus to Move Silently checks.

Skill Bonus (Ex): every three levels, the Creeping Mountain selects one of the following skills and
gains a Competence Bonus equal to his class level to that skill: Balance, Bluff, Climb, Disguise,
Escape Artist, Forgery, Hide, Move Silently, Sleight of Hand, Swim, Tumble, Use Rope. The bonus
continues to grow with each level. Every time, a different skill must be chosen.

Trap Sense (Ex): at level eight, the Creeping Mountain gains the Trap Sense ability at +1. This
increases by 1 every four levels thereafter.

The Mountain Cannot be Seen (Ex): at level ten, the Creeping Mountain is almost invisible
despite his size. He can take 10 on Hide checks even in stressful situations, his Bonus to Hide
checks increases from +8 to +12, and he may be treated as Tiny for the purpose of figuring out
where he could hide.

Hide in Plain Sight (Ex): starting at level eleven, the Creeping Mountain doesn’t even need Cover,
Concealment or a place to hide, and he can hide while being directly observed.

Skill Mastery (Ex): the fourteenth-level Creeping Mountain can select any four skills. He is always
able to take 10 on checks made with those skills, even when threatened.

Abduction (Ex): it doesn’t matter how big the Creeping Mountain is, but at level sixteen it also
doesn’t matter how big his victim is – when he Grabs someone, he may make a Sleight of Hand
check to conceal them so they do not stand out, with no penalties based on their size for this. The
victim cannot be seen by anyone who doesn’t beat this check with their own Spot check (a casual
glance) or Search check (for careful searching). If he is hiding at the time, this means neither
participant of the grapple can be seen by most. He still needs to cover their mouth to prevent them
from being heard.
OGRE-MAGE
CR 8, Level 8 (regeneration needs fixing – suggested “can’t return from -HP equal to normal max)

Taotieh

The Taotieh is a class which emphasizes the Ogre-Mage’s magical abilities and enlightenment
within its unique doctrine. The Taotieh gains abilities appropriate to Sorcerers and Monks.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 2 + Int
Class Skills: Concentration, Craft (Alchemy), Knowledge (any), Listen, Spellcraft, Swim, Tumble

1 Air Walk 2/day, Purity of Body, Spell Resistance -


2 Gaseous Form 2/day, Polymorph (Self Only) 2/day +1 Caster Level
3 Ice Burst 2/day, Dimension Door 1/day, Shocking Grasp +1 Caster Level
4 Transport via Plants 1/day, Sending 1/day +1 Caster Level
5 Regeneration 7, Charm Monster 1/day, Nightmare 1/day -
6 Deeper Darkness, Improved Invisibility 3/day +1 Caster Level
7 Horrid Wilting 1/day, Ethereal Jaunt 2/day +1 Caster Level
8 Polymorph Any Object 1/day, Acid Fog 1/day +1 Caster Level
9 Regeneration 10, Greater Scrying 1/day, Diamond Body -
10 Timeless Body, Gate 1/day, Imprisonment 1/day +1 Caster Level
11 Shapechange 1/day, Meteor Swarm 3/day +1 Caster Level
12 Time Stop 1/day, Incendiary Cloud 3/day +1 Caster Level

Spell-Like Abilities (Sp): as the Taotieh gains levels, it gains additional Spell-Like Abilities. Its
Caster Level for all Spell-Like Abilities is as normal for an Ogre-Mage, +1 at levels 2, 3, 4, 6, 7, 8,
10, 11 and 12. Any Save DC is Charisma-based. If no limit is listed, it can be used at will.

Purity of Body (Ex): the Taotieh has achieved sufficient enlightenment to be immune to all non-
magical diseases.

Spell Resistance (Ex): the Taotieh adds its class level to its Spell Resistance.

Regeneration: at level 5, the Taotieh’s Regeneration increases to 7. At level 9 it increases to 10.

Diamond Body (Su): at 9th level, the Taotieh is no longer affected by poison, even magical ones.

Timeless Body (Ex): from 10th level on, the Taotieh no longer suffers physical effects from aging.
They reject the cycle of life, and will not die when their time is up – living until killed.
PEGASUS
CR 3, Level 4 – No thumbs

Protector of Dreams

The Protector of Dreams is a way for a Pegasus to tie in more strongly with Pegasus from Sailor
Moon SuperS. But also it’s a way for a Pegasus character to move on as something useful for a
flying horse, and in this case that is as a Cleric. They don’t cast quite so well as a full Cleric but
have other things to make up for that, and they end up just taking regular Cleric levels (or an
appropriate Prestige Class for Clerics) and having a whole heap of Domains.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort, Ref and Will
Skill Points: 4 + Int
Class Skills: Appraise, Balance, Concentration, Decipher Script, Diplomacy, Escape Artist, Gather
Information, Hide, Jump, Knowledge (any), Listen, Move Silently, Sense Motive, Spellcraft, Spot

1 Good Domain, Dream Domain +2 Cleric Caster Levels


2 Oneiromancy +1 Cleric Caster Level
3 Improved Oneiromancy +1 Cleric Caster Level
4 Oracle Domain +1 Cleric Caster Level
5 Sleep Warden +1 Cleric Caster Level
6 Joy Domain +1 Cleric Caster Level

Cleric Spellcasting: the Protector of Dreams can cast spells like a Cleric of a level equal to its
Class Level plus one. It gains Domain Slots and the ability to Spontaneously convert prepared spells
into Cure spells like a Good-Aligned Cleric. However it does not gain the ability to Turn or Rebuke
Undead, and cannot choose its own Domains. Actual Cleric levels will stack with this (and grant the
ability to Turn or Rebuke Undead and select two new Domains).

Domains: at first level, the Protector of Dreams gains access to the Good and Dream Domains. At
level four, it gains the Oracle Domain. Finally, at level six it gains the Joy Domain.

Oneiromancy: at level two, the Protector of Dreams gains Oneiromancy as a Bonus Feat.

Improved Oneiromancy: the third-level Protector of Dreams gains Improved Oneiromancy as a


Bonus Feat.

Sleep Warden (Su): any creature that sleeps or rests within one hundred feet of the fifth-level
Protector of Dreams rests peacefully, gaining the benefits of resting/sleeping for twice as long, and
is completely free of dream intrusions, Nightmare spells and similar.
SALAMANDER: AVERAGE SALAMANDER
CR 6, Level 7

Flameforger

Sometimes an Average Salamander decides to stop being average and start being remarkable –
they’re not even that interested in just turning into bigger monsters. These ones specialise in
crafting, but also with setting people on fire or covering them in molten brass.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 8 + Int
Class Skills: Appraise, Climb, Concentration, Craft (any*), Disable Device, Intimidate, Jump,
Knowledge (any), Listen, Move Silently, Search, Spot, Survival, Use Magic Device
*The Flameforger always has maximum ranks in Craft (Metalwork) automatically.

1 Craft Arms and Armour, Brasscraft, Trap Finding


2 Sphereforge (Fire, Pyre, Metal), Find the Weak Point
3 Command Metal
4 Improved Heat
5 Sphereforge (Restraint, Light, Smoke)
6 Basic Metal Sphere Access
7 Rain of Molten Brass
8 Sphereforge (Death, Stone)
9 Superior Heat
10 Craft Construct
11 Sphereforge (Creation, Aegis)
12 Craft the World, Advanced Metal Sphere Access
13 Supreme Heat
Craft Arms and Armour: the Flameforger can make magical weapons and armour, without having to spend
XP to do so.

Brasscraft (Ex): the Flameforger’s favourite material to craft is brass. It takes half the time to make items
out of it, for one, and for another it has special properties when crafted as a magic weapon or armour: if it
makes a Basic Magic Weapon from brass, it straight-up becomes a Minor Magic Weapon instead, gaining the
Flaming property. If it makes a Moderate Magic Item, it also gains the Flaming property and probably sells
like a Major Magic Item. Basic Magic Armour (or other non-weapon) made from brass becomes a Minor
Magic Item, granting Cold Resistance equal to triple the wearer’s hit dice.

Trap Finding (Ex): the Flameforger can find and disable traps like a Rogue.

Sphereforge (Su): at level two, the Flameforger sort of gains access to the Fire, Pyre and Metal Spheres: he
effectively has all of the listed spells for those Spheres for the purpose of crafting and activating magic items.
At level five, he adds the Restraint, Light and Smoke Spheres. At level eight, he adds Death and Stone. At
level eleven, he gains Creation and Aegis.

Find the Weak Point (Ex): starting at level two, the Flameforger can smash objects apart, picking out
barely-perceptable weaknesses. He is able to land Critical Hits against Constructs and objects. In the case of
unattended objects, every attack is an automatic Critical Hit.

Command Metal (Su): the third-level Flameforger can boss metal around. Although making magical items
takes just as long, making regular nonmagical goods out of metal does not require actually forging – he can
just sculpt it like putty. This reduces all mundane crafting times to one tenth of the usual time. Additionally,
he can use a Standard Action at will to issue a command to any worn metal armour and held metal weapons
within Close Range: the wearer/bearer must make a Fortitude Save (Charisma-based), otherwise the metal
weapons leap from their hands to the ground (at though successfully Disarmed) and metal armour locks up,
treating the wearer as Helpless for as long as he concentrates. He may select which metal items are affected
and which are not. For unknown things, the default state is “unaffected”.

Improved Heat (Su): at level four, the Flameforger’s Heat ability does another two dice of damage (3d6 or
3d8 total), and those who take damage from it catch fire.

Metal Sphere Access: at level six, the Flameforger gains Basic access to the Metal Sphere. At level twelve,
this improves to Advanced access.

Rain of Molten Brass (Su): starting at level seven, the Flameforger can call forth a horrible burning doom
once per hour. Every round for one minute, everything within Medium Range and not under the cover of a
roof or something suffers Fire damage equal to his hit dice + 3d6. This is ongoing damage, and any target
that is exposed for three or more rounds is coated in enough that, when it cools (three rounds after the effect
ends), they are treated as Entangled. It takes a good ten minutes of work to break the cooled metal off.

Superior Heat (Su): at level nine, the Flameforger’s Heat extends out to ten feet and causing damage to
everyone in that area at the start of his turn. It deals another two dice as well. It still also deals damage every
time he hits someone or vice versa.

Craft Construct: at level ten, the Flameforger gains the ability to craft Constructs without spending XP.

Craft the World (Su): starting at level twelve, the Flameforger can cast Genesis once per week. He creates
one Plane at first, and future uses expand its area rather than creating more.

Supreme Heat (Su): the Heat of the thirteenth-level Flameforger is so intense that, as well as dealing
another five dice of damage, it permanently burns off the target’s Damage Reduction and Spell Resistance,
reducing both by 6 points until they gain a Restoration effect or better.
SHADOW: GREATER SHADOW
CR 8, Level 9 (Spawning, Incorporeal)

King of Shadows

The King of Shadows was one individual creature, some time ago. But after it was “destroyed”, its
fragments continued to exist. The best of the Greater Shadows have the potential to turn into
creatures equally powerful to the former King. This makes them partial casters and deadly fighters.

Hit Die: d12


BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Concentration, Escape Artist, Hide, Intimidate, Knowledge (any),
Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Tumble

1 Eternal King, Leeched Strength, Slay Living 1/day, Phantasmal Killer 1/day
2 Spiritwall 3/day, Wall of Gloom at will
3 Sigil of the King, Hand of Dread
4 Antilife Shell 3/day, Inflict Moderate Wounds at will
5 Waves of Uttercold, Epitome of Shadow
6 Enervating Aura, Spiritwall at will, Inflict Critical Wounds 3/day
7 Suffocating Void, Summon Nightwing 1/day
8 Shroud of Dread, Shades 1/day, Royal Regeneration
9 Summon Nightwalker 1/day, Mass Inflict Critical Wounds 3/day
10 Antilife Shell at will, Implosion 1/day
11 Summon Nightcrawler 1/day, King of the Void
Eternal King (Ex): the King of Shadows is harder than normal to destroy: he gains Damage
Reduction equal to his class level, overcome by Silver, and Spell Resistance equal to his class level
plus nineteen. However, successful use of his True Name as part of casting a spell bypasses the
Spell Resistance and suppresses it for the following minute. Finally, he cannot be Destroyed by the
Turn Undead ability, and if Controlled by the Rebuke Undead ability, control only lasts for one
round per level of the caster.

Leeched Strength (Su): any time the King of Shadows delivers Strength Drain to someone, his
own strength is improved: he gains an Enhancement Bonus to Intelligence, Wisdom and Charisma
of +1 per three hit dice (round up). This lasts for one minute, however each additional use of this
resets the duration.

Spell-Like Abilities (Sp): the King of Shadows has an array of Spell-Like Abilities available, with
a Caster Level equal to his hit dice and a Save DC of 10 + half his hit dice + his Charisma Bonus.

Sigil of the King (Su): the third-level King of Shadows can empower other Undead, making them
greater servants. At will, he may touch an Undead creature and bestow upon it the Evolved Undead
template, as well as increasing their Maximum and Current HP by an amount equal to their hit dice.
He may only ever do this once to any given creature, even though the template can be gained
multiple times. He cannot bestow this upon himself.

Hand of Dread (Su): starting at level three, if the King of Shadows benefits from his Leeched
Strength ability, he can end the effects with a Standard Action to unleash a powerful Melee Touch
Attack. If it hits, the target suffers 2 points of permanent Wisdom Drain instead of the normal
Strength Drain. Additionally, a target with half as many hit dice as his own or fewer suffers from
Paralysis for one minute as a [Fear] effect. Those with more than half as many hit dice but fewer
than his own total are entitled to a Will Save (DC 10 + half his hit dice + his Charisma Bonus) to
resist, with success resulting in them merely being Frightened for 2d6 rounds. If a target has at least
as many hit dice as he does, failure results in them being Frightened for 2d6 rounds and they suffer
no further effects on a successful save.

Waves of Uttercold (Su): the fifth-level King of Shadows can unleash bursts of icy death at his
surroundings almost at will. Any time he has the benefit of Leeched Strength in effect, he may end
the effects with a Swift Action to radiate Uttercold energy out to a sixty foot radius. All in the area
suffer 1d6 damage per hit die, half of which is Cold and half of which is Negative Energy, with a
Fortitude Save for half (DC 10 + half his hit dice + his Charisma Bonus).
Epitome of Shadow (Ex): starting at level five, the King of Shadows constantly benefits from a
Soul of Shadow effect.

Enervating Aura (Su): starting at level six, the King of Shadows radiates an aura whenever
benefiting from his Leeched Strength ability. All creatures within thirty feet must attempt a
Fortitude Save on each of his turns (DC 10 + half his hit dice + his Charisma Bonus). Failure results
in them becoming Fatigued until the next time they rest. If already Fatigued, they instead become
Exhausted until the next time they rest. If they are already Exhausted, they suffer 2 points of
Temporary Strength damage (which is not the same as his ability to Drain Strength and does not
reset the duration of Leeched Strength) each round.

Suffocating Void (Su): there is no air to breathe within sixty feet of the seventh-level King of
Shadows. Creatures within the area must hold their breath, and if a Breath Weapon is used, not only
can they not use it again until they leave the area, they also instantly begin to suffocate, dropping to
zero hit points.

Summoning (Sp): starting at level seven, the King of Shadows can Summon a Nightwing once per
day, using a Full Round Action. It appears within one hundred feet, and remains for one minute per
hit die (or until destroyed or Banished). At level nine, he can also summon a Nightwalker once per
day, and at level eleven he can also summon a Nightcrawler once per day.

Shroud of Dread (Su): the eighth-level King of Shadows can expend a Full Round Action to
unleash his Hand of Dread ability out to affect all creatures within fifteen feet. He makes one Touch
Attack roll and compares it against all targets within the area. This still requires the expenditure of
his benefit gained from Leeched Strength.

Royal Regeneration (Ex): upon reaching level eight, the King of Shadows is a boss creature that is
almost impossible to destroy for good. Unless the final blow was performed by a Silver Sword of
Gith or while his True Name was suppressed (including casting a spell and invoking his True Name
at the same time), he simply returns at the beginning of the next New Moon, as good as new.

King of the Void (Ex): the eleventh-level King of Shadows is intrinsically linked with the Negative
Energy Plane and the Shadow Plane. He is immune to all forms of Positive Energy (including Cure
and Heal spells, a Paladin’s Lay on Hands ability, and Turn Undead), and can open a Travel version
of the Gate spell to the Negative Energy Plane or Plane of Shadows at will.
SHADOW MASTIFF
CR 5, Level 6 – No thumbs

Shadurakul

The Shadurakul is a fiendish creation – a Shadow Mastiff altered to be able to take on mortal form.
These function as front-line fighters that excel at fear and tripping, but they can also wander around
and look like humans and be socially acceptable to have around.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Spot,
Survival, Swim, Tumble
Weapon and Armour Proficiency: all Weapons ever, Light Armour

1 Alternate Form, Clever Dog, Command Shadow Mastiffs


2 Shadow Fang, Devastating Throw at will
3 Improved Trip, Mighty Howl, Hand of Death at will
4 Pursuit, Shadow Stride at will, Dance of the Spider
5 Big Dog, Comet Throw at will, Strength Draining Strike at will
6 Bone Crunch, Stalker in the Night at will
7 Howl of Terror, Soaring Throw at will
8 Shadow Snarl, Ghostly Defence, Balance on the Sky
9 Summon Shadow Mastiffs, Enervating Shadow Strike at will
10 Ballista Throw at will, Roar of Tempests
11 One With Shadow at will
12 Tornado Throw at will, Howling Doom
13 Darkness World, Death in the Dark at will
14 Huge Hound, Five-Shadow Creeping Ice Enervation Strike at will

Alternate Form (Su): the Shadurakul can assume any Humanoid form at will. Although a physical change,
this is mostly a disguise – the creature can speak Common, Infernal and Abyssal and can wear clothes and
walk around on its back legs and hold weapons and tools, and cannot use its Natural Weapons or Bay,
however its Ability Scores, Natural Armour and other abilities do not change.

Clever Dog: the Shadurakul has a more human-like intelligence to match its humanoid shape. Its
Intelligence increases by 4. Skill Points are gained retroactively for this.

Command Shadow Mastiffs (Sp): the Shadurakul can command lessers of its own type as it pleases. Even
those that don’t wish to follow its orders are compelled to – it can cast Greater Command, Mass Suggestion,
Charm Monster and Dominate Monster at will on Shadow Mastiffs. The Save DC is 10 + half its hit dice +
its Charisma Bonus.

Shadow Fang (Su): the bite of the second-level Shadurakul is particularly dangerous. It is a Magic Weapon
with an Enhancement Bonus of +1 per 3 hit dice (round up), and also has the Ghost Touch property.
Martial Maneuvers and Stances: as it gains levels, the Shadurakul gains a vareity of Martial Maneuvers
and Martial Stances from the schools of Setting Sun and Shadow Hand. These can be used at will, but still
only one Stance can be active at a time. Its Initiator Level equals its hit dice, and any Save DC is 10 + half its
hit dice + its Wisdom Bonus.

Improved Trip: at level three, the Shadurakul gains Improved Trip as a Bonus Feat.

Mighty Howl (Ex): the third-level Shadurakul can raise its spirit when it howls, increasing its ability to hurt
people. Any time it uses its Bay ability, it gains an Enhancement Bonus to Strength for the next minute. The
Bonus is +1 per 3 hit dice (round up).

Pursuit (Su): starting at level four, the Shadurakul is almost impossible to escape. If it threatens an enemy, it
can use an Immediate Action to take a five foot step if they do, or to follow them if they make a Retreat
movement. Similarly, if they attempt to move via a [Teleportation] effect or similar, it may choose to ride
along. Upon doing any of these, it may then perform an Attack of Opportunity against them, and if this hits,
it becomes an automatic confirmed Critical Hit.

Big Dog: at level five, the Shadurakul grows to Large Size. This is as though growing by gaining hit dice, so
comes with the usual changes for that.

Bone Crunch (Ex): whenever the sixth-level Shadurakul bites someone, it crunches in and shatters their
bones. Its Bite attack deals 2 points of Constitution damage each time, and reduces the enemy Natural
Armour and Damage Reduction by an equal amount – this heals at the same rate as Ability damage.

Howl of Terror (Su): the fear caused by the seventh-level Shadurakul’s Bay ability is worse than normal.
Once the Panicked condition ends, those who failed the save will still be both Shaken and Slowed for an
equal amount of time as they were Panicked. For the entire duration of the effects, they suffer 1d8 points of
Non-lethal damage per round.

Shadow Snarl (Su): starting at level eight, when the Shadurakul is in Mastiff form it may use a Standard
Action once per three rounds to snarl with malevolence, almost ranting about something but infused with the
innate sounds of the Plane of Shadow – almost inaudible, but still unpleasant. All adjacent creatures suffer
1d6 damage per hit die – half Sonic, half Negative Energy – with a Will Save for half (DC 10 + half its hit
dice + its Charisma Bonus). Those that fail the save also take 4 points each of Intelligence Damage and
Charisma Damage. This is a [Mind-Affecting] [Sonic] effect.

Summon Shadow Mastiffs (Sp): once per day, the ninth-level Shadurakul can use a Standard Action to
Summon a number of Shadow Mastiffs equal to its hit dice for one hour.

Roar of Tempests (Su): when in Mastiff form, the tenth-level Shadurakul may unleash a mighty roar at will.
This reaches out to a 60’ Cone, and all in the area are subject to Tornado-level winds for one full round.
Creatures that are moved backwards any distance by the wind are first moved to the very edge of the Cone,
then an equal distance again, and then the distance normally rolled. For instance, if someone is 25’ away
from the Shadurakul and rolled 20’ of distance, they would move 35’ to the edge of the effect, and then
another 35 + 20 feet after that.

Howling Doom (Su): starting at level twelve, those who fail to save against the Shadurakul’s Bay ability
must immediately make a Fortitude Save against the same DC or die on the spot.

Darkness World (Su): with a Full Round Action, the thirteenth-level Shadurakul may grab someone and
throw them into the Plane of Shadow. It must perform a successful Trip attack (whether normally, or via the
Trip ability of its Bite, or through a Maneuver) and then if the target fails a Reflex Save (DC 10 + half its hit
dice + its Wisdom Bonus) they are physically transported to the Plane of Shadow.

Huge Hound: at level fourteen, the Shadurakul grows to Huge size. This carries all the changes as though
from gaining hit dice in the Monster Manual.
SPECTRE
CR 7, Level 8 (Spawning, Incorporeal)

Spectral Reaper

There obviously needs to be some kind of Incorporeal Undead that kills people with a Scythe.
Everyone expects that. So that’s what the Spectral Reaper does – it floats around and murders the
shit out of people with a scythe, and also ends spell effects that it doesn’t like.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Hide, Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive, Spot
Proficiency: the Spectral Reaper is proficient with the Scythe

1 Master of the Scythe, Detect Thoughts at will, Foestalker


2 Beckon Foes, Detect Magic at will
3 Snuff the Light, Instill Fear, Invisibility Purge 1/day
4 Augmented Critical, Aura of Weakness
5 Scrying 1/day, Ruinous Weapons
6 Whirlwind of Ruin, Greater Dispel Magic 3/day
7 Heighten Fear, Dismissal 1/day
8 Gloomy Sanctuary, True Seeing 3/day
9 Tyrant’s Terror, See Invisibility at will
10 Dimensional Anchor 1/day, Banishment 1/day
11 Teleport Without Error 3/day
12 Deadly Vortex, Greater Planeshift 3/day
Master of the Scythe (Ex): the Spectral Reaper is particularly adept at wielding scythes. It can use
a scythe one size larger than normal (typically sized for Large creatures) with no penalty (though
this does not affect its ability to wield regular ones for its size), and gains the Great Cleave and
Whirlwind Attack PHB feats as Bonus Feats when wielding one. Finally, once per round it can
channel its Energy Drain ability through a successful hit with a scythe.

Spell-Like Abilities (Sp): as it gains levels, the Spectral Reaper gains access to various Spell-Like
Abilities. The Caster Level for these equals its hit dice, and any Save DC is 10 + half its hit dice +
its Charisma Bonus.

Foestalker (Ex): when the Spectral Reaper is after you, you can try to run or hide, but it always has
a way of catching up. If someone is adjacent to the Spectral Reaper and attempts a 5’ step away
from it, the Reaper may follow it with a 5’ step of its own with an Immediate Action. If they instead
attempt a Full Retreat, it may Charge them with an Immediate Action.

Beckon Foes (Su): at level two, the Spectral Reaper gains the ability to call out to foes, reaching
into their minds and drawing them closer so it can hurt them. With a Standard Action it may force a
target in Medium Range to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). If
they fail, on their next turn they may take no action other than attempting to move closer to the
Spectral Reaper. They will take the most direct path safely possible (to their knowledge), and if they
reach an adjacent square, they simply stand idly by as though Fascinated. At the end of each of their
turns, they may attempt another save to break free – though the Fascination can also be ended in the
usual ways.

Snuff the Light (Su): starting at level three, even the sun poses little threat to the Spectral Reaper.
It emanates an aura of darkness out to the limit of its Unnatural Aura that suppresses even Daylight
spells and natural daylight. Spells that deal light-based damage still have their full effect, but the
Reaper is shrouded from simply being rendered powerless by light. The darkness is sufficient that
anyone in the area has Concealment against adjacent attackers and Total Concealment against those
further away, however the Reaper can see through its own darkness. This aura can be suppressed or
resumed with a Swift Action at will.

Instill Fear (Su): at level three, the Spectral Reaper can terrify those around it. Any time it
successfully Demoralises a foe it may choose to, instead of the usual effects, afflict them with either
Paranoia or Despair – both of which are [Mind-Affecting] [Fear] effects.

Paranoia: the target immediately makes an Attack of Opportunity (if it has one available) upon a
randomly selected creature within a threatened square, then suffers a Morale Penalty to Armour
Class of -1 per 3 hit dice of the Reaper (round up). If the Attack of Opportunity hits, Paranoia then
spreads to the hit target and so on. The penalty lasts for one round per hit die.

Despair: the target suffers a Morale Penalty to Attack Rolls and Saving Throws of -1 per 3 hit dice
the Reaper has (round up). Each turn, they must also pass a Will Save (DC 10 + half its hit dice + its
Charisma Bonus) or be so demotivated as to count as Staggered for that turn. The effects last for
one round per hit die.

Augmented Critical (Ex): upon reaching level three, the Spectral Reaper is horrifyingly dangerous
with scythes. It enjoys a doubled Critical Threat Range and Critical Multiplier with them (typically
changing the profile to 19-20/x7). This does not stack with similar skill-based modifiers such as
Improved Critical or Insightful Strike, but does stack with effects bestowed on weapons such as the
Keen property.
Aura of Weakness (Su): starting at level four, the Spectral Reaper’s Unnatural Aura starts to sap
the strength from anyone within it. Any living creature in the area suffers a temporary Penalty to
their Strength equal to a third of the Reaper’s hit dice (round up), until one minute after they leave
the area. Additionally, once per round, if it attacks and hits a foe suffering from this affliction, they
must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or become Fatigued. If
already Fatigued, this upgrades to Exhaustion until the next time they rest.

Ruinous Weapons (Su): the fifth-level Spectral Reaper can cut anything down. When wielding a
scythe, it ignores Damage Reduction, Hardness, Regeneration, and Resistance or Immunity to
Critical Hits.

Whirlwind of Ruin (Ex): at level six, the Spectral Reaper gains the ability to slice everybody down
and maim them in one smooth action. With a Full Round Action at will, it may make a single attack
roll with a wielded scythe, and apply this against all targets within fifteen feet. Those hit suffer
damage as normal and Energy Drain as well. Those who suffer a critical hit are slain outright as a
[Death] effect, even if the damage somehow does not kill them.

Heighten Fear (Su): by Demoralising a foe who is already suffering from a [Fear] effect, the
seventh-level Spectral Reaper can create intense fear within them. If they are already Panicked or
Cowering, they pass out for 2d4 rounds. If they are Frightened, Paranoid or Despairing, they
Cower for one minute. If they are Shaken or simply Demoralised or suffering from a non-specific
penalty from a [Fear] effect, they become Frightened for one minute. Additionally, regardless of
what the effect was, once it is heightened by the Reaper, they also suffer a 25% failure chance on all
of their non-movement actions, much like Arcane Spell Failure or the “Chance of Failure” effect of
Bestow Curse.

Gloomy Sanctuary (Su): at level eight, the Unnatural Aura of the Spectral Reaper becomes a
barrier against the outside world. Foes within the aura must attempt a Will Save (DC 10 + half its
hit dice + its Charisma Bonus) against a [Mind-Affecting] [Compulsion] in order to attack the
Reaper at all, with failure resulting in their action being wasted. Furthermore, against Spells cast
from outside the aura, the Reaper has Spell Resistance equal to its hit dice plus ten.

Tyrant’s Terror (Su): at level nine, the terror of the Spectral Reaper knows few bounds, and it can
cause new forms of terrible fear in others. When heightening someone’s existing fear, it gains two
new options it can upgrade any [Fear] effect to: Haunting and Death.

Haunting: the target is Paralyzed for one round per 3 hit dice (round up), and suffers 10 points of
Non-Lethal Damage per round while this is in effect.

Death: in three rounds’ time, the target must succeed on a Fortitude Save (DC 10 + half its hit dice
+ its Charisma Bonus) or die of a [Mind-Affecting] [Fear] [Death] effect. If the target takes no
action during this time (beyond those forced by the initial [Fear] effect), they succeed on the saving
throw automatically. Otherwise, they have to hope for the best at the end of the three rounds.

Deadly Vortex (Su): at level twelve, the Spectral Reaper can just lash out and kill people with its
Whirlwind of Ruin. The ability reaches out to thirty feet, and even if a Critical Hit is not scored,
targets that are hit must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or
die instantly, their heads cut clean from their bodies.
Soul Eater

The Soul Eater is a homage to the Spirit Eater from Mask of the Betrayer. It is a Spectre that casts a
variety of Spell-Like Abilities, throws Negative Levels around like confetti, and straight-up eats
“Spirit” creatures for sustenance.

Hit Die: d6
BAB: Poor
Saving Throws: Good Fort and Will
Skill Points: 8 + Int
Class Skills: Bluff, Concentration, Craft (any), Hide, Intimidate, Knowledge (any), Listen, Move
Silently, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival

1 Inescapable Craving, Detect Spirits, Devour Spirits


2 Provoke Spirits, Enervation 3/day, Vampiric Touch 3/day
3 Improved Draining (3), Ray of Enfeeblement at will
4 Create Husk, Quickened Spirit Worm at will
5 Pluck Soul, Ray of Exhaustion 3/day
6 Improved Draining (4), Blackfire 1/day
7 Spiritwall 3/day, Escalating Enfeeblement 3/day
8 True Seeing, Energy Ebb 3/day
9 Soul Gorge, Improved Draining (5)
10 Energy Drain 3/day, Retributive Enervation 3/day
11 Wail of the Banshee 1/day
12 Form of Hunger, Improved Draining (6)
Inescapable Craving: the Soul Eater has an Inescapable Craving (Libris Mortis, pages 8-10), and
is satiated by using its Energy Drain ability or consuming a soul via its Devour Spirits ability.
Additionally, it has the Unholy Toughness ability, adding its Charisma Bonus to its Hit Points
gained per hit die (instead of its nonexistent Constitution Bonus), but only when satiated –
whenever it starts going hungry and needing to save against Wisdom Damage, it loses the ability
(and the hit points). This can cause it to die if it begins hungering while badly damaged.

Detect Spirits (Su): the Soul Eater has the Lifesense ability. Additionally, it knows when any Spirit
(Fey, Elementals, Incorporeal Undead and creatures with the [Spirit] Subtype) is within 250 feet, as
well as the general direction. When adjacent to such a creature, it instinctively knows that the
creature is indeed a spirit.

Devour Spirits (Su): whenever a Spirit (see above) is adjacent to the Soul Eater and either
Helpless or below 25% of its Maximum Hit Points, the Soul Eater can use a Full Round Action to
eat its essence entirely. The target is allowed a Fortitude Save (DC 10 + half its Hit Dice + its
Charisma Bonus) to resist, but even if successful it still delivers its Energy Drain. If they fail, they
are killed instantly. If this kills them (whether through failure or through Energy Drain), they are
unable to be brought back to life short of destroying the Soul Eater and then calling upon a Miracle.
Additionally, this fully invigorates the Soul Eater, removing any Wisdom damage suffered from its
hunger, satisfying its cravings for the day, and restoring 10 lost hit points per hit die of the
consumed target.

Provoke Spirits (Su): starting at level two, the Soul Eater can lash out and provoke nearby spirits,
drawing their ire towards itself to better enable it to feed upon them. Any Spirit (as defined above)
within its Unnatural Aura is automatically Unfriendly at best, regardless of how it felt before getting
that close. With a Standard Action, it may unleash a pulse of hatred such that all Spirits within the
area of its Aura turn Hostile and must pass a Will Save (DC 10 + half its hit dice + its Charisma
Bonus) or enter a Rage (as the Spell) and focus all of their attacks against the Soul Eater until the
effect ends. It lasts for one round per hit die of the Soul Eater.
Spell-Like Abilities (Sp): the Soul Eater gains a variety of Spell-Like Abilities as it gains levels.
These have a Caster Level equal to its hit dice, and a Save DC of 10 + half its hit dice + its
Charisma Bonus. Any time it successfully devours a spirit, it may regain a single expended Daily
use of one Spell-Like Ability of choice. Any Spell-Like Ability that requires a Melee Touch Attack
also channels its Energy Drain ability.

Improved Draining (Ex): at every third class level, the Soul Eater’s Energy Drain ability bestows
one additional Negative Level (for a total of 3 at level 3, 4 at level 6 and so on).

Create Husk (Su): starting at level four, any time the Soul Eater kills a corporeal creature through
either its Energy Drain or its Devour Spirits ability, the creature’s corpse rises as a Zombie at the
next sunset. These zombies are not under its control.

Pluck Soul (Su): the fifth-level Soul Eater can Devour Spirits even better: it only requires a
Standard Action as it reaches out and simply pulls the soul free to consume. Additionally, it can
consume the soul of any creature that has one, not needing to feed specifically on Spirits. The first
time a given creature witnesses this being used, they are subject to Shock (Heroes of Horror, page
60) if the campaign uses those rules. The Save DC is 10 + half its hit dice + its Charisma Bonus, +2
if the witness knew the target well. Failure results in them being Dazed for one round.

True Seeing (Ex): from level eight onwards, the Soul Eater has a constant True Seeing effect.

Soul Gorge (Su): the ninth-level Soul Eater can extend its reach and try to feast on as many souls
as it can grasp at a time. By using its Pluck Soul ability as a Full Round Action, it can attempt to use
it against every viable target within its Unnatural Aura, all at once. The first time any target is
exposed to this ability, assuming they survive, they are also subject to Shock if the campaign uses
those rules. The Save DC is 12 + half its hit dice + its Charisma Bonus, +2 if any other targets were
successfully devoured. Success results in them being Stunned for one round, failure results in them
being Paralyzed for one round instead. An Evil target, or someone with more hit dice than the Soul
Eater, is only Stunned on a failed save and suffers no ill effects on a successful one.

Form of Hunger (Su): the twelfth-level Soul Eater is able to, at great cost to itself, let the hunger
briefly take over, transforming into an avatar of hunger and craving itself. It cannot do this if it has
not yet fed that day. Using this ability requires a Standard Action, and for the next two minutes, the
following changes are in effect:

• All attacks force the target to attempt a Fortitude Save (DC 20 + Charisma Bonus) or suffer
Paralysis for 3 rounds.
• Damage Reduction 15/-
• Immunity to Divine Spells, Holy Weapons, Cold and Electricity
• Vulnerability (+50% damage) to Positive Energy damage (such as Cure spells)
• A constant Haste effect – including a second Touch Attack per round
• Devour Spirit/Pluck Soul (not Soul Gorge) uses just a Swift Action
• No usage limits on Spell-Like Abilities
• Unnatural Aura becomes an Aura of Fear – those in the area are Stunned with horror until
they leave the area if they fail a Will Save (DC 20 + Charisma Bonus)

After the transformation ends, all Spell-Like Abilities with usage limits are instantly exhausted as
though used up, and it begins to hunger, losing the benefits of Unholy Toughness and needing to
save against Wisdom Damage until it feeds again.
TROLL
CR 5, Level 6 (Regeneration)

Troll Shaman

Trolls are big dumb brutes – they leap out of a cave and try to eat your face. But they should totally
have leaders that cast an array of Spell-Like Abilities. The Troll Shaman is basically a Spirit
Shaman of sorts.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Balance, Climb, Concentration, Craft (any), Handle Animal, Heal, Intimidate, Jump,
Knowledge (Geography, Nature, The Planes), Listen, Sense Motive, Spellcraft, Spot, Survival
Proficiency: all Druid Weapons, Light Armour

1 Detect Spirits, Woodland Stride, Blink 1/day, Clairvoyance 1/day, Detect Thoughts 1/day
2 See the Unseen, Animism (Speak in Tongues), True Sight 1/day, Animate Plants 1/day
3 Remove Curse 3/day, Baleful Polymorph 1/day, Command Plants 1/day, Scry 1/day
4 Animism (Speak With Monsters), Find the Path 1/day, Repel Wood 1/day
5 Break Enchantment 3/day, Move Earth 1/day, Wall of Thorns 1/day
6 Animism (Speak With Plants), Mass Drown 1/day, Magic Jar 1/day
7 Ether Gate, Summon Spirits VII 1/day, Heal 1/day, Insanity 1/day
8 See Pockets, Greater Plane Shift 1/day, Planar Bubble 1/day
9 Answering Spirits, Dimensional Lock 1/day, Foresight 1/day, Solipsism 1/day
10 Material Shift, Maddening Whispers 1/day, Mass Charm 1/day, True Reincarnate 1/day
11 Empty Pockets, Fimbulwinter 1/day, Frostfell 1/day, Maze 1/day
12 See Deeper Pockets, Weird 1/day, Cometstrike 1/day
13 Banishment 3/day, Mind Blank 1/day, Soul Bind 1/day
14 All-Seeing, Mass Heal 1/day, Trap the Soul 1/day
Detect Spirits (Su): a Troll Shaman knows when there are Incorporeal creatures, Astral creatures,
Ethereal creatures or Fey within 60 feet. If one of these creatures remains within 60 feet of it for a
second round, it knows the creature’s exact 5’ square. If it stays within 60 feet for a third
consecutive round, the Troll Shaman knows roughly how many hit dice it has.

Woodland Stride (Su): a Troll Shaman can move through natural surroundings unimpeded. It
treats difficult terrain caused by vegetation as if it were not difficult terrain.

Spell-Like Abilities (Sp): the Troll Shaman quickly learns a lot of Spell-Like Abilities. Any Caster
Level equals its hit dice, and any Save DC is 11 + half its hit dice + its Wisdom Bonus.

See the Unseen (Su): a Troll Shaman of second level can always see Invisible, Astral, Ethereal and
Incorporeal things within 60 feet of itself.

Animism (Ex): a second-level Troll Shaman can listen and speak directly to the spirit of various
things – to start with, it can speak with anything that has a language, as though it understands and
speaks that language. At fourth level, it can speak with any living creature even if they don’t speak a
language. At level six it can even speak with plants (as the Speak With Plants spell).

Ether Gate (Su): a seventh-level Troll Shaman may open up a gateway between the Ethereal and
Material planes whenever it likes. The gate stays open as long as it concentrates, however such is
the intense focus required that its Regeneration does not function for the duration, as though it was
constantly taking damage.

See Pockets (Su): a Troll Shaman of level eight or more can see what’s inside any Pocket
Dimension that has an opening (even if currently closed) within 60 feet of itself. It is obvious to the
Spirit Shaman where the opening is. At level twelve, this reaches out to 120 feet.

Answering Spirits (Su): at level nine, a Troll Shaman can ask questions of the spirit world and
actually get answers. This is like Contact Other Plane, but there is no chance of insanity. It may ask
a number of questions per day equal to its Wisdom Bonus (minimum 1).

Material Shift (Su): at tenth level, the Troll Shaman can draw things into the material world from
coterminous planes, just by reaching out to touch where it would be.

Empty Pockets (Su): a Troll Shaman of eleventh level can have any number of things it is aware of
pushed into the Material Plane from an Extradimensional space as a Standard Action.

All-Seeing (Ex): at level fourteen, the Troll Shaman can perceive anything within Medium Range,
even if that thing is Invisible or on a coterminous plane, or in an extradimensional space. Just
because something can be perceived does not mean it is noticed, and stealth and perception checks
still apply – but Distance and Visibility modifiers do not.
Flesh Hunter

The Flesh Hunter is what happens when a Troll wants to be a Ranger – which is good, because
many trolls do in fact want to be rangers. The Flesh Hunter is particularly good at killind and eating
certain edible creatures, tracking foes, hiding, wielding any weapon it happens to find, and setting
traps for others.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Climb, Craft (any), Gather Information, Handle Animal, Heal, Hide,
Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Ride, Sense Motive, Spot, Survival,
Swim, Tumble
Proficiencies: the Flesh Hunter is Proficient with Simple and Martial Weapons, and Light Armour

1 Wild Empathy, Miraculous Tracking, Simple Snares, Hunter of Man


2 Camouflage, Adaptive Weapon Style
3 Corpse Wearer, Favoured Terrain, Retreating Snare
4 Trophy Collector, Any Weapon Wielder
5 Hunter of Nature
6 Hide in Plain Sight, Stunning Snare
7 Planeswalker
8 Shifting Styles
9 Swarming Snare
10 Hunter of Anyone
11 Toxic Saliva
12 Dimensional Snare
13 Swallow Whole
14 Skull Taker, Preserving Snare
Wild Empathy (Ex): the Flesh Hunter can improve the attitudes of animals. This ability functions
just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20 and adds his hit
dice to determine the Wild Empathy check result. If he has a Charisma Bonus, he may add it to this,
but he does not apply a Penalty for having a typically low Charisma. This otherwise functions the
same as the Druid class feature.

Miraculous Tracking (Ex): the Flesh Hunter gains Track and Legendary Tracker as Bonus Feats,
and can attempt to identify creatures based solely on their tracks – this uses his Survival skill in
place of the usual Knowledge checks. Additionally, he takes no penalty to Tracking when moving at
normal speed, and only a -10 penalty for moving at double speed. Furthermore, he can track
subjects protected by Pass Without Trace or similar, though doing so bestows a -20 penalty on the
check.

Simple Snares (Ex): with a Standard Action, a Flesh Hunter may set a Simple Snare in any square
in his reach. If a creature that threatens him attempts to stop him, he automatically fails. When he
sets the Snare, he makes a Survival check; this is the Spot DC to notice the Snare if a creature is
watching him (to note which exact square is trapped). If a creature does not see him set it, they can
only find it with the Search skill, using the result of the Survival check minus five. When a creature
enters the square, they must attempt a Reflex Save (DC 13 + half the Hunter’s class level, plus its
Dexterity Bonus). On a failure, they are Entangled for one round per hit die of the Flesh Hunter.
They may attempt to escape each round with a Standard Action by making either a Strength check
against the Save DC or an Escape Artist check against the original Survival check, but each failed
attempt raises the DC (for both checks) by 1. If in an environment rich in plant life or that naturally
impedes movement, there is no need to provide materials. Otherwise, the materials needed to make
a snare cost 10 GP and weigh 2 pounds.

Setting a Snare requires something to brace and conceal or camouflage the snare against (it need not
provide actual Concealment) – typically the ground, although trees, rocks, walls, ceilings and
similar can be used.

Hunter of Man (Ex): humanoids are the tastiest meals providing you let them scream and flail, add
a little salt and show some fucking passion. The Flesh Hunter gains a Bonus to Track Humanoids
and Monstrous Humanoids, and to Feint against them, as well as all Intimidate checks and attack
and damage rolls against them. This bonus starts at +4, but increases to +6 at level five and +8 at
level ten. Against such creatures, it also gains the Improved Grab ability with its Bite.

Camouflage (Ex): whenever the second-level Flesh Hunter is in cold or mountainous terrain, or
within a swamp, he can attempt to hide without penalty even when lacking Cover or Concealment.

Adaptive Weapon Style (Ex): the second-level Flesh Hunter has access to the various Weapon
Style feats from Complete Warrior and other books. As long as he wields the correct weapons, he
can use a Swift Action to gain the effects of one of these feats, gaining access to its options, until
either he spends a Swift Action to choose a different valid feat, or ceases to wield the correct
weapons.

Corpse Wearer (Su): three times per day, the third-level Flesh Hunter can Fabricate an item out of
dead creatures. This could be as respectable as hide armour or as creepy as a human bone sword,
but doesn’t create inherently magical things like the named undead armours or Grafts. Additionally,
any armour that he makes out of creatures he personally killed has its Armour Check Penalty
reduced by 4 and is treated as one category lighter (if heavier than Light).
Favoured Terrain (Ex): starting at level three, the Flesh Hunter works better in certain
environments. Select either Mountains, Cold, or Swamp (or if the Hunter is a Scrag, Aquatic). In the
selected environment, the Flesh Hunter gains a +4 Bonus on Initiative, Knowledge (Nature),
Knowledge (Geography), Survival, Hide, Move Silently, Spot and Listen checks, and has a constant
Pass Without Trace effect. At levels eight and thirteen, the bonus increases by +2.

Retreating Snare (Ex): a Flesh Hunter of 3rd level or higher may set any Snare gained from this
class or apply Caltrops to the ground with a Swift Action, provided he spends an action on
movement in the same turn. Observers who fail their Spot checks are left unaware that he has set a
snare at all.

Trophy Collector (Ex): when the fourth-level Flesh Hunter is wearing or holding various bits of an
enemy, he has a terrifying Gaze Attack against enemies of the same species. He automatically
makes a Demoralise Attempt them when they are caught in the gaze, taking 10 on the check. If he
spends a Full Round Action harvesting some kind of trophy crom a corpse, he instantly makes a
Demoralise attempt against every enemy within Line of Sight, with those affected becoming
Stunned with fear for one round. This is a [Fear] effect.

Any Weapon Wielder (Ex): Flesh Hunters need to be good at using all sorts of weapons. Any time
a fourth-level Flesh Hunter wields a bow, he benefits from Point-Blank Shot, Far Shot, Rapid Shot
and Precise Shot. Any time he uses a throwing weapon, he benefits from Perfect Two Weapon
Fighting, Far Shot and Brutal Throw. Any time he wields a melee weapon in each hand, he benefits
from Perfect Two Weapon Fighting and Two Weapon Rend. Any time he wields a reach weapon, he
benefits from Stand Still, Awesome Blow, Combat Reflexes and Short Haft. Any time he wields any
other kind of two-handed weapon not covered above, he benefits from Whirlwind Attack, Awesome
Blow and Great Cleave.

Hunter of Nature (Ex): sometimes you can’t be too fussy about your food, and it’s good to branch
out and try new things anyway. The fifth-level Flesh Hunter applies his Hunter of Man bonuses to
Animals, Magical Beasts, Plants and Fey. Against all creatures of which he is a Hunter, his melee
attacks ignore Damage Reduction of all kinds.

Hide in Plain Sight (Ex): at level six, the Flesh Hunter gains the ability to hide even when being
directly observed by others and without any kind of Cover or Concealment.

Stunning Snare (Ex): a Flesh Hunter of sixth level gains the ability to set Stunning Snares. These
behave the same as Simple ones, except instead of a Reflex Save they require a Fortitude Save, and
instead of the target being Entangled on a failed save, they are Stunned for 1 round on a failed save.

Planeswalker (Su): at level seven, the Flesh Hunter can even track through the Astral Plane,
though the base DC of the task is 35. When seeing someone depart via a spell such as Teleport, he
may attempt a DC 40 Survival check to try to figure out where they are headed. Additionally, he
may cast Plane Shift once per day to any location, and once per day specifically just back home.
When travelling in this manner, he makes a Survival check (on which he may take ten) and for
every 5 points rolled above 10, the scatter from the chosen location is reduced one step: 5d100
miles, 2d100 miles, 1d100 miles, 2d20 miles, 1d20 miles, 1d10 miles, 1d4 miles, 10d100 feet,
1d100x5 feet, 2d20x5 feet, 1d20x5 feet. Finally, he is immune to harmful planar traits such as “no
air” or “perpetually on fire”, but not things like “time” and “gravity”.
Shifting Styles (Ex): the eighth-level Flesh Hunter improves his ability at wielding whatever
weapon happens to be on hand. When using a bow, he ignores magical impediments that
specifically block projectiles (such as Wind Wall but not a conjuration that happens to create a brick
wall). When using thrown weapons, he gains the Really Throw Anything ability of the Hulking
Hurler plus the Knockdown Blow ability. When wielding a melee weapon in each hand, he gains
+4d6 Sneak Attack damage. When wielding a reach weapon, he gains the Massive Swing ability of
a War Hulk. When wielding other kinds of two-handed weapon not mentioned above, he gains the
ability to use the Maneuvers Disrupting Blow, Bloodletting Strike and Mountain Avalanche once
each per three rounds.

Swarming Snare (Su): a Flesh Hunter of ninth level can set a magical snare that bursts into a
swarm of locusts. When the Snare is triggered, it behaves as an Insect Plague spell (cast at the Flesh
Hunter’s class level) except that it disperses after one minute and the Distraction DC is equal to the
standard Snare Save DC. The shape the swarm takes must be decided when setting the Snare.

Hunter of Anyone (Ex): a true chef can cook (and eat) anyone, and the best hunters can catch,
cook and eat anyone. At level ten, the Flesh Hunter’s Hunter of Man class feature applies against all
living creatures – typically anything other than Undead and Constructs, but there are some weird
edge cases out there.

Toxic Saliva (Ex): starting at level eleven, the amount of deadly junk the Flesh Hunter eats has
finally reached the point where his saliva is a potent venom. Any time he delivers his Bite attack
and deals damage, it delivers Poison with a Save DC of 10 + half his class level + his Constitution
Bonus, primary damage 1d4 Strength, secondary damage 1d6 Strength.

Dimensional Snare (Su): a Flesh Hunter of twelfth level or greater has supernaturally enhanced
Snares that exist on multiple planes at once. When he sets a Snare, he may extend it into any
coexistent planes that he chooses. Additionally, his Simple Snares apply a Dimensional Anchor
effect for as long as the target is trapped in them. At his option, such snares may also force trapped
creatures into his plane of existence until they escape – applied before the Dimensional Anchor.

Swallow Whole (Ex): the thirteenth-level Flesh Hunter can use a Standard Action to swallow a
Grappled creature whole with a successful Grapple check. Once this happens, the creature can only
escape by cutting itself free – dealing at least 50 points of damage with a Slashing weapon.
Swallowed creatures suffer 2d8 Crushing damage and 3d6 Acid damage each round as well as the
Poison.

Preserving Snare (Su): a Flesh Hunter that reaches level fourteen can set a snare that causes a
creature it activates on to be instantly and permanently Paralyzed if they fail a Fortitude Save
against the Snare’s Save DC. This can be ended by a Break Enchantment or Freedom or Freedom of
Movement effect, but until it does end, they are effectively held in stasis – ideal for storing meat
away to eat at a later date without it rotting.

Skull Taker (Ex): the fourteenth-level Flesh Hunter can just rip the heads off his prey. With a
Standard Action he can attempt a single attack against any living creature, and if it hits and deals at
least one point of damage, the target must pass a Fortitude Save (DC 17 plus his Strength Bonus) or
instantly die. This is due to decapitation, so some creatures may be immune or need multiple heads
removed, as spelled out in their descriptions.
UNICORN
CR 3, Level 4 – No thumbs

Celestial Charger

The Celestial Charger is basically the natural progression of the Unicorn as a Paladin. Except in this
case, it’s more of a Soulborn than a Paladin in the strictest sense, but the two are similar enough in
function. It also grants benefits to anyone who rides it, which can be handy.

Hit Die: d10


BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Diplomacy, Gather Information, Heal, Jump,
Knowledge (any), Listen, Perform (Dance), Sense Motive, Spot, Survival, Swim

1 Holy Horn, Smite Evil, Fearless, Soulmelds 1 Chakra


2 Celestial Grace, Pressing Assault 2 Chakra
3 True Seeing 1/day, Burst of Light 2 Chakra
4 Celestial Barrier, Better Soulmelds 3 Chakra
5 Eternal Champion, Endless Smiting 3 Chakra
6 True Seeing 2/day, Reborn Soul 4 Chakra
7 Pierce Magic, Advanced Soulmelds 4 Chakra
8 Stunning Reaction 4 Chakra
9 True Seeing 3/day 5 Chakra
10 Castigate 5 Chakra
11 Soul Cleave, Astounding Soulmelds 5 Chakra
12 True Seeing 4/day 6 Chakra
13 Soul Harness 6 Chakra
14 Stunning Critical 6 Chakra
15 True Seeing 5/day, Giant-Size Soulmelds 6 Chakra
16 Legions of Good 7 Chakra
Holy Horn (Su): the Horn of the Celestial Charger is a Magic Weapon with an Enhancement Bonus
of +1 per 3 hit dice (round up), and the Holy property. When charging, it is treated as a Holy
Avenger wielded by a Paladin instead.

Smite Evil (Su): once per minute, the Celestial Charger can use a Swift Action to declare it is
Smiting. For the rest of the round, all attacks it makes against Evil targets add its Charisma Bonus to
the attack roll and its hit dice total to the damage.

Fearless (Ex): the Celestial Charger is immune to [Fear] effects. This immunity is shared with both
its rider and any adjacent allies.

Soulmelds (Su): just like the Soulborn (Tome), the Celestial Charger gains Soulmelds, learning two
at first level, then one per level thereafter, except for levels where it gains access to a new grade of
Soulmeld (4, 7, 11, 15) where it learns two. It gains a number of Chakra, to which these Soulmelds
can be bound, according to the table above. In all other ways this works like the Soulborn class
feature.

Celestial Grace (Su): starting at second level, the Celestial Charger adds its Charisma Bonus as a
Sacred Bonus to all of its Saving Throws. It also bestows this bonus upon its rider and all adjacent
allies.

Pressing Assault (Ex): Unicorns need to keep the fight going forward. Taking a 5’ step provokes an
Attack of Opportunity from the second-level Celestial Charger.

True Seeing (Sp): at level three, the Celestial Charger can cast True Seeing once per day at a Caster
Level equal to its hit dice. Every three levels thereafter, it gains another Daily use.

Burst of Light (Su): at third level, as a Standard Action the Celestial Charger can emit a burst of
brilliant light in all directions. This strikes all other creatures (but not objects) within 15 feet for 1d6
Light damage per level. Targeta are allowed a Reflex Save (Charisma-based) for half damage. Once
used, it cannot be used again for ten rounds.

Celestial Barrier (Su): becoming more like a true Celestial, the fourth-level Celestial Charger
radiates a constant Magic Circle Against Evil and Lesser Globe of Invulnerability. It may lower or
resume these effects with a Swift Action at will.

Better Soulmelds (Su): starting at level four, the Celestial Charger can take Better Soulmelds.

Eternal Champion (Ex): starting at level five, the Celestial Charger’s soul is nigh-indestructable: it
never suffers from level loss when returned from the dead, and never suffers from permanent level
loss as a result of suffering Negative Levels.

Endless Smiting (Su): the fifth-level Celestial Charger can use its Smite ability at will.

Reborn Soul (Su): when the sixth-level Celestial Charger has been dead for an entire day and its
remains are not within an Unhallowed or Desecrated area or a Lower Plane, its body returns to life,
with all parts replaced, as though receiving a Resurrection.

Pierce Magic (Su): starting at level seven, the Horn of the Celestial Charger can plough through
magic without mercy. Once per round, it causes a Greater Dispel effect on a struck target.
Additionally, it can just hit and destroy Walls of Force and similar magical wall effects.
Advanced Soulmelds (Su): the seventh-level Celestial Charger can take Advanced Soulmelds.

Stunning Reaction (Su): if an eighth-level Celestial Charger damages an opponent with an Attack
of Opportunity, that opponent must make a Fortitude Save (Charisma-based) or be Stunned for one
turn.

Castigate (Su): with an Immediate Action, the tenth-level Celestial Charger can declare that their
next attack within the following round automatically hits – the d20 roll is merely a formality to see
if it also threatens a Critical Hit.

Soul Cleave (Su): starting at level eleven, the Celestial Charger can use a Swift Action to declare
its next attack that round to be a Soul Cleave, targeting the victim’s soul directly. This attack is
resolved as a Touch Attack, and if it hits it forces the victim to attempt a Fortitude Save (Charisma-
based) or die. This is a [Death] effect. A Soul Cleave can only work against a creature with a soul.

Astounding Soulmelds (Su): the eleventh-level Celestial Charger can take Astounding Soulmelds.

Soul Harness (Su): starting at level thirteen, the Celestial Charger can see the spirits and souls that
hover around the dead for about a week after death, and can speak to them as though they both
shared a language. This allows it to cast Speak With Dead at will, and it can actually give these
spirits a ride to where they might want to be and translate their last wishes for family or whatever.

Stunning Critical (Ex): whenever the fourteenth-level Celestial Charger lands a critical hit against
a target, they are automatically Stunned for one round with no saving throw.

Giant-Size Soulmelds (Su): from level fifteen onwards, the Celestial Charger is able to take Giant-
Size Soulmelds, the absolute best kind available.

Legions of Good: at level sixteen, the Celestial Charger gains Army of Demons as a Bonus Feat.
However, cross the word “Demons” out and scribble in “Angels” - it gains Celestials as its allies
that it rallies against people it doesn’t like.
WIGHT
CR 3, Level 4 (Spawning)

Grave Guard

Wights are ostensibly fighters – and at their level, they’re okay at that, at least when it comes to
punching people to put negative levels on them. But eventually you need something a bit more than
that, so if you want your Wight to keep on fighting, it can be a Grave Guard, which basically turns it
into a Knight. A Wight Knight, if you will. And then it takes a Prestige Class.

Hit Die: d12


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 2 + Int
Class Skills: Appraise, Balance, Climb, Diplomacy, Intimidate, Jump, Knowledge (any), Listen,
Move Silently, Ride, Sense Motive, Spot
Proficiency: all Simple and Martial Weapons, Light, Medium and Heavy Armour, and all Shields

1 Designate Opponent, Damage Reduction, Unholy Toughness


2 Defend Others, Shield Against Turning, Bonus [Leadership] Feat
3 Bastion of Defence, Energy Resistance
4 Barrow Armour, Greater Energy Drain
5 Sacrifice, Spell Shield
6 Mounted Combat, Negative Pull, Grave King
Unholy Toughness (Ex): the Grave Guard is unnaturally tough. It adds its Charisma Bonus to hit points
gained per level in place of its nonexistant Constitution Bonus.

Designate Opponent (Ex): with a Swift Action, a Grave Guard can mark an opponent as its primary foe.
This foe must be within Medium Range and be able to hear its challenge. If the target creature inflicts any
damage on the Grave Guard before its next turn, the attempt fails. Otherwise, any attacks the Grave Guard
uses against the opponent on its next turn inflict an extra d6 damage for each Grave Guard level. If the attack
bestows one or more Negative Levels (such as being a Slam attack), it also bestows one Negative Level more
than normal. This effect ends at the end of its next turn, or when it has struck its opponent a number of times
equal to the number of attacks normally allotted by its Base Attack Bonus.

Damage Reduction (Ex): a Grave Guard is good at shrugging off injuries without care. It gains Damage
Reduction X/-, where X equals half its class level (round down) plus 2.

Defend Others (Ex): a second-level Grave Guard may use its own body to defend others. Any ally adjacent
to the Grave Guard gains Evasion, though the Grave Guard itself does not.

Bonus Feats: at level two, the Grave Guard gains any one [Leadership] Feat as a Bonus Feat, as long as it
meets the prerequisites. At level six, it gains Mounted Combat as a Bonus Feat. If it already has Mounted
Combat by then, it may instead gain a [Combat] Feat for which it meets the requirements.

Shield Against Turning (Su): the second-level Grave Guard is good at shielding undead allies from
powerful Clerics – and indeed, cannot be turned away from its allies by them. It is Immune to the Turn
Undead and Rebuke Undead abilities. Furthermore, it extends this Immunity to adjacent allies.

Bastion of Defence (Ex): a third-level Grave Guard can defend others with great ease. All Adjacent allies
(except the Grave Guard itself) gain a +2 Dodge Bonus to Armour Class and Reflex Saves.

Energy Resistance (Ex): starting at level three, the Grave Guard can use a Swift Action at will to grant itself
Energy Resistance against any one energy type. The amount of resistance equals its hit dice plus its Shield
Bonus. This lasts until it uses a Swift Action to gain a different type of Energy Resistance or its Shield Bonus
is reduced.

Barrow Armour (Ex): the fourth-level Grave Guard carries deathly resilience with it. Any physical damage
it suffers, other than that caused by Holy or Silver weapons, is halved (before factoring in Damage
Reduction).

Greater Energy Drain (Su): starting at level four, the Grave Guard can channel its Energy Drain through
any weapon it wields. Furthermore, it drains an additional level (typically 2, or 3 against a Designated Foe),
and it may add its Charisma Bonus to the amount of Hit Points lost (and Temporary Hit Points gained) per
level.

Sacrifice (Ex): with an Immediate Action, a fifth-level Grave Guard may make itself the target of an attack
or targeted effect that targets any creature within its reach.

Spell Shield (Ex): a fifth-level Grave Guard gains Spell Resistance of its hit dice plus five. It may also add
its Shield Bonus (if any) to this amount.

Negative Pull (Su): at level six, the Grave Guard can draw negative energy in towards itself. It may use its
Sacrifice ability out to Close Range, even with Area Effect abilities.

Grave King (Ex): the sixth-level Grave Guard is the king of the wights, and has Fast Healing 5.
Additionally, it automatically qualifies for any of the following Prestige Classes: Bone Rider, Death Knight,
Dragon Lancer, Cavalier, Knight Protector, Thayan Knight, Vengeance Knight.
Deathly Corruptor

The Deathly Corruptor is a sort of spellcaster for Wights. A Wight Mage, if you will. Okay, enough
of that pun. They gain specific Spheres, and special hexes to cause baleful effects to their enemies.
They can also become more fiendish as they progress, until they are both Undead and Fiendish.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Concentration, Craft (any), Decipher Script, Hide, Intimidate, Knowledge (any),
Listen, Move Silently, Spellcraft, Spot

1 Unholy Toughness, Basic Sphere Access (Heresy), Pacification Hex


2 Curse of Defenselessness
3 Deathly Knowledge, Mind Corruption
4 Burning Hex, Blood Corruption
5 Basic Sphere Access (Bone)
6 Curse of Impotence
7 Tunnel of Corruption
8 Empathic Hex
9 Basic Sphere Access (Carnage), Vile Death
10 Curse of Death
11 Planar Corruption
12 Dominating Hex
13 Basic Sphere Access (Voracity)
14 Curse of Vulnerability
15 Dark Portal, Storm of Corruption
16 One With the Underworld

Class Spell List: though the Deathly Corruptor does not cast spells, it has a variety of Spell-Like Abilities
and effects that are close enough that it has a firm grasp of them. Any time it gains access to a Sphere, every
spell listed for that Sphere becomes a “class spell” for the Corruptor, even if it cannot cast all of the spells
yet. This allows it to cast those spells from Scrolls and Wands without needing a Use Magic Device check.
Additionally, if any of its abilities references an existing spell in its description, that spell is added to its class
list when the ability is gained.

Unholy Toughness (Ex): the Deathly Corruptor may add its Charisma Bonus to its hit points gained per
level in place of its nonexistant Constitution Bonus.

Sphere Access: at level one, the Deathly Corruptor gains Basic Access to the Heresy Sphere. At level five, it
gains Basic Access to the Bone Sphere. At level nine, it gains Basic Access to the Carnage Sphere. At level
thirteen, it gains Basic Access to the Voracity Sphere.

Life Force: some abilities “cost” life force stolen by the Deathly Corruptor via its Energy Drain ability.
Using such an ability consumes one “meal” of life force: it loses 5 Temporary Hit Points (and cannot use the
ability if it lacks the Temporary HP to spend), and instantly begins to hunger if it has an Inescapable Craving,
needing to save against Wisdom damage as though it had been starving for a day.
Pacification Hex (Su): sometimes it pays to fight people who aren’t fighting back. With a Full Round
Action, a Deathly Corruptor may consume life force to unleash a burst of oppressive force out in a 5’ radius
anywhere in Medium Range. All in the area must attempt a Will Save (DC 10 + half its hit dice + its
Charisma Bonus). Those who fail suffer 1d6 Non-Lethal damage per 2 hit dice of the Corruptor (round up)
and are Stunned for one round. They are then unable to act, as though Fascinated, for a number of rounds
equal to the Corruptor’s Charisma Bonus, though this can be ended in the usual manner.

Curse of Defenselessness (Su): fighting a vulnerable opponent might be cowardly, but it is wise. The
second-level Deathly Corruptor may use a Standard Action at will to target a creature within Medium Range
and force them to attempt a Fort Save, which can even affect Constructs and Undead. If they fail the saving
throw, then for three rounds they suffer a Profane Penalty to Armour Class and Saving Throws equal to its hit
dice divided by three (round up).

Deathly Knowledge (Ex): the third-level Deathly Corruptor starts to remember ancient knowledge from
beyond the grave and beyond the planes. It may add its class level as a Profane Bonus on Knowledge
(Arcana, History, Planes and Religion) and Gather Information checks.

Mind Corruption (Su): starting at third level, the Deathly Corruptor can poison the minds of those around
it. It may create a Suggestion effect (DC 10 + half its hit dice + its Charisma Bonus) by consuming life force,
and until the effect ends, the target is treated as Evil for all spells and effects.

Burning Hex (Su): the fourth-level Deathly Corruptor is able to hex its foes such that they suffer greatly
every time they try to cast spells or use other powers. With a Full Round Action, it may consume life force
and unleash this hex as a 10’ radius Burst out to Medium Range. All in the area must pass a Will Save (DC
10 + half its hit dice + its Charisma Bonus) or be afflicted for the next three rounds. During this time, any
time they use any form of resource (Spell Slots, Prepared Spells, limited use Spell-Like Abilities, Power
Points, Readied Manoeuvres, cooldown abilities, whatever), they suffer Fire damage equal to the Corruptor’s
hit dice plus 1d10.

Blood Corruption (Su): at level four, the Deathly Corruptor can inflict a terrible condition on foes, ruining
the healing ability of their bodies. With a Standard Action, it may force a living creature within Medium
Range to attempt a Fort Save (DC 10 + half its hit dice + its Charisma Bonus). If they fail, all damage
currently suffered becomes Vile damage.

Curse of Impotence (Su): at level six, the Deathly Corruptor can use a Standard Action to spend life force
and cast Bestow Curse out to Medium Range. While a creature is cursed, regardless of the variety of Curse
inflicted, they subtract its Charisma Bonus from all damage they deal.

Tunnel of Corruption (Sp): the seventh-level Deathly Corruptor is able to move about in horrifying ways
through planar gaps – and can also pull others through them. It may cast Dimension Door at will with a Full
Round Action. Additionally, by spending life force it may grab a creature it can see within Medium Range
and move them adjacent to it via planar travel similar to Dimension Door. They are allowed a Fort Save to
resist this (DC 10 + half its hit dice + its Charisma Bonus), but if they fail the saving throw (as opposed to
just allowing the effect to pull them closer), they contract a random disease, rolling 1d12:

1: Filth Fever, 2: Slimy Doom, 3: Red Ache, 4: Mummy Rot, 5: Mindfire, 6: Demon Fever, 7: Cackle Fever,
8: Blinding Sickness, 9: The Wasting, 10: Sun Touch, 11: Soul Rot, 12: Melting Fury

This skips the Incubation phase and they suffer damage instantly. If a creature already suffers from one or
more diseases and fails the saving throw, then instead of contracting a new disease, they instantly suffer the
effects of another day of infection as though they had failed the saving throw against the disease.
Empathic Hex (Su): at level eight, the Deathly Corruptor can level a hex at foes which causes them to suffer
the agony of their own attacks, and this is awesome – for the Corruptor. With a Full Round Action, it may
spend life force and unleash this hex as a 10’ radius Burst out to Medium Range. All in the area must pass a
Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be afflicted for the next three rounds. During
this time, any time they deal damage to one or more creatures, they suffer half this damage themselves – this
only happens once per action taken, so a Whirlwind Attack or Fireball only causes this damage once (using
the highest damage dealt). Dealing damage to others also forces them to attempt a Fortitude Save (same DC
as above) or be Fatigued.

Vile Death (Ex): at level nine, the evil permeating the Deathly Corruptor grants it the Fiendish template.
Furthermore, any Undead it creates – whether through temporary summons, Spells and Spell-Like Abilities
that permanently create them, or spawned Wights – gains this as well.

Curse of Death (Sp): the tenth-level Deathly Corruptor gains access to a curse that can kill people. With a
Standard Action it may spend life force to cast Finger of Death, however the effects are delayed: if the target
takes no actions other than movement during the next three rounds, they avoid the ill effects completely.
However, if they take any action during this time, then at the end of the three rounds they must test Spell
Resistance (if any) and attempt the Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) against
death – they don’t know beforehand whether they are affected.

Planar Corruption (Su): at level eleven, the Deathly Corruptor gains the ability not only to travel to the
lower planes, but to bring those planes over to its current plane to intersect. It may Planeshift itself and up to
50 pounds of equipment to any layer of any Lower Plane, or may create an intersection with a Full Round
Action by spending life force. Doing so afflicts everything within 100’ of it at the time of casting, and lasts
for a number of minutes equal to its Charisma Bonus. Consecrated or Hallowed area is exempt from this. For
the duration, the area is Desecrated and Unhallowed and has the Alignment Traits of whichever Plane was
chosen. Anything killed in the area has its soul trapped and claimed by the intersecting Lower Plane. Any
living creature that enters the area (or is in the area when it is cast), with the exception of Outsiders from the
intersecting Lower Plane, must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) against a
[Fear] effect or Panic for one minute. The Corruptor gains Fast Healing 10 and +5 Turn Resistance while in
the area.

Dominating Hex (Su): the twelfth-level Deathly Corruptor gains the ability to hex foes such that they fall
under its control for a short time. With a Full Round Action, it may spend life force to hex a single target
within Medium Range. If they fail a Will Save (DC 10 + half its hit dice + its Charisma Bonus) against this
[Mind-Affecting] [Compulsion] effect, they are Dominated for one round per two hit dice (round up).

Curse of Vulnerability (Su): at level fourteen, the Deathly Corruptor can curse people so that they are very
likely to be harmed by its effects, and those of others. With a Standard Action, it may spend life force to
unleash the curse on a target within Medium Range. If they fail a Will Save (DC 10 + half its level + its
Charisma Bonus), then for one minute, all attacks made against them are Touch Attacks, they lose access to
all Immunities, and they become Vulnerable to Fire, Cold, Acid and Electricity.

Dark Portal (Sp): at level fifteen, the Deathly Corruptor can cast Gate, but only the travel version. Doing so
costs life force, and causes the land within 100’ of each opening to be Despoilled, with the exception of any
Consecrated or Hallowed ground.

Storm of Corruption (Sp): at level fifteen, the Deathly Corruptor gains the ability to cast Storm of
Vengeance by spending life force, but is immune to the effects of its own storm. Any creature in the area that
suffers from a disease must save against the progression of the disease every single round as though another
day had passed. While one storm is in effect, the Corruptor cannot conjure another.

One With the Underworld (Ex): at level sixteen, the Deathly Corruptor is infused with the power of the
lower planes. Whenever it is in a Lower Plane or the area of Planar Corruption, it gains the benefits of the
Half-Fiend template. Additionally, no ability learned before level nine requires the expenditure of life force
any more.
WINTER WOLF
CR 5, Level 6 – No thumbs

Winter’s Emmissary

The Winter’s Emmissary continues the icy breath and violent tendencies of the Winter Wolf.
However, it also allows for more things – a small array of Spell-Like Abilities, groups of minions,
even diplomatic abilities. However at its core, it is still a close combat monster with a freezing
breath weapon.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Diplomacy, Disguise, Forgery, Hide,
Intimidate, Jump, Knowledge (any), Listen, Move Silently, Sense Motive, Sleight of Hand, Spot,
Survival, Swim, Tumble

1 Icy Breath, Cool Tempers, Lord of the Frost Folk


2 Chilling Glare, Snow Cloak
3 Ice Shards, Winter of Discontent
4 Deep Breath, Dispel Fire 3/day
5 Giant Frost Hound, Gentle Repose at will
6 Frozen Fang
7 Entombing Breath, Lord of the Frost Giants
8 Tempest in a Teacup, Glacial Globe of Invulnerability 3/day
9 Encroaching Cold
10 Blizzard Breath, Greater Glacial Ward 3/day
11 Uttercold Fang
12 Transformative Breath, Ice Assassin 1/week
13 Fimbulwinter 1/week, Chilling Gaze
14 Obedient Avalanche 3/day, Freeze the Soul
Icy Breath (Su): the Breath Weapon of the Winter’s Emmissary is greater than normal. The Range
increases out to 30 feet, and deals an extra 2d6 of Cold damage at first level, then another 1d6 per
level thereafter.

Cool Tempers (Su): the Winter’s Emmissary keeps people cool and calm. They literally chill out. It
gains a Bonus to Diplomacy and Gather Information checks equal to half its Class Level (round up),
and radiates a constant aura of Calm Emotions out to fifteen feet. The Save DC is 10 + half its hit
dice + its Charisma Bonus.

Lord of the Frost Folk (Ex): the Winter’s Emmissary rules over the Frost Folk – at whatever
constitutes its lair or base of operations, there are a numer of these waiting around equal to its hit
dice. They will perform basic tasks or pay a small rent, and will defend the base if attacked. For any
given adventure, the Emmissary may bring one Cohort along, a Frost Folk with added class levels
equal to the Class Level of the Emmissary itself.

Chilling Glare (Su): starting at second level, the Winter’s Emmissary can use a Standard Action at
will to glare at a target within sixty feet and force them to make a Fortitude Save. The Save DC is
10 + half its hit dice + its Charisma Bonus. On a failed save, the target takes 2d6 points of Cold
damage and is Slowed for five rounds.

Snow Cloak (Ex): whenever the second-level Winter’s Emmissary would normally gain
Concealment from snow, it instead becomes completely Invisible.

Ice Shards (Su): at level three, the Winter’s Emmissary gains the ability to form and hurl razor-
sharp shards of ice quicker than it takes to take a footstep. With a Swift Action at will, it may make
a Ranged Attack out to thirty feet. If it hits, this deals 1d10 Slashing damage and 1d8 Cold damage.
It has a Critical Threat Range of 18-20/x2.

Winter of Discontent (Su): starting at level four, the Winter’s Emmissary can show its displeasure
particularly well. Any time it takes damage, the attacker instantly suffer 1d10 points of Cold
damage. If this deals the full ten damage and is not Resisted in any way, they are also Slowed for
one turn. This also afflicts anybody who steals from the Emmissary while within its Line of Sight,
or attempts to Demoralise it (whether successful or not).

Deep Breath (Su): starting at level four, the Winter’s Emmissary can take deeper breaths to draw
more air into its lungs. If it uses its Breath Weapon as a Full Round Action, it adds an extra 1d6
points of damage for every two dice it would normally roll, and the area reaches out to 60 feet.

Spell-Like Abilities (Sp): over time, the Winter’s Emmissary gains access to a few Spell-Like
Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its
Charisma Bonus.

Giant Frost Hound (Ex): at level five, the Winter’s Emmissary grows to Huge Size. Instead of the
usual changes based on Growth by Hit Dice, it gains +4 to Strength, Constitution, and Natural
Armour, -2 Dexterity, an additional 5 feet of reach and an additional fifteen feet of Move Speed.
The added damage of its Freezing Bite increasses to 2d6.

Frozen Fang (Su): the Freezing Bite of the sixth-level Winter’s Emmissary is particularly horrific.
It deals Frostburn damage and causes 2 points of Dexterity damage. A foe reduced to 0 Dexterity by
this is frozen solid.
Lord of the Frost Giants (Ex): starting at level six, the Winter’s Emmissary rules over the Frost
Giants – at whatever constitutes its lair or base of operations, there are a number of these waiting
around equal to its hit dice. They mostly boss the Frost Folk around, but also pay some form of
tribute or help out with running the place and defending against attack. Additionally, the Cohort
chosen for outings may from this point on be a Frost Giant with a Challenge Rating three less than
that of the Winter’s Emmissary (so at level six, a regular Frost Giant is acceptable, at level seven a
Tundra Scout or Spiritspeaker, at level eight a Mauler, and at level fourteen the Jarl).

Entombing Breath (Su): the Breath Weapon of the seventh-level Winter’s Emmissary can be
particularly cold, freezing even the air itself. It may create a Freezing Fog effect in the area (in
addition to the other effects), lasting for one minute, but doing this uses sufficient energy that it
cannot use the ability again for 1d4 minutes rather than rounds. Furthermore, when it uses its Deep
Breath ability, creatures that fail their saving throw receive an Entomb effect.

Tempest in a Teacup (Su): starting at level eight, the Winter’s Emmissary can cause great magic
when it sits to break bread with others. Firstly, any willing subject who eats with it can receive the
Cold Subtype for the next entire lunar cycle (so from Full Moon to Full Moon, for instance).
Additionally, all who eat with it receive a Peacebond effect (DC 10 + half its hit dice + its Charisma
Bonus), and the first to resist this and initiate combat regardless is instantly hit by a Boreal Wind
effect, with no saving throw, at the end of the action that would officially begin combat.

Encroaching Cold (Su): anywhere the ninth-level Winter’s Emmissary remains for at least one
week becomes winter – this reaches out to a hundred foot radius and lasts until three months after it
moves away. For each extra week it spends there, the radius extends by another hundred feet.

Blizzard Breath (Su): at level ten, whenever the Winter’s Emmissary uses its Breath Weapon, it
creates an actual blizzard – the area is covered in snow, and everything within is subjected to
Windstorm-level winds until the start of its next turn. Additionally, the damage increases by another
6d6 points (for a total number of d6 equal to its Class Level plus 11). This happens before any
Empowering caused by Deep Breath.

Uttercold Fang (Su): the bite of the eleventh-level Winter’s Emmissary is delivered simply with a
Touch Attack, passing easily through armour and shields. The added damage becomes half Cold,
and half Negative Energy which heals Undead.

Transformative Breath (Su): any creature that is slain by the Breath Weapon of the twelfth-level
Winter’s Emmissary is transformed into actual ice – and animated, magical ice that serves it. Slain
creatures become Ice Beasts under its control. It must spend a Move-Equivalent Action directing an
Ice Beast to a task (and it then just keeps doing that task until it can’t any more, at which point it
stands still). So while it’s fine to tell them to “guard this place and kill anyone except me who
visits”, it’s not very useful to bring them on adventures.

Chilling Gaze (Su): at level thirteen, the Chilling Glare of the Winter’s Emmissary becomes a
Gaze Attack instead. The Save DC to avert one’s eyes is the same as to resist the effects.

Freeze the Soul (Su): starting at level fourteen, whenever anyone is frozen solid by the Winter’s
Emmissary, it may use a Full Round Action to freeze their soul and extract it as a fist-sized crystal.
This can be sold or traded or whatever else it wants to do.
WRAITH: DREAD WRAITH
CR 11, Level 12 (Spawning, Incorporeal)

Icy Void

The Icy Void is basically what happens when a Wraith becomes very very cold. Its touch attack
becomes quite lethal, it gets a powerful aura, and it casts various cold abilities.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Spellcraft,
Spot, Survival, Use Magic Device

1 Unholy Toughness, Cold Subtype Uttercold 3d6/1d4


2 Icy Chills, Deeper Darkness 3/day, Sleet Storm 3/day Uttercold 4d6/1d4
3 Boreal Wind at will, Uttercold Caster Uttercold 4d6/1d6
4 Ice Storm at will, Wall of Coldfire 1/day Uttercold 5d6/1d6
5 Control Weather 3/day, Dimension Door 1/day Uttercold 5d6/1d8
6 Flesh to Ice 1/day, Wall of Coldfire 3/day Uttercold 6d6/1d8
7 Freezing Sphere at will, Freezing Fog 1/day Uttercold 6d6/1d10
8 Spawn Winterwights, Glacial Burst 1/day Uttercold 7d6/1d10

Unholy Toughness (Ex): the Icy Void may use its Charisma Bonus to provide bonus Hit Points per level in
place of its nonexistant Constitution Bonus.

Cold Subtype (Ex): the Icy Void has the [Cold] Subtype. This provides Immunity to Cold damage, but
Vulnerability to Fire damage (+50% damage).

Uttercold (Su): the Incorporeal Touch Attack of the Icy Void is worse than normal. In addition to the usual
effects, it causes horrendous icy liquid to flow across the body of the target. This starts off as 3d6 damage
(half Negative Energy, half Cold), as well as 1d4 points of Dexterity Drain. Every even level, the hit point
damage increases by 1d6, and every odd level beyond first, the Dexterity Drain increases by one die size.

Icy Chills (Su): the second-level Icy Void radiates an aura of deadly cold out to ten feet. At the start of each
of its turns, all creatures in the area suffer 2d10 points of Cold damage. However, all creatures within the
area that have the [Cold] Subtype, including the Icy Void, gain Fast Healing 10 and +4 Turn Resistance.
Additionally, any creature in the area is completely immune to Fireball, Delayed Blast Fireball and Flame
Strike.

Spell-Like Abilities (Sp): as it gains levels, the Icy Void gains access to Spell-Like Abilities. The Caster
Level equals its hit dice and any Save DC is 16 + half its class level + its Intelligence Bonus.

Uttercold Caster (Su): any [Cold] spell cast by the third-level Icy Void becomes an Uttercold spell – half
the damage is Cold, half is Negative Energy.

Spawn Winterwights (Su): any creature slain in any way by the eighth-level Icy Void rises at the next
sunset as a lesser Winterwight under the Void’s control. A lesser Winterwight is a Wight with 20 hit dice, the
[Cold] Subtype, the Icy Chills ability, first-level Uttercold on its Slam attack, and the ability to cast Sleet
Storm once per day as a Spell-Like Ability (CL 20).
Shape of Fire

The Shape of Fire is what happens when a Wraith is obsessed with fire. It kills things with its touch,
it gains fiery Spell-Like Abilities, and it has a heat aura. That’s all it ever needs.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Spellcraft,
Spot, Survival, Use Magic Device

1 Unholy Toughness, Fire Subtype Life Burn 3d6/1


2 Fiery Aura, Flame Arrow at will Life Burn 4d6/1
3 Orb of Fire at will, Fire Eater Life Burn 4d6/2
4 Fireball at will, Wall of Fire 1/day Life Burn 5d6/2
5 Flames of Ignition, Dimension Door 1/day Life Burn 5d6/3
6 Parboil 1/day, Wall of Fire 3/day Life Burn 6d6/3
7 Incendiary Cloud 1/day, Fire Storm at will Life Burn 6d6/4
8 Spawn Lavawights, Deadly Lahar 3/day Life Burn 7d6/4

Unholy Toughness (Ex): the Shape of Fire may use its Charisma Bonus to provide bonus Hit Points per
level in place of its nonexistant Constitution Bonus.

Fire Subtype (Ex): the Shape of Fire has the [Fire] Subtype. This provides Immunity to Fire damage, but
Vulnerability to Cold damage (+50% damage).

Life Burn (Su): the Incorporeal Touch Attack of the Shape of Fire is worse than normal. In addition to the
usual effects, it causes horrendous white flames to rage across the body of the target. This starts off as 3d6
damage (half Negative Energy, half Fire), as well as 1 Negative Level. Every even level, the hit point
damage increases by 1d6, and every odd level beyond first, it deals 1 more Negative Level.

Fiery Aura (Su): the second-level Shape of Fire radiates an aura of deadly heat out to ten feet. At the start of
each of its turns, all creatures in the area suffer 2d10 points of Fire damage. However, all creatures within the
area that have the [Fire] Subtype, including the Shape of Fire, gain Fast Healing 10 and +4 Turn Resistance.
Additionally, any creature in the area is completely immune to Ice Storm, Sleet Storm and Cone of Cold.

Spell-Like Abilities (Sp): as it gains levels, the Shape of Fire gains access to Spell-Like Abilities. The
Caster Level equals its hit dice and any Save DC is 16 + half its class level + its Intelligence Bonus.

Fire Eater (Su): starting at level three, the Shape of Fire is healed by Fire damage – any damage that would
be dealt is instead restored as healing, one for one.

Flames of Ignition (Su): any time the fifth-level Shape of Fire deals Fire damage to someone via its Spell-
Like Abilities, Life Burn, or Fiery Aura, they catch fire and continue to take 2d6 damage (half Fire, half
Negative Energy) each round. This can be extinguished in the normal way for fire.

Spawn Lavawights (Su): any creature slain in any way by the eighth-level Shape of Fire rises at the next
sunset as a lesser Lavawight under the Shape’s control. A lesser Lavawight is a Wight with 20 hit dice, the
[Fire] Subtype, the Fiery Aura ability, first-level Life Burn on its Slam attack, and the ability to cast Fire
Arrow once per day as a Spell-Like Ability (CL 20).
Haunting Presence

When a Wraith focuses entirely on being an evil spellcaster, it becomes a Haunting Presence. It is a
strange thing that makes life hard for everyone in the vicinity of where it decides to inhabit.
However it can also roam the landscape causing death and misery.

Hit Die: d6
BAB: Poor
Saving Throws: Good Will
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Craft (any), Forgery, Hide, Intimidate, Knowledge (any), Listen,
Move Silently, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Use Magic Device

1 Aura of Shadow, Telekinetic Grasp, Repulsion at will, Insanity 1/day, Eyebite 3/day
2 Hiss of Sleep 1/day, Necrotic Curse at will, Greater Seed of Undeath 1/day
3 Telekinesis 3/day, Miasma of Entropy at will, Cloak of Hate at will, Pulse of Hate 3/day
4 Temporal Stasis 3/day, Blackfire 1/day, Touch of the Graveborn 3/day, Fear at will
5 Transcribe Symbol 1/day, Greater Bestow Curse at will, Trap the Soul 1/day
6 Weird 1/day, Utterdark 1/day, Plague of Undead 1/day, Insanity at will
7 Telekinesis at will, Dominate Monster 1/day, Phantasmal Thief at will
8 Wail of the Banshee 1/day, Maddening Whispers at will, Finger of Death 3/day

Aura of Shadow (Su): the Haunting Presence constantly radiates an aura of magical darkness out
to the radius of its Unnatural Aura. This protects it from its Daylight Powerlessness and prevents its
surroundings from ever being brighter than the shadowy illumination of a Darkness spell. This
provides no particular protection from [Light] spells, however. If it particularly wants to suppress
this ability for some reason, it may do so with a Swift Action, and resume it again with another
Swift Action.

Telekinetic Grasp (Su): the Haunting Presence has a constant Telekinesis effect active, but only for
the purpose of the Sustained Force option. It need not Concentrate to maintain the power, but it
must Concentrate in order to actually use the power on a given round. The Caster Level equals its
Class Level plus 12.

Spell-Like Abilities (Sp): the Haunting Presence is basically a spellcaster focused on a specific set
of goals. It gains a lot of Spell-Like Abilities as it gains levels. The Caster Level is its Class Level
plus 12, and any Save DC is 16 + half its Class Level + its Intelligence Bonus. If it gains a Spell-
Like Ability it already has, use the new, larger value instead of the smaller one.
XILL
CR 6, Level 7

Xill Marauder

Xill are just assholes. That’s basically the long and short of it. They are Evil, and they specifically
like to kill and maim and just cause destruction. So basically they’re Barbarians with personality
disorders. That’s easy enough a thing to progress.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 2 + Int
Class Skills: Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Spot

1 Murderous Intent, Multiweapon Rend


2 Evil Glee, Combat Speed +5’
3 Sadism in Practice
4 Death Toll, Combat Speed +10’
5 Disembowel, Ether Hop
6 Release Plagues, Combat Speed +15’
7 Eternal Paralysis
8 Massive Marauder, Combat Speed +20’
9 Scourge of the Lands, Flensing Glare
10 Scry and Die Tactics, Combat Speed +25’
11 Eye Stealer
12 Blight on the World, Combat Speed +30’
13 Spread the Hatred
Murderous Intent: the Xill Marauder gains Murderous Intent as a Bonus Feat.

Multiweapon Rend (Ex): in any turn during which the Xill Marauder hits the same target with two or more
weapons, it rips them apart. This deals a Rend attack which automatically hits for 2d6 damage (assuming a
Medium creature) plus one and a half times its Strength Bonus. It also deals one point of Constitution
damage.

Evil Glee (Ex): the second-level Xill Marauder can cast Death Knell at will, but only on creatures with an
Intelligence of 4 or more.

Combat Speed (Ex): as it gains levels, the Xill Marauder gains a bonus to its Speed.

Sadism in Practice (Su): the third-level Xill Marauder constantly benefits from a Sadism effect.

Death Toll (Su): whenever the fourth-level Xill Marauder kills a sentient creature, all creatures (except its
allies) within 60 feet that don’t have more hit dice than the slain creature must attempt a Will Save
(Charisma-based). Those that fail suffer from Crushing Despair for 3 rounds.

Disembowel (Ex): starting at level five, when the Xill Marauder uses its Rend ability, it rends twice. Each
rend now deals 1 point each of Strength and Constitution damage (2 total per turn).

Ether Hop (Su): the fifth-level Xill Marauder finds it easier to step back into the Ethereal Plane. It’s just a
jump to the left and a Standard Action.

Release Plagues (Su): once per day, the sixth-level Xill Marauder can cast Plague. The Save DC is
Charisma-based. This also withers all non-creature plants within the area.

Eternal Paralysis (Ex): starting at level seven, the Xill Marauder’s Paralysis lasts forever.

Massive Marauder (Ex): at level eight, the Xill Marauder grows one size larger. Instead of checking the
“advancing in size by hit dice” section, simply grant it +4 to Strength and Natural Armour, and increase its
Reach by 5 feet and Speed by another 10 feet.

Scourge of the Lands (Su): whenever the ninth-level Xill Marauder spends one minute standing in the same
place, that point gains an Unhallow effect. Furthermore, the entire area is subject to a Warp Wood and
Diminish Plants effect, and all water subject to Curse Water.

Flensing Glare (Su): the ninth-level Xill Marauder can cast Flensing at will. The Save DC is Charisma-
based. It gains a Regeneration effect if it eats the flesh that was flayed from the target.

Scry and Die Tactics (Sp): starting at level ten, the Xill Marauder can cast both Scrying and Teleport
Without Error twice per day.

Eye Stealer (Ex): whenever the eleventh-level Xill Marauder attacks a foe who is denied their Dexterity
Bonus to Armour Class, it can steal their eyes from their face (or wherever). If it hits, they must pass a
Reflex Save (with a Strength-based Save DC) or be rendered permanently Blind. Xills will inform you that
eyes are delicious.

Blight on the World (Su): at level twelve, the Xill Marauder’s Scourge of the Lands ability now also causes
Despoil and Befoul out to a one mile radius, and generates any one form of Evil Weather other than Violet
Rain.

Spread the Hatred (Su): at level thirteen, the Xill Marauder helps others embrace hatred: it gains
Regeneration 15 that is overcome only by true malice and killing intent, the desire to end its life out of
loathing its existence, not “to protect others from it” or “to avenge its victims”.
Xill Moral Guide

The Xill Moral Guide is basically an Evil Cleric, wandering around casting horrible spells to do
horrible things to people for horrible reasons.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Forgery, Gather Information, Intimidate,
Knowledge (any), Listen, Sense Motive, Spellcraft, Spot

1 Rebuke Undead, Animate Dead 1/day, Bestow Curse at will, Wrack 3/day
2 Magic Circle Against Good, Divination 1/day, Divine Power 2/day
3 Confound at will, Doomtide 3/day, Damning Darkness at will, Evil Domain
4 Commune 1/day, Bleakness at will, Slay Living 1/day
5 Morality Undone 1/day, Unholy Storm 2/day, Evil Devotion
6 Create Greater Undead 1/day, Heal 1/day, Harm 2/day
7 Spiritual Guardian 2/day, Cloak of Hate at will, Corruption Domain
8 Blasphemy 1/day, Destruction 2/day, Withering Palm at will
9 Necrotic Curse at will, Fiendish Clarity 3/day, Pulse of Hate 2/day
10 Were-Doom 1/day, Unholy Aura at will, Bodak’s Glare 1/day
11 Dispel Good at will, Greater Harm 1/day, Death Domain
12 Evil Weather 1/week, Spread of Savagery 3/day
13 Apocalypse From the Sky 1/week, Death Devotion

Rebuke Undead (Su): the Xill Moral Guide can Rebuke Undead like an Evil Cleric with as many
levels as it has hit dice.

Spell-Like Abilities (Sp): as the Xill Moral Guide gains levels, it gains access to more and more
Spell-Like Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice +
its Wisdom Bonus.

Magic Circle Against Good (Su): starting at level two, the Xill Moral Guide constantly has a
Magic Circle Against Good effect.

Domains: at level three, the Xill Moral Guide gains the Evil Domain – applying the Domain Ability
to it’s [Evil] Spell-Like Abilities, and gaining the ability to cast each Domain Spell once per day as
a Spell-Like Ability. At level seven, it also gains the Corruption Domain. At level eleven, it gains
the Death Domain. It can only cast the Spell-Like Abilities that have a Spell Level of half its hit
dice (round up) or less.

Devotions: at level five, the Xill Moral Guide gains the Evil Devotion. At level thirteen, it gains the
Death Devotion.
YUAN-TI PUREBLOOD
CR 3, Level 4

Yuan-ti Infiltrator

The Yuan-ti need to infiltrate Human societies in order to know what is happening around them and
even just to create more of their own kind. The Yuan-ti Infiltrator helps do that. For the most part
they are like Beguilers, but they also have a few other side abilities.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Craft (any), Diplomacy, Disguise, Escape Artist, Forgery,
Gather Information, Hide, Knowledge (any), Listen, Move Silently, Perform (any), Profession,
Search, Sense Motive, Spot, Use Magic Device, Use Rope

1 Alternate Forms, Spell Power, Hypnotic Pattern 3/day, Entangle 3/day


1 Brew Tainted Potion, Undetectable Alignment at will, Deeper Darkness 1/day
3 Bonus Feat, Poison Saliva, Hood of the Cobra 3/day
4 Hold Person 1/day, Suggestion 1/day, Animal Trance 3/day
5 Sphere Access, Charm Monster 1/day, Cause Fear 3/day
6 Bonus Feat, Dominate Person 1/day, Sending at will
7 Deadly Mind, Mislead at will, Neutralize Poison 1/day
8 Mass Suggestion 3/day, Overwhelm 3/day, Mark of the Cult
9 Bonus Feat, Mind Probe 3/day, Retributive Image 3/day
10 Sphere Access, Project Image at will, Chameleon Power
11 Hold Monster 3/day, Scintillating Pattern 3/day, Mass Invisibility 1/day
12 Bonus Feat, Trapping Mind, Demand 1/day, Antipathy 1/day
13 Dominate Monster 1/day, Screen 1/day, Hiss of Sleep at will
14 Mass Hold Monster 1/day, Maddening Whispers at will
15 Bonus Feat, Sphere Access, Dominate Monster 3/day
16 Apotheosis, Monstrous Thrall 1/day, Programmed Amnesia 1/day
Alternate Forms (Sp): the Yuan-ti Infiltrator can use her Alternate Form ability to assume the form of any
Humanoid creature.

Spell Power (Sp): the Yuan-ti Infiltrator’s Caster Level for all of her racial Spell-Like Abilities increases
with each Class Level. Additionally, the Save DC for any ability becomes 10 + half her hit dice + her
Charisma Bonus.

Spell-Like Abilities (Sp): as she gains levels, the Yuan-ti Infiltrator gains more Spell-Like Abilities,
including extra uses of existing ones. The Caster Level equals her hit dice, and any Save DC is 10 + half her
hit dice + her Charisma Bonus. If an ability is listed more than once, the newer usage limit supercedes the
older one.

Brew Tained Potion (Su): starting at level two, the Yuan-ti Infiltrator can brew the potions used to create
Tainted Ones and Broodguard.

Bonus Feat: every three levels, the Yuan-ti Infiltrator gains a Bonus Feat, even if she doesn’t meet the
prerequisites. The options available are: Blind-Fight, Body Pouch, Cobra Head, Deadly Poison, Deadly
Spittle, Deceitful, Forked Tongue, Graft Yuan-ti Flesh, Improved Disarm, Improved Feint, Improved Trip,
Negotiator, Persuasive, Poison Immunity, Puff Torso, Skill Focus, Tail Rattle.

Poison Saliva (Ex): starting at level three, the Yuan-ti Infiltrator has venomous saliva. The Save DC is
Constitution-based, and the damage is 1d6 Constitution/1d12 Constitution. This can be delivered with a Bite
in a Grapple (dealing 1 point of damage plus Poison), or with a melee touch attack by simply kissing or
licking the foe – in this case, they gain a +2 Bonus on the Saving Throw.

Sphere Access: at level five, the Yuan-ti Infiltrator gains Basic Access to either the Venom Sphere or the
Seduction Sphere. At level ten, she gains Basic Access to the other. At level fifteen, she improves access for
one of these (her choice) to Advanced Access.

Deadly Mind (Ex): at level seven, the Yuan-ti Infiltrator’s mind is a mine field. Any attempt at Detecting her
thoughts, reading her mind, or making Telepathic contact results in the other party needing to make a Will
Save (DC 10 + half her hit dice + her Charisma Bonus). Failure results in them taking 10d6 points of Non-
Lethal damage and contracting Mindfire, taking damage instantly.

Mark of the Cult (Su): the eighth-level Yuan-ti Infiltrator can mark people in a special way. With a Standard
Action, she grants a willing subject an Arcane Mark, and imbues one of her Spell-Like Abilities in them. She
loses a daily use of the ability (or for an at-will ability, loses nothing at all), and they gain a single use of the
ability. When they use the ability, the mark fades, but until that point she can Scry on them at will with no
saving throw, and can use a Standard Action at will to revoke the power and cause the target to be rendered
Helpless with pain for one round.

Chameleon Power (Su): at level ten, the Yuan-ti Infiltrator gains the Chameleon Power ability of the Yuan-
ti Half Blood.

Trapping Mind (Su): any time somebody tries to contact the mind of the twelfth-level Yuan-ti Infiltrator,
they risk their minds being trapped. Any time they attempt to bestow a [Mind-Affecting] effect on her or read
her mind, they must attempt an opposed Will Save against her. If they succeed, the effect go ahead as normal.
If they roll equal or fail by up to 3 points, they become Confused for one hour. If they fail by 4-10 points,
they are Dominated for one hour. If they fail by more than ten, they suffer a Maze effect, trapped within her
mindscape.

Apotheosis (Ex): at level sixteen, the Yuan-ti Infiltrator gains extra uses of some Spell-Like Abilities. She
gains another two uses per day of the first five Spell-Like Abilities offered by each Sphere, as well as
Suggestion, Deeper Darkness, Hold Person, Neutralize Poison, Screen, Demand, Antipathy and Mass
Invisibility. Additionally, if she gathers a dozen worshippers and spends 24 hours performing a Rite of
Evolution, she may be recreated as a Half Blood – exchanging class levels as needed.
Dungeon Delver of Mershaulk

Dungeon Delvers still tend to be good at sneaking into humanoid societies and leading them,
however that isn’t their focus. They are there to lead the charge into forgotten temples and guide
other Yuan-ti to victory in the name of Mershaulk. Eventually, they can just go and be actual Clerics
or take a Prestige Class of some kind.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skill: Appraise, Balance, Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape
Artist, Forgery, Gather Information, Hide, Knowledge (any), Listen, Move Silently, Perform (any),
Search, Sense Motive, Spot, Tumble, Use Rope

1 Sneak Attack +1d6, Trickery Domain, Traps Cleric Casting +2 Levels


2 Combat Reflexes Cleric Casting +2 Levels
3 Sneak Attack +2d6 Cleric Casting +1 Level
4 Back-and-Forth Cleric Casting +1 Level
5 Sneak Attack +3d6 Cleric Casting +1 Level
6 Scalykind Domain Cleric Casting +1 Level

Sneak Attack (Ex): at first level, the Dungeon Delver of Mershaulk gains 1d6 Sneak Attack, like a
Rogue. At levels three and five, this increases by one die.

Spellcasting: the Dungeon Delver of Mershaulk can cast spells as a second-level Cleric. She does
not gain other class features like the ability to select Domains or Turn/Rebuke Undead. At level two,
she advances this casting ability by two more levels. Every level thereafter, she gains another caster
level, until at level six she is a tenth-level character with eight levels of Cleric Casting ability. If she
ever takes actual Cleric levels in future she can gain the ability to Rebuke Undead, and select
additional Domains. Or she could go straight into a Prestige Class instead.

Domains: the Dungeon Delver gains the Trickery Domain. At level six she also gains the Scalykind
Domain. Treat her Cleric level as being equal to her hit dice total for the purpose of Rebuking
reptiles.

Traps (Ex): the Dungeon Delver of Mershaulk can find traps, even magical ones, just like a Rogue.

Combat Reflexes: at level two, the Dungeon Delver gains Combat Reflexes as a Bonus Feat.

Back-and-Forth (Ex): starting at level four, the Dungeon Delver of Mershaulk is great at leaping
about the place and being where she needs to be. She gains Dodge, Mobility, and Spring Attack as
Bonus Feats and it’s basically up to her whether to become a Shadow Dancer or a Defiler of
Temples.
YUAN-TI HALFBLOOD
CR 5, Level 6

Serpent-Whisperer of Mershaulk

It’s a bit harder for a Halfblood to pretend to be a Human, what with the snake head, but that just
means their job is not to blend in. Instead, they become the Serpent-Whisperers, casting Spell-Like
Abilities and controlling other creatures.

Hit Die: d8
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Concentration, Craft (any), Diplomacy, Disguise, Gather Information,
Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spot
Proficiency: Light Armour, Simple Weapons and three Martial weapons of choice

1 Spell Power, Mighty Acid, Brew Tainted Potion


2 Venomfire 3/day, Venom Bolt 3/day, Entangle at will
3 Dominion Over Serpents, Animal Trance at will
4 Evard’s Black Tentacles 1/day, Apply Grafts
5 Deeper Darkness 3/day, Conceal Thoughts at will
6 Dominion Over Humans, Acid Fog 1/day, Wounding Whispers 1/day
7 Supernatural Virulence, Venomous Tentacles
8 Dominion Over Mortals, Acid Rain 1/day
9 Induce Death, Neutralize Poison 3/day, Suggestion 3/day
10 Baleful Polymorph 1/day, Ascension, Power Words
11 Dominion Over All, Blasphemy 1/day
12 Antipathy 3/day, Fear 1/day, Hiss of Sleep 3/day
13 Rain of Serpents, Great Worm of the Earth 3/day
14 Sphere Access, Shadow Landscape 1/day

Spell Power (Sp): the Serpent-Whisperer of Mershaulk is better at using his racial Spell-Like Abilities.
Every level, the Caster Level increases by 1, and any Save DC becomes 10 + half his hit dice + his Charisma
Bonus.

Mighty Acid (Sp): the Acid ability of the Serpent-Whisperer deals 1d6 damage per hit die in a Grapple, and
half as much with a simple touch.

Brew Tainted Potion (Ex): the Serpent-Whisperer of Mershaulk is able to brew the transformation potion
used to create Tainted Ones and Broodguard.

Spell-Like Abilities (Sp): as he gains levels, the Serpent-Whisperer gains access to more Spell-Like
Abilities. The Caster Level equals his hit dice, and any Save DC is 10 + half his level + his Charisma Bonus.

Dominion Over Serpents (Su): at level three, the Serpent-Whisperer of Mershaulk gains rulership over all
snakes, whether they be Animals or Magical Beasts. Even Dragons, Outsiders and Aberrations that look like
they’re basically snakes and have an Intelligence score of less than six are affected. They are Dominated with
no saving throw, and are just innately loyal to him if his Challenge Rating is higher than theirs. He can also
permanently grow such creatures one Size larger with a Full Round Action, though this can’t be repeated
over and over. He can also communicate with them as though they spoke the Queen’s English.
Apply Grafts (Ex): at level four, the Serpent-Whisperer gains the ability to craft and apply Yuan-ti
Grafts, without spending XP or needing to know specific spells.

Dominion Over Humans (Su): at level six, the Serpent-Whisperer of Mershaulk gains the ability
to Fascinate all Humanoids within 10 feet per hit die, at will. They are allowed a Will Save
(Charisma-based) to resist this. Once per day, he can then Dominate a Humanoid that is affected in
this way, though they gain another save to resist. He can also speak and understand all regional
“Humanoid” languages (so things like Mulhorandi, but not Goblin or Terran), and need not make
Tainted Potions any more: he can transform a willing Human with just a touch, and can grant any
willing Humanoid the [Scaled One] Subtype with a touch.

Supernatural Virulence: despite probably not being a Fiend, the seventh-level Serpent-Whisperer
gains Supernatural Virulence as a Bonus Feat.

Venomous Tentacles (Sp): starting at level seven, whenever the Serpent-Whisperer casts Evard’s
Black Tentacles, they become Venomous: anyone touched by them suffers from a Poison (same
Save DC as his own innate one) that deals 1d6 Con damage as both Primary and Secondary.

Dominion Over Mortals (Su): the eighth-level Serpent-Whisperer of Mershaulk improves his
Dominion Over Humans ability to apply to all living creatures that are not Outsiders or other
immortal creatures. He can still only turn Humans into Tainted Ones, but can grant any mortal
creature the [Scaled One] Subtype, and speaks all languages.

Induce Death (Su): starting at level nine, the Serpent-Whisperer can cast Finger of Death (DC 10
+ half his hit dice + his Charisma Bonus) on anybody who is currently suffering the effects of his
Poison (has taken Primary damage but the full minute has not yet expired).

Ascension (Ex): at level ten, the Serpent-Whisperer of Mershaulk gains an extra two uses each per
day of Evard’s Black Tentacles, Acid Fog, Wounding Whispers, and Acid Rain. Additionally, if he
gathers twenty four minions and performs a ritual that takes as many hours, he may transform into a
Yuan-ti Abomination (losing all levels in this class and gaining new class levels to make up the
difference – he has changed from a level 6 monster into a level 8 monster). If he binds and
sacrifices a Demon in the process, he can instead become a Yuan-ti Ignan.

Power Words (Sp): with his amazing grasp of languages and general power over things, the tenth-
level Serpent-Whisperer can cast each Power Word spell once per day.

Dominion Over All (Su): at level eleven, the Serpent-Whisperer of Mershaulk can use his
Fascinate and Dominate ability (from Dominion Over Humans/Mortals) on any creature susceptible
to [Mind-Affecting] effects. Additionally, with a mere touch he can suppress one of a creature’s (or
object’s) Extraordinary, Supernatural, or Spell-Like Abilities for one minute with no Saving Throw.

Rain of Serpents (Sp): the thirteenth-level Serpent-Whisperer can call down a rain of serpents once
per day. This functions as the Strong Sign of Sertrous (Elder Evils), using his own level as the basis
for the Encounter Level, though he may divine this into multiple storms (or one scattered across a
much larger area) in the day. For instance, at level thirteen, he is a nineteenth-level character so
would call down an EL 17 worth of creatures. However, he could summon 6, then 6 more, then 5
later on, or afflict an EL 3, 3, 3, 3, 3, 2 across a vast area.

Sphere Access: at level fourteen, the Serpent-Whisperer of Mershaulk gains Basic Access to one
Sphere – either Venom, Heresy, Dominion, or Terror.
YUAN-TI ABOMINATION
CR 7, Level 8

Holy Guardian

Holy Guardians are Abominations tasked with important roles – protecting their temples and
Clerics, and just about being Clerics in their own right. They cast a lot of Spell-Like Abilities, and
even have access to Domains.

Hit Die: d6
BAB: Poor
Saving Throws: Good Fort, Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy, Forgery,
Gather Information, Hide, Intimidate, Knowledge (Dungeoneering, Religion), Listen,
Move Silently, Perform (Oratory), Search, Sense Motive, Spellcraft, Spot, Swim

1 Venomous Tentacles 3/day, Scalykind Domain, Blessed


2 Cure Critical Wounds 3/day, Inflict Critical Wounds 1/day
3 Venom Bolt at will, Venomfire at will, Unhallow 1/day
4 Divine Power 2/day, Divine Favour 2/day
5 Community Domain, Pulse of Hate at will
6 Heal 3/day, Harm 3/day, Balor Nimbus 3/day
7 Blasphemy 2/day, Slime Wave at will, Fearsome Grapple 3/day
8 Antimagic Field 1/day, Unholy Aura 1/day
9 Righteous Might 2/day, Imprison Soul 1/day
10 True Resurrection 1/day, Summon Monster IX 1/day
11 Storm of Vengeance 1/day, Unboly Aura 3/day
12 Blasphemy 3/day, Summon Monster IX 3/day

Spell-Like Abilities (Sp): as the Holy Guardian gains levels, it gains more and more Spell-Like
Abilities. All of its Spell-Like Abilities – even those from its base race, Feats and so on – have a
Caster Level equal to its hit dice, and any Save DC is 10 + half its level + its Charisma Bonus. In
the case of Summon Monster IX, it specifically summons a Marilith.

Domains: the Holy Guardian has the Scalykind Domain. At level five, it gains the Community
Domain. It uses its hit dice total in place of its Cleric level for the Domain powers. It can cast each
of the Domain Spells once per day as Spell-Like Abilities, however it cannot cast any with a Spell
Level greater than half its hit dice (round up).

Blessed (Ex): the entire Cleric spell list is effectively the Holy Guardian’s class spell list for the
purpose of activating magic items and such.
Anathema Incarnate

There are very few Yuan-ti Anathema out there, but they are the great leaders of the Yuan-ti. The
Anathema Incarnate is on the road to becoming one of these. They make great final bosses, but can
also do well in an adventuring party in a front-line fighter sort of role, with added Spell-Like
Abilities and weird effects.

Hit Die: d8
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentrate, Craft (any), Diplomacy, Gather Information, Intimidate,
Knowledge (any), Listen, Perform (Oratory), Sense Motive, Spot, Use Magic Device

1 Serpent Craft, Bestow Grafts, Suggestion at will


2 Second Head, Swarmform, Detect Hostile Intent at will
3 Mass Aversion at will, Dominate Monster 1/day
4 Yuan-ti Master, Body Purification 3/day, Mind Thrust 3/day
5 Huge Serpent, Mass Suggestion 3/day
6 Third Head, Mutate Humans
7 Unholy Blight 3/day, Entangling Ectoplasm at will
8 Fourth Head, Cause Fear at will
9 Blasphemy 1/day, Unholy Aura 1/day
10 Fifth Head, Gate 1/day
11 Dispel Good at will, Abyssal Insight
12 Sixth Head, Supreme Apotheosis
Serpent Craft (Su): the Anathema Incarnate can craft Yuan-ti craft items (Serpent Kingdoms),
even without having the relevant feats or spells. There is no XP cost, just time and money.

Bestow Grafts (Su): the Anathema Incarnate can create and bestow Yuan-ti Grafts, without paying
the XP costs or spellcasting components. Once per day, it can even create and apply one with a
Standard Action, not needing the usual time or money.

Spell-Like Abilities (Sp): as it gains levels, the Anathema Incarnate gains new Spell-Like Abilities.
All of its Spell-Like Abilities, even those gained from race and feats, have a Caster Level equal to
its hit dice and a Save DC (if any) of 10 + half its hit dice + its Charisma Bonus.

Extra Heads: at every even level except fourth, the Anathema Incarnate grows a new head. Each
head allows it an additional Bite attack in a Full Attack (or extra venom spit if it has that ability), a
+2 Bonus on Spot and Intimidate checks, a -2 Penalty on Reflex Saves to avert its gaze, and another
chance to avoid death by decapitation – all heads must be removed for that to be particularly fatal.
Similarly, this provides extra mouths to be individually gagged to prevent speech, extra pairs of
eyes to be afflicted for Blindness and so on. Once it has the full set of six heads, it gains All-Around
Vision and cannot be Flanked.

Swarmform (Sp): starting at level two, the Anathema Incarnate can use its Alternate Form ability
to turn into a Viper Swarm.

Yuan-ti Master (Ex): at level four, the Anathema Incarnate gains Followers and a Cohort, as
though through a [Leadership] feat. The Cohort must be some kind of Yuan-ti, and the Followers
must all be Yuan-ti, Humans, Extaminaar, Broodguard, and Tainted Ones.

Huge Serpent (Ex): at level five, the Anathema Incarnate grows Huge in size, complete with the
usual changes as though growing by gaining hit dice.

Mutate Humans (Su): the sixth-level Anathema Incarnate can reach out and touch somebody with
a Standard Action at will. It makes a Melee Touch Attack, and if the target is a Human (or has the
[Human] Subtype), they must make a Fortitude Save (Charisma-based) or instantly transform – it
chooses whether they become an Extaminaar, a Broodguard or a Tainted One.

Abyssal Insight (Su): once per day, the eleventh-level Anathema Incarnate can call upon demonic
power and gain the Half-Fiend Template for a while. It takes a Full Round Action to activate, then
lasts for one hour or until affected by a Dispel Evil effect. Its Skill Points, Base Attack Bonus, Base
Saving Throws and Hit Points are unchanged by this, but otherwise it enjoys all the changes.

Supreme Apotheosis (Ex): at level twelve, the Anathema Incarnate gains Regeneration 5, suffering
real damage from [Force] effects and Adamantium weapons. At this point, if you want you can just
straight-up transform into a Yuan-ti Anathema, recreating the character as one of them. That is
considered a level 20 creature, so assuming no other class levels have been taken, that basically
involves trading out your old race and all class levels.
SLAAD: BLUE
CR 8, Level 9

Battletoad

Blue Slaad are Giant Frogs, due to the nature of Chaos. They also fight a lot. Fighting Frogs…
Battle Toads. Yeah that’s where we’re going here. However we’re actually going to base a lot of its
power on the various Battletoad Pokemon out there like Poliwrath and Toxicroak. What this means
is this class takes a Blue Slaad and continues its life as a close combat fighter who wallops people
in the face.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Climb, Hide, Jump, Listen, Move Silently, Spot, Swim

1 Swift Swim, Bulk Up


2 Massive Boot, Swagger
3 Cyclonic Throw, Bulk Up
4 Mind Reader, Shatter at will
5 Dynamic Punch, Bulk Up
6 Drowning Grasp
7 Poison Jab, Bulk Up
8 Belly Drum, Earthquake 3/day
9 Geyser Uppercut, Bulk Up
10 Bullet Punch, Dispel Law 3/day
11 Tsunami Splash, Bulk Up
Swift Swim (Ex): the Battletoad has a 45’ Swim Speed. Furthermore, any time it begins its turn
submerged completely in water, its Swim Speed is doubled and it has the benefits of being Hasted
for the entirety of its turn.

Bulk Up: at every odd level, the Battletoad may select one of the following benefits to receive
thanks to its constant combat training and general bulkiness: half its class level added to its Strength
score, half its class level added to its Constitution score, a third of its class level added to its Natural
Armour, Damage Reduction x/Law equal to its class level, half its class level added to its Fast
Healing, or three times its class level added to its Acid, Cold, Electricity and Fire Resistances.
Round up in all cases, and bonuses will continue to grow as levels are gained. These are actual
increases and not named Bonuses.

Massive Boot (Ex): when the second-level Battletoad charges, it may make a Slam attack instead
of its other attacks. This Slam attack has a base damage of 6d6 plus double its Strength Bonus. If it
hits, it may make a free Bullrush attempt. It need not move with the booted target in order to move
it further than five feet.

Swagger (Ex): starting at level two, the Battletoad moves with so much swagger that enemies
attack it with an unreasonable anger. Anyone that makes a melee attack against it must take at least
a -4 Penalty to the attack roll from Power Attack, and may not use Expertise or Fight Defensively.

Cyclonic Throw (Ex): with a Full Round Action at will, a third-level Battletoad can turn itself into
a moving cyclone of limbs, hurling foes about. It makes a Double Move Action and attempts a
Grapple check against every foe within reach at any point of the movement. Any foe it successfully
grabs is then hurled away 10 feet, plus 5 feet per 5 points by which its check beats theirs. They also
land Prone and suffer 1d6 damage per 5’ square moved.

Mind Reader (Su): starting at level four, the Battletoad can use a Standard Action at will to make
brief Telepathic contact with another creature within one hundred feet. This is enough to be able to
communicate with them using any of their languages for the next minute, and until the end of its
next turn it can precisely locate the other creature’s square and ignore all Miss Chances.

Spell-Like Abilities (Sp): as it gains levels, the Battletoad gains new Spell-Like Abilities. All of its
Spell-Like Abilities have a Caster Level equal to its hit dice, and any Save DC is 10 + half its hit
dice + its Charisma Bonus.

Dynamic Punch (Ex): a fifth-level Battletoad can wallop people so hard and so suddenly that they
are left stunned and then confused. This requires a Standard Action and can be used at will,
however the punch must be thrown from an unexpected stance, resulting in it having a 20% Miss
Chance. If it hits, it deals double its normal Claw damage and the foe must then make a Fort Save
(DC 10 + its hit dice + its Wisdom Bonus) or be Stunned for one round and then Confused for one
minute.
Drowning Grasp (Su): starting at level six, whenever the Battletoad grabs someone and doesn’t
throw them, it can squeeze their head and make water appear around them and inside their lungs. As
long as it keeps the grapple going, whether Pinning, Lifting, or continuing to deal damage, they
must constantly make Constitution checks against Drowning.

Poison Jab (Ex): with a Standard Action, a seventh-level Battletoad may secrete deadly toxins on
one claw and poke someone. It makes a standard Claw attack and, if it hits, deals regular damage as
well as 6d6 Poison damage, and the target must pass a Fortitude Save (DC 10 + half its hit dice + its
Constitution Bonus) against poison (Primary and Secondary Damage: 2d10 Dexterity)

Belly Drum (Su): starting at level eight, the Battletoad can beat extra strength into its mighty abs,
slamming its fists against itself. This requires a Full Round Action, and deals damage to the
Battletoad equal to half its current Hit Points, however for the next minute it is one Size category
larger, with the only ability score altered being Strength. Speed, Reach, Space, Natural Armour,
Skills, Attack Rolls and Armour Class are affected normally. Additionally, its natural weapons do
maximum damage rather than rolling for this duration, not including bonus dice from magic
properties or special attacks like Poison Jab.

Geyser Uppercut (Ex): at will, the ninth-level Battletoad may unleash a punch with the force of a
geyser exploding through the ground – and much like that geyser, it can launch victims high into the
air. This is a Standard Action, resolved as a normal Claw attack. However, if it hits, it upgrades to a
Critical Hit, and the target is lifted into the air an amount equal to the Battletoad’s Space plus Reach
(20 feet normally, 30 feet when Belly Drum is in effect), plus five feet for every five points of
damage dealt (after Damage Reduction etc). A creature that is larger than the Battletoad halves the
distance (round up). A creature knocked into the air takes falling damage and lands Prone.

Bullet Punch (Ex): starting at level ten, the Battletoad gains the ability to dart forward and punch
people so fast that they don’t see the attack coming. At will, it may use an Immediate Action to
charge a foe and make a single Claw attack as part of that charge. The opponent is denied their
Dexterity Bonus to Armour Class against that attack, and it is treated as Adamantium for the
purpose of Damage Reduction and Hardness.

Tsunami Splash (Su): the eleventh-level Battletoad has the power to turn into a wave of water and
crash across the battlefield. With a Full Round Action, it may blast across an area that is fifty feet
across and thirty feet long, or if Belly Drum is in effect, seventy five feet across and forty five feet
long. It makes one attack, applied against every target within the area, and those hit are also
Staggered for one turn and must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution
Bonus) or be Stunned for 2d4 rounds. It reforms in any part of the area that it can fit.
SLAAD: GREEN
CR 9, Level 10

Giant Frog

The epitome of the watery nature of Chaos is Giant Frog. This is obvious. And so, if you focus on
Chaos magic, such as a Green Slaad does, you have to master the arts of Giant Frog. The Giant Frog
can Giant Frog, and it uses this ability to Giant Frog as a response to most problems in life. Any
question can be answered by “Giant Frog”. In all seriousness it’s a caster that focuses on area of
effect and multi-target spells, causing chaos on the battlefield and also actually summoning giant
frogs that can then explode into spell effects.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Climb, Concentration, Hide, Jump, Listen, Move Silently, Search, Spot, Survival

1 Giant Frog, Grease at will, Shout at will


2 Incendiary Slime 3/day, Confusion at will
3 Sonic Shield 3/day, Evard’s Black Tentacles 3/day
4 Caustic Smoke 3/day, Summon Swarm 3/day (Apocalypse Frog Swarms only, BoED)
5 Caustic Mire 1/day, Telekinesis at will
6 Living Magic, Greater Shout 3/day
7 Acid Fog 1/day, Word of Chaos 1/day
8 Meteor Swarm 3/day, Storm of Vengeance 1/day
9 Acid Rain 3/day, Insanity at will
10 Mordenkainen’s Disjunction 1/day, Touch of Giant Frog
Giant Frog (Su): the Giant Frog can cast its Spell-Like Abilities in a unique way: by Giant Frog.
This increases the Casting Time to a Full Round Action if it is normally less than that, but summons
a creature that follows the Slaad loyally as though called by a Summon Monster spell. The creature
is a Dire Toad (MM2) with the Anarchic Template applied. If the creature is slain or the Giant Frog
wills it with a Swift Action, the creature disippates instantly and the original spell effect is
unleashed, centred on its location. At level six, it may instead be an Anarchic Titanic Toad (MM2).
This may only be applied to spells with an Area of Effect.

Spell-Like Abilities (Sp): the Giant Frog learns a variety of new Spell-Like Abilities. The Caster
Level for all of its Spell-Like Abilities equals its hit dice total, and any Save DC is 10 + half its hit
dice + its Charisma Bonus. For the purpose of things that use “its spell-casting Ability Score”, use
its Charisma.

Living Magic (Su): starting at level six, the Giant Frog may imbue its spells with life. Instead of
casting a Spell-Like Ability normally or as a giant frog, it may create the spell as a Living Spell
(MM3), providing it is a viable spell. The “creature” will not attack the Giant Frog, but nor is it
compelled to obey it – typically just wandering in the direction it is first pointed, attacking whatever
it happens to see along the way, and continuing until it finds something “interesting”.

Touch of Giant Frog (Su): the tenth-level Giant Frog gains a special Touch Attack that may be
used with a Standard Action at will. If the target fails a Saving Throw (DC 10 + half its hit dice + its
Charisma Bonus), they are transformed into one of the Anarchic Dire Toads as the Giant Frog
ability. It selects a Spell-Like Ability they “become” when using the ability, and if they pass the
save, that particular ability is expended nonetheless. If the effect is Dispelled (including by Remove
Curse and similar) before the Toad dies or is transformed, they return to their original form and are
no longer affected. Otherwise, if they end up unleashing the spell, they can only be brought back by
a True Resurrection.
SLAAD: GREY
CR 10, Level 11

Death Slaad

The Death Slaad is a completely separate monster, but a Grey Slaad can turn into a Death Slaad of a
different kind through this class, transforming it into more of an Assassin and remaining a viable
player character all the way through. While it still uses the powers of Chaos (Giant Frog), it plays
more like a regular assassin.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 8 + Int
Class Skills: Climb, Concentration, Escape Artist, Hide, Intimidate, Jump, Knowledge (Any),
Listen, Move Silently, Search, Spellcraft, Spot, Survival, Tumble, Use Rope

1 Hide in Plain Sight, Death Attack, Poison Immunity, Deathly Arcana


2 Cloak of Discretion, Killing Spell I, Deathly Arcana
3 Full Death Attack, Deathly Arcana
4 Improved Uncanny Dodge, Nerve of the Killer, Deathly Arcana
5 Killing Spell II, Deathly Arcana, Skill Mastery
6 Death of a Thousand Cuts, Deathly Arcana
7 Mind Blank, Deathly Arcana
8 Killing Spell III, Deathly Arcana, Soul Stealer
9 Absolute Death, Deathly Arcana
Hide in Plain Sight (Ex): the Death Slaad can hide even when being directly observed, with no penalty.
Even if there’s nothing to hide behind.

Death Attack (Ex): a Death Slaad may spend a Full Round Action to study an opponent who would be
denied their Dexterity Bonus to Armour Class if it had instead attacked them. If it does so, its next attack is a
Death Attack if made against that creature within one round. A Death Attack deals a number of d6 of extra
damage equal to its class level plus four, but only if the target is denied their Dexterity Bonus to Armour
Class against the attack.

Poison Immunity (Ex): the Death Slaad is completely immune to Poison of all kinds.

Deathly Arcana (Sp): at every level, the Death Slaad learns a spell from the Assassin Spell List, and can
then cast that spell as a Spell-Like Ability once per day. These, along with its existing Spell-Like Abilities,
have a Caster Level equal to its hit dice total, and any Save DC is 10 + half its hit dice + its Intelligence
Bonus.

Cloak of Discretion (Su): starting at level two, a Death Slaad is constantly protected by a Nondetection
effect, with a Caster Level equal to its hit dice total.

Killing Spell (Sp): the Death Slaad learns specific spells designed to kill others. At level two, it can cast
Slay Living once per day. At level five, it can cast Slay Living twice per day and Finger of Death once per
day. At level eight, it can cast Slay Living three times per day, Finger of Death twice per day, and Implosion
once per day.

Full Death Attack (Ex): when the third-level Death Slaad studies a foe and then makes a Full Attack against
the studied target target on the next turn, as long as the first attack would qualify as a Death Attack, every
attack is a Death Attack.

Improved Uncanny Dodge (Ex): starting at level four, the Death Slaad is never denied its Dexterity Bonus
to Armour Class and cannot be Flanked.

Nerve of the Killer (Su): at fourth level, a Death Slaad gains a limited immunity to certain Mind-Affecting
effects. While studying a target for a Death Attack, and for one round afterward, it counts as though within a
Protection From Evil effect, but without the Deflection Bonus to Armour Class.

Skill Mastery (Ex): at fifth level, the Death Slaad becomes particularly reliable at certain skills. When
making a skill check with Climb, Hide, Jump, Move Silently, Spellcraft or Use Rope, it may Take 10 even if
rushed, under pressure or threatened.

Death of a Thousand Cuts (Ex): every successful Death Attack inflicted by a sixth-level Death Slaad
inflicts a cumulative -2 Dexterity Penalty to the target. These penalties last for one day.

Mind Blank (Su): starting at level seven, the Death Slaad is protected by a constant Mind Blank effect. If the
effect is ever nullified, broken or suppressed, it returns 1d4 rounds later.

Soul Stealer (Su): at eighth level, the Death Slaad can steal the souls of those slain. If it is holding an onyx
worth at least 100 GP when it kills an enemy, it may place their soul within the gem as if it had cast Soul
Bind on them at the moment of their death.

Absolute Death (Su): when the Death Slaad reaches level nine, every Death Attack bypasses Damage
Reduction, Hardness and Regeneration completely. Additionally, foes who are denied their Dexterity Bonus
to Armour Class do not benefit from Spell Resistance against its Deathly Arcana.
HELLWASP SWARM
CR 8, Level 10 – Swarm of bugs that lack thumbs and the ability to speak, Mindless at low HP

Swarm Within

There aren’t many swarms out there that could really be playable without a lot of weird exceptions
being made beforehand. As it happens, one of them – the Hellwasp Swarm – is right there in the
SRD and first Monster Manual. It takes a bit of work, but that’s fine. This class doesn’t do too much
to enhance the basic “swarm over people until they die” ability, because that’s already just fine for
killing a surprising amount of things. Instead, it gets better at possessing people and fighting while
wearing a skin shell – and then when the shell breaks, a swarm of bugs pour out to eat people. Or to
possess them for a new host.

Hit Die: d10


BAB: Poor
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Concentration, Disguise, Hide, Listen, Move Silently, Spot, Survival

1 Improved Hive Mind, Deadly Aftermath


2 Eruption, Hone Claws
3 Infernal Droning, The Horror
4 Brain Claw, Basic Sphere Access (Sleep)
5 Crippling Feast
6 Infernal Initiation
7 Hive Invitation
8 Greater Infiltration, Advanced Sphere Access (Sleep)
9 Become the Wind
10 Might of the Swarm, Damnation
Improved Hive Mind (Ex): the Swarm Within is smarter than normal for its kind. No individual
bug is smarter, but the collective generate a greater intellect. As long as it has at least 1 HP per hit
die, it has an Intelligence score of 10 and Charisma score of 14. They can have temporary bonuses
or penalties, but are not subject to permanent increases due to the inherently temporary nature.

Deadly Aftermath (Ex): whenever the Swarm Within inhabits a body – either living or dead – it
multiplies rapidly, though newly hatched hellwasps rarely last too long. When the host is destroyed
(slain in the case of a living target, or reduced below zero hit points in the case of a corpse), excess
hellwasps explode outward, and everything in an adjacent square suffers the effects of being caught
in the Swarm’s Swarm attack.

Eruption (Su): once per hour, a body inhabited by the second-level Swarm Within may disgorge
excess hellwasps in a large stream. This requires a Standard Action, and hits everything in a 30’
Cone as though they had been hit by its Swarm attack. This then spawns a new ordinary Hellwasp
Swarm that most likely wishes to fly off and do its own things.

Hone Claws (Ex): starting at level two, the Swarm Within may use a Standard Action at will to
start burrowing through its host and forming deadly claws out of individual hellwasps. This deals
3d6 points of damage to the host, but grows a pair of Primary Claw attacks that deal 1d8 points of
damage, plus the host’s Strength Bonus, and delivers Poison. A Claw replaces anything that hand
was going to do (potentially replacing other Claw or Slam attacks), and it may not grow more Claw
attacks than it has hands.

Infernal Droning (Su): when the third-level Swarm Within buzzes loud enough, and with enough
malevolence, it unleashes noise and hellish energies. This may be performed once per hour, and if it
is inhabiting a host that is not Immune to Sonic damage, the reverberations immediately halve its hit
points. Either way, all creatures and objects out to a sixty foot radius suffer 1d6 Sonic damage per
hit die of the Swarm Within, with a Fortitude Save for half (DC 10 + half its hit dice + its
Constitution Bonus). Furthermore, all who fail their save are afflicted as though by Bestow Curse.

The Horror (Su): you don’t want to know the thoughts of hellwasps – not an individual one, but
especially not the intelligence generated by a swarm of them. Starting at level three, any creature
that attempts to establish mental contact (such as through Telepathy or Detect Thoughts, or things
that allow telepathic commands to be sent) suffers 1d6 points of Wisdom damage and is rendered
Confused for one minute. This only applies when it has its Hive Mind in effect, though at all other
times it is [Mindless] so there is little point in trying such things.

Brain Claw (Ex): when the fourth-level Swarm Within inhabits a host, it can burrow into the brain
and start sorting through the brain for ideas. It knows basic facts and memories of the host (allowing
it to name people and speak languages), and has access to all Skill Ranks (using its own ability
score modifiers), Skill Tricks and Feats of the host. Things like extra Hit Points or Skill Points only
apply to the host, and it similarly can’t learn Spells even if the host had a Feat that granted extra
Spells Known. Generally, assume this allows the Swarm to know or do things, but not have or be
things.

Sphere Access: at level four, the Swarm Within gains Basic Access to the Sleep Sphere. At level
eight, this improves to Advanced Access. It can only utilise these when the Hive Mind is in effect.
Crippling Feast (Ex): starting at level five, the Swarm Within knows to tear into important
ligaments and tendons, leaving foes barely able to move. Any time it deals its Swarm attack to
someone, they suffer 2 points of Dexterity damage and a 10’ reduction in Movement Speed. The
speed reduction stacks (to a minimum of 5’) and heals at the rate of 5’ per day.

Infernal Initiation: at level six, the Swarm Within gains actual Fiendish status. It gains all traits of
either a Tanar’ri, Baatezu, Yugoloth or Demodand, and when the Hive Mind is in effect it has access
to the Summon ability of Fiends: 1 Bloodfiend Locust Swarm or Hellwasp Swarm (75%). At level
8, this improves to 100%, or it may summon 1 Abyssal Ant Swarm (50%, 60% at level 9 and 70%
at level 10). Its Intelligence and Charisma (when Hive Mind is in effect) both increase by 4, with
Skill Points gained retroactively.

Hive Invitation (Su): the seventh-level Swarm Within is a friend to all Swarms (of anything),
Vermin and Magical Beasts that used to be Vermin until a Template transformed them. Such things
will not attack them unless provoked – even if otherwise compelled to do so – and it may
communicate with them as though they all spoke the Queen’s English. This doesn’t allow it to direct
or control them, though in the case of intelligent creatures it may convince them to do things.

Greater Infiltration (Ex): starting at level eight, whenever the Swarm Within is in fact within a
host, it moves them almost perfectly and has full access to their knowledge. It takes no penalty to
Disguise checks to hide its presence, and even if the host is dead and animated, it still moves at full
normal speed. Finally, whether the host is dead or alive, the Swarm Within can cast its Spells and
Spell-Like Abilities on its behalf – and can even prepare and memorise them at the start of the next
day, in the case of prepared casters.

Become the Wind (Su): whenever the ninth-level Swarm Within is not possessing a host, it is able
to become a tornado of stinging death. At will, with a Full Round Action, it may take on the form of
Tornado force winds, but only 5’ at the base, 50’ high and 50’ across at the highest point. Creatures
caught by it suffer all the usual effects and damage of both Swarm and a Tornado.

Might of the Swarm (Su): upon reaching level ten, the Swarm Within has incredible strength when
acting as a whole. While it is not inside a host, it can grasp a swarmed foe or object as though it
were a Telekinesis spell (Sustained Force) at a Caster Level equal to its hit dice, using its Charisma
as the relevant Ability Score.

Damnation (Su): sometimes, all the choices available are terrible ones. If a living mortal creature is
possessed by the tenth-level Swarm Within, the Swarm can make them an offer as a Free Action. It
can offer them freedom. If they decline, they continue to be affected as normal. If they accept the
offer, the Swarm Within is immediately ejected harmlessly and they are affected by a Heal effect
and a Greater Restoration effect, both at Caster Level 20, and permanently gain the Fiendish
Template. From this point on their soul is marked and if they do not accept a Geas to do some act
for the Swarm, it will own their soul when they die.
BLINK DOG
CR 2, Level 3 – Lacks Thumbs, can’t speak Common

Aspect of Sarama

There are so many mythical dogs in religion and folklore, but most of them are of specific dogs and
a great many are evil or of ill fortune, which is stupid. You’re thinking of geese, not dogs. Anyway,
the Aspect of Sarama is sort of like a Favoured Soul in the idea of how they come to be – Sarama
(Hindu dog of the gods) says “You’re pretty awesome, have more power” and they go about doing
things that they think fit these powers. In this case, they become great dimensional travellers, able
to track creatures and pursue anything and bring the entire party anywhere. In actual combat, they
remain good at blinking about the place, but also become Sneak Attackers to properly make use of
this skirmisher type movement.

Hit Die: d10


BAB: Good
Saving Throws: Good Ref
Skill Points: 6 + Int
Class Skills: Bluff, Hide, Listen, Move Silently, Search, Sense Motive, Spot, Survival

1 Sneak Attack +1d6, Caster Levels, Telepathy


2 Rescue Dog, Uncanny Dodge
3 Sneak Attack +2d6, Evasion
4 Hamstring, Improved Uncanny Dodge
5 Sneak Attack +3d6, Relentless Tracking
6 Hunter’s Fang
7 Sneak Attack +4d6, Plane Shift
8 Improved Evasion, Olfactory Divination
9 Sneak Attack +5d6, Planar Tracking
10 Uncaged Wanderer
11 Sneak Attack +6d6, Detect Thoughts
12 Greater Plane Shift
13 Sneak Attack +7d6, Ethereal Jaunt
14 Crippling Strike
15 Sneak Attack +8d6
16 Teleport Without Error
17 Sneak Attack +9d6, Perfect Evasion
Sneak Attack (Ex): the Aspect of Sarama has +1d6 Sneak Attack damage that works like the
Rogue class feature. It improves by an extra d6 at every odd level.

Caster Levels: at every level, the Aspect of Sarama adds 1 to the Caster Level of its Supernatural
Abilities.

Telepathy (Su): the Aspect of Sarama has constant Telepathy out to one hundred feet.

Rescue Dog (Su): starting at level two, the Aspect of Samara can bring up to one adjacent ally per
class level when it uses its Dimension Door ability.

Uncanny Dodge (Ex): the second-level Aspect always retains its Dexterity Bonus to Armour Class.
At level four, it has Improved Uncanny Dodge, and as such cannot be Flanked.

Evasion (Ex): at level three, the Aspect of Sarama gains Evasion – whenever it passes a Reflex
Save for half damage, it instead takes no damage. At level eight this improves to Improved Evasion,
and even on a failed Reflex Save for half damage, it only suffers half damage. At level seventeen it
has Perfect Evasion, and simply is immune to anything that offers a Reflex Save.

Hamstring (Ex): upon reaching level four, the Aspect can tear peoples’ hamstrings and quads,
leaving them crippled and unable to defend themselves. Any time it delivers a Sneak Attack with its
Bite, it deals 1d4 points of Dexterity Damage and the foe must pass a Fortitude Save (DC 10 + half
its hit dice + its Strength Bonus) or fall Prone and be Slowed until the ability damage is healed.

Relentless Tracking (Ex): not only does the fifth-level Aspect of Sarama have the ability to track
by scent as normal for a Blink Dog, but it is superior and hard to fool. It can identify things based
on their tracks or scent, using Survival instead of the relevant Knowledge skill. It also takes no
penalty for Tracking while moving at full speed, and only -10 for moving at double speed. It can
also track a creature protected by Pass Without Trace or similar abilities, but must first roll higher
than their Caster Level + 15 on 1d20 + its hit dice. Finally, it can track creatures across water (base
DC 23), completely underwater (DC 26), or through the air (DC 30).

Hunter’s Fang (Su): starting at level six, the Bite of the Aspect is a Magic Weapon with an
Enhancement Bonus of +1 per 3 hit dice (round up) and the Ghost Touch property. Additionally,
when making a Bite attack with a Standard Action, it may make this Bite in the middle of any
movement during its turn, whether walking or teleporting.

Plane Shift (Su): the seventh-level Aspect of Sarama can travel as by Plane Shift at will, at the
same Caster Level as its Dimension Door. It can take up to one adjacent ally per class level with it,
but cannot simply send another creature. At level twelve it can instead cast Greater Plane Shift.
Olfactory Divination (Su): by spending a Full Round Action sniffing and focusing on an item, a
patch of terrain, or a corpse, the eighth-level Aspect of Sarama can learn a lot of things about it in a
way that is probably magical. It can learn all that apply of the following: the start of the trail to the
last creature to hold the item or interact with the body or terrain (allowing for Tracking and
identification), any temporary magical effects and auras, and poisons present, cause of death,
monetary value, age, any other Planes it has recently been in, Plane of origin.

Planar Tracking (Ex): at level nine, the Aspect can even track creatures across planes. The base
DC to track someone through a transitory plane or directly to a Demi-Plane on the same Plane (such
as from Stygia to Phlegethos) is 35. To track someone beyond this has a base DC of 40. It may also
attempt a DC 40 Survival check to try to figure out where someone is headed when seeing them
Teleport or Planeshift.

Uncaged Wanderer (Su): the tenth-level Aspect of Sarama cannot be stopped – it can go pretty
much wherever it pleases, like an Inside Dog. It gains a 20’ Burrow Speed, 30’ Swim Speed (and
the usual benefits of such), a 20’ Climb Speed (and the usual benefits of such), a 30’ Fly Speed
(Poor Maneuvrability), and the ability to tunnel straight through [Force] effects.

Detect Thoughts (Su): at level eleven, the Aspect’s Telepathy improves – it gains a constant Detect
Thoughts effect out to one hundred feet.

Ethereal Jaunt (Su): at level thirteen, the Aspect of Sarama also has the ability to cast Ethereal
Jaunt at the same Caster Level as its Dimension Door. It may bring up to one adjacent ally per class
level.

Crippling Strike (Ex): the fourteenth-level Aspect deals 2 points of Strength Damage every time it
hits with a Sneak Attack.

Teleport Without Error (Su): at level sixteen, the Aspect of Sarama’s Dimension Door ability
improves to Teleport Without Error.
MEDUSA
CR 7, Level 8 – Looks Can Kill

Collector

Medusae turn people to stone by looking at them. On the one hand, they can suppress this ability
and thus not be a complete non-starter, but it is still a powerful ability, and also one that carries a
bad reputation. These things have to be kept in mind. On the other hand, it is an ability that is iconic
and useful in most fights, but it also leaves an actual object. And clearly, a medusa who wants to
make money (which is to say all of them), humiliate her foes (again, all of them), or adorn her lair
with trophies and aesthetically pleasing art pieces (same again) would be keen on improving this
ability and also sculpting and adjusting them.

Hit Die: d8
BAB: Poor
Saving Throws: Good Fort and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft (any), Escape Artist, Forgery,
Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive,
Spellcraft, Spot, Swim
*The Collector always has maximum ranks in Craft (Stonework), and is refunded the skill points for
any ranks previously invested

1 Distant Gaze, Sculptor’s Touch, Bonus Feat


2 Artistic Flair, Stony Skin 1
3 Potent Venom, Hiss of Slumber
4 Long Hair, Sympathy
5 Gaze of Mercy, Cobra Clutch
6 Gradual Stone, Stony Skin 2
7 Gaze of Avarice, Maddening Whispers
8 Gaze of Burning Death
9 Wandering Eyes, Blood of the Serpent
10 Gaze of Power, Stony Skin 3
11 Dust to Dust, Aversion
12 Immortal Serpent Goddess
Distant Gaze (Su): the Collector’s Gaze Attack reaches out twice as far.

Sculptor’s Touch (Su): sometimes, people are frozen in place in the most boring of poses. The
Collector can remedy this, reaching out and making modifications as though the statue were wet
clay. Pulling limbs off causes the limbs to remain lost if the subject is restored, and requires no skill
check – similarly, a simple repositioning takes no check. Actually changing someone’s appearance
or making a valuable artwork out of it takes a Craft (Stonework) check.

Bonus Feat: the Collector, being a potential crime lord, has a Bonus Feat to help with this. She may
have either Bureaucrat, Con Artist, Expert Counterfeiter, Persuasive or Tyrant.

Artistic Flair (Su): starting at level two, the Collector can change a touched statue – providing it is
a living creature transformed to stone – into marble, obsidian, sandstone, granite, pumice or similar
stones that are not considered magical or precious gems. She may even just affect certain parts of
the statue, allowing for just a marbled face and soapstone hands or whatever.

Stony Skin (Ex): at level two, the Collector’s skin hardens, yet remains as smooth as ever. Her
Natural Armour increases by 1, and she gains Damage Reduction 1/Admanatium. Every four levels
after this, these increase by each.

Potent Venom (Ex): starting at level three, the Collector’s Poison is particularly dangerous, and
weakens the target such that they are more likely to succumb to her gaze. The Save DC increases by
2, and it deals an amount of Constitution Damage equal to the Strength Damage dealt.

Spell-Like Abilities (Sp): in theory, not everything has to be solved by turning people to stone.
Once per day, a third-level Collector can cast Hiss of Slumber. At level four she can cast Sympathy
once per day. At level seven she can cast Maddening Whispers once per day, and at level eleven she
can cast Aversion once per day. All of these have a Caster Level equal to her hit dice and a Save DC
of 10 + half her hit dice + her Charisma Bonus.

Long Hair (Ex): by the time the Collector reaches level four, her “hair” grows extra long. On the
downside, this means more time spent taming them in the mornings. On the plus side, her bites
reach out to ten feet, and provide her a +4 Racial Bonus to Grapple checks.

Gaze of Mercy (Su): every now and then, a Medusa may wish to show mercy to someone she has
turned to stone. Usually this is due to financial incentive or some other form of blackmail or
payment, so the term “mercy” is not particularly apt. At will, the fifth-level Collector may undo the
effects of her Gaze Attack on a target within Line of Sight.

Cobra Clutch (Ex): starting at level five, at the start of each of the Collector’s turns, the snakes
that make up her hair will descend upon a target in a grapple with her. This results in her
automatically Biting the target (with them entitled to a Saving Throw against Poison as normal).
Her snakes do not have to be cobras, it’s not the snakes doing the grappling for the most part, cobras
aren’t constrictors, and this isn’t an actual cobra clutch hold. But the name stays.

Gradual Stone (Su): when the Collector reaches level six, her vision is more potent than ever
before: all that are within the area of her Gaze Attack are Slowed for the entire duration of their time
there, with no Saving Throw. The instant they leave the area, they are freed from this effect.
Creatures turned to stone are less likely to care too much about this.
Gaze of Avarice (Su): the seventh-level Collector still can’t change her statues into magical stones,
but she can change them into precious gems such as diamonds. They are still a statue, just, a giant
human statue made from ruby or whatever. As normal, she can just change individual parts like the
eyes into gems if she wants. The market value of these is beyond the point where you would
actually assign a cost, but she can certainly trade them to nobility for “mountains of money” or
“houses” or “this magic sword my great uncle left me, a great heirloom” or whatever.

Gaze of Burning Death (Su): starting at level eight, the Collector’s Gaze can transform people into
a special kind of stone: the molten variety. When focusing her Gaze as a Standard Action, she can
affect not only everyone in the area, but also all other stone including terrain and other statues.
People transformed like this are straight-up killed, and bringing them back to life likely requires
Resurrection or greater. Other creatures must be careful not to step in the lava, and if they avoided
turning into stone but are standing on what used to be rock but is now lava, they are allowed a
Reflex Save (same DC) to avoid falling in.

Wandering Eyes (Su): at will, the ninth-level Collector can animate her statues. They function as
Animated Objects of whatever size they are, made of whatever materials, and with the actual limbs
and things they used to have. They are under her control, and can use her Base Attack Bonus in
place of their own for all of their attacks, but the moment they leave the area of her Gaze, they
revert to being regular statues. A broken statue or pile of molten rock cannot animate in this way – it
must be something that, if subject to a Stone to Flesh spell, would be a complete, living creature.

Blood of the Serpent (Su): starting at level nine, the Collector has magical serpent power like the
greatest of Medusae. Any time an injury causes at least 1 point of damage to her and draws blood,
the blood splatters upon the ground and forms a serpent next to her, completely loyal to the
Collector. It may be any of the following: Viper (any size), Constrictor (any size), Sea Snake (any
size), Amphisbaena, Jaculi, Deathcoils, Mlarraun, anything under the “Snake” header in Serpent
Kingdoms.

Gaze of Power (Su): the tenth-level Collector has access to even more minerals she can turn her
statues into when she touches them. She may transform them into metals as well as stones, and also
into magical materials (as long as they are stone/gem or metal or sand), such as Baatorian Green
Steel, Cold Iron, Thinaun, Black Sand and similar. As before, she can choose which parts to
transform if she wishes.

Dust to Dust (Su): starting at level eleven, the Collector can three times per day focus her Gaze
such that she straight-up kills everyone in the area. This requires a Standard Action, and allows a
Save as normal, just like actively using her Gaze. Those who fail their Fortitude Save are
transformed into dust which is instantly carried onto the breeze. The only way to restore life to them
after this is through a Wish or Miracle, by casting True Resurrection, or through painstakingly
collecting all of the dust together and then casting Resurrection or Make Whole followed by Stone
to Flesh followed by Raise Dead. Life gets hard when you piss a Medusa off.

Immortal Serpent Goddess: the twelfth-level Collector is essentially an immortal goddess, less
like the mythical Medusa and more like her sisters. She gains Damage Reduction 10/-, Immunity to
[Death] effects, and immortality – her life is not limited by time and she is not considered a mortal
creature. Nor does she need to eat, drink, sleep or breathe. All Medusae, serpents (both Animals and
Magical Beasts) and Gorgons automatically accept her as their ruler unless she attacks them first.
Finally, a creature that drinks her blood must save as though from her Gaze, but contrariwise if her
blood is smeared across the mouth of a dead creature, she may will them back to life as through
Resurrection.
INDEX
Aboleth 1 Gargoyle 76 Ogre 153
-Memory Architect 1 -Obsidian Gargoyle 76 -Creeping Mountain 153
-Flesh Sculptor 3 -Continental Drifter 79 Ogre-Mage 155
Angel: Avoral 5 Genie: Djinni 82 -Taotieh 155
-Heavenly Sky Hunter 5 -Djinn Sultan 82 Pegasus 156
Angel: Bralani 7 Genie: Efreeti 84 -Protector of Dreams 156
-Hero of the Storm 7 -Solar Overlord 84 Salamander: Average Salamander 157
Angel: Leonal 9 Genie: Janni 86 -Flame Forger 157
-Celestial Lionheart 9 Harmonic Manifestation 86 Shadow: Greater Shadow 159
Aranea 11 Ghoul: Ghast 89 -King of Shadows 159
-Spellspinner 11 -Ghastly Ravager 89 Shadow Mastiff 162
-Lord of the Flies 13 -Ghoul Lord 91 -Shadurakul 162
-Spider Queen 15 Giant: Fire Giant 93 Spectre 164
Archon: Hound Archon 17 -Magma King 93 -Spectral Reaper 164
-Heavenly Bloodhound 17 Giant: Frost Giant 95 -Soul Eater 167
Chuul 20 -Frost Jarl 95 Troll 170
-Subterranean Stalker 20 Hag: Sea Hag 97 -Troll Shaman 170
Cloaker 22 -Dweller Within the Deep 97 -Flesh Hunter 172
-Caper 22 Hag: Green Hag 99 Unicorn 176
-Resplendent Robe 24 -Dweller Within the Fen 99 -Celestial Charger 176
Coatl 27 Hag: Annis Hag 100 Wight 179
-Questing Coatl 27 -Dweller Within the Mere 100 -Grave Guard 179
Demon: Babau 29 Harpy 102 -Deathly Corruptor 181
-Abyssal Marauder 29 -Harpy Archer 102 Winter Wolf 184
Demon: Glabrezu 31 -Harpy Chord 104 -Winter’s Emmissary 184
-Stranger Bearing Gifts 31 Hellhound 107 Wraith: Dread Wraith 187
Demon: Quasit 33 -Nessian Warhound 107 -Icy Void 187
-Vile Familiar 33 -Haraknin 110 -Shape of Fire 188
Demon: Succubus 35 Inevitible: Kolyarut 113 -Haunting Presence 189
-Deceiver 35 -Enforcer of Oaths 113 Xill 190
-Bargainer 36 Inevitible: Zelekhut 114 -Xill Marauder 190
-Black Maiden 37 -Enforcer of Justice 114 -Xill Moral Guide 192
-Night Blade 38 Lillend 116 Yuan-ti: Pureblood 193
Demon: Vrock 41 -Divine Muse 116 -Yuan-ti Infiltrator 193
-Vile Dancer 41 Manticore 118 -Dungeon Delver of Mershaulk 195
Devil: Hamatula (Barbed) 43 -Manticore Scout 118 Yuan-ti: Half Blood 196
-Master of the Spined Arts 43 Mephit 120 -Serpent-Whisperer of Mershaulk 196
Devil: Barbazu (Bearded) 46 -Sha’ir 120 Yuan-ti: Abomination 198
-Baator Battle Captain 46 -Elemental Master 123 -Holy Guardian 198
-Soul Handler 48 -Mephit King 125 -Anathema Incarnate 199
Devil: Kyton (Chain) 50 Mimic 129 Slaad: Blue Slaad 201
-Hell Flayer 50 -Facsimile 129 -Battletoad 201
-Nightmare Warden 53 -Pandora’s Box 132 Slaad: Green Slaad 204
Devil: Erinyes 55 Mind Flayer 133 -Giant Frog 204
-Recruitment Specialist 55 -Far Realm Caller 133 Slaad: Grey Slaad 206
-Fury of the Nine Hells 57 -Illithid Mastermind 135 -Death Slaad 206
-Infernal Supervisor 59 -Mind Owner 137 Swarm: Hellwasp Swarm 208
Devil: Gelugon (Ice) 61 Minotaur 139 -Swarm Within 208
-Canian Overlord 61 -Maze Stalker 139 Blink Dog 211
Devil: Imp 62 Mummy 141 -Aspect of Sarama 211
-Sycophant 62 -Mummy Lord 141 Medusa 214
-Offering 64 Night Hag 143 -Collector 214
Devil: Osyluth (Bone) 66 -Covey Countess 143
-Stygian Overlord 66 Nightmare 145
Dryad 68 -Cauchemare 145
-Tree Speaker 68 -Night Terror 147
-Thorn Tree 70 Nymph 149
Elemental: Small 73 -Summer Court Queen 149
-Chosen of the Inner Source 73 -Winter Court Queen 151
-Blade of Entropy 74

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