[go: up one dir, main page]

0% found this document useful (0 votes)
233 views94 pages

Monster Classes 3

The Retribution Archon class allows celestial beings called Archons to learn combat techniques from their enemies by taking levels in the Soldier class. This allows them to turn an opponent's strengths against them. They gain martial stances and maneuvers like a Soldier but their stances guarantee hits with their Justice Strike ability against matched opponents. Their abilities also include planar traveling, retributive magic that damages foes, and boosts to combat that grow as they gain levels in the Soldier class through the Retribution Archon levels.

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
0% found this document useful (0 votes)
233 views94 pages

Monster Classes 3

The Retribution Archon class allows celestial beings called Archons to learn combat techniques from their enemies by taking levels in the Soldier class. This allows them to turn an opponent's strengths against them. They gain martial stances and maneuvers like a Soldier but their stances guarantee hits with their Justice Strike ability against matched opponents. Their abilities also include planar traveling, retributive magic that damages foes, and boosts to combat that grow as they gain levels in the Soldier class through the Retribution Archon levels.

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
You are on page 1/ 94

3.

5 SPLATBOOK MONSTER CLASSES

ABYSSAL DRAKE
CR 9, Level 11

Abyssal Wyrm

The Abyssal Drake is a cross between dragons and demons – both literally and just in the sense of
how you’d describe it. As such, when it becomes the Abyssal Wyrm, it improves in both draconic
ways and also demonic ways. It sets people on fire, making use of special unholy fire, and also
breathes horrible essence out. It shreds people happily in close combat, and it also has a degree of
magical power – but mostly just as a back-up for its other abilities.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 8 + Int
Class Skills: Bluff, Diplomacy, Hide, Intimidate, Listen, Move Silently, Search, Spot

1 Fiendish Sphere, Hellfire and Brimstone


2 Abyssal Aura, Ruinous Claws
3 Draconic Majesty, Transport of the Fiends
4 Insidious Magic, Blazing Rend
5 Fiendish Sphere, Burning Sacrifice
6 Incineration, Claws of Doom
7 Abyssal Clouds, Devouring Torment
8 Exhalations of Evil
9 Demon Dragon King, Rain of Hellfire
Fiendish Sphere: the Abyssal Wyrm gains Basic Access to a single Fiendish Sphere. At level five,
it may either gain Basic Access to a second Fiendish Sphere, or increase its existing access to
Advanced. It is only allowed to select the following: Carnage, Death, Fire, Pyre, Terror, Venom,
Violation, Voracity.

Hellfire and Brimstone (Su): the Abyssal Wyrm’s breath weapon is a lot better than it used to be.
At every class level, the damage increases by 1d6, and the Cone increases by five feet in length (and
thus width at the widest end). Furthermore, the area is filled briefly with horrible choking smoke –
until the start of its next turn, it blocks visibility like a Fog Cloud and creatures within it must pass a
Fortitude Save (same DC as the Reflex Save) or be Nauseated for one round.

Abyssal Aura (Su): starting at level two, the Abyssal Wyrm is wreathed in unholy flames basically
all the time. At the beginning of each of its turns, all creatures within 10 feet take 4d6 points of
damage (half Fire, half Unholy), with a Reflex Save for half (DC 10 + half its hit dice + its
Constitution Bonus). Any creature within the area that hits it with a melee attack also catches fire,
suffering 4d6 Fire damage per round until they douse the flames. It can suppress this with a Swift
Action if it wants to, but it very rarely wants to, and can resume it with another Swift Action.

Additionally, with a Move-Equivalent Action at will, the Abyssal Wyrm may swap its Frightful
Presence out for a Fatiguing Presence (Dragon Magic, page 126) or back.

Ruinous Claws (Su): the natural weapons of the second-level Abyssal Wyrm are particularly
destructive. They are Magic weapons with an Enhancement Bonus of +1 per 3 hit dice (round up),
and the Ruinous property.

Draconic Majesty (Sp): upon reaching third level, the Abyssal Wyrm gains the ability to cast
Mesmerising Glare, Aura of Terror and Imperious Glare once each per day. The Caster Level equals
its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Transport of the Fiends (Sp): like a proper fiend, the third-level Abyssal Wyrm can cast Teleport
Without Error at will and Planeshift twice per day. In the former case, it only works for the Wyrm
itself and up to 50 pounds of carried gear.

Insidious Magic (Sp): when the Abyssal Wyrm reaches level four, it gains the ability to cast
Suggestion, Hiss of Sleep and Maddening Whispers once each per day. The Caster Level equals its
hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Blazing Rend (Su): any time a fourth-level Abyssal Wyrm successfully Rends a target, it sets them
well and truly on fire. The target burns for 4d6 Fire damage per round until the flames are doused.

Burning Sacrifice (Su): starting at level five, when the Abyssal Wyrm attacks a creature that is on
fire, it may add its Charisma Bonus to the attack and damage roll. If it kills the target (not just
disabling them), it is allowed to make a Cleave attempt (still with the bonus even if the new target is
not on fire yet) that has the Flaming property.
Incineration (Su): with a Full Round Action at will, the sixth-level Abyssal Wyrm can glare at
someone who is on fire, and make them die. It targets a single burning creature within Close Range,
and they are allowed a single Fortitude Save against a [Fire] effect that is not a [Death] effect. The
Save DC is 7 + half its hit dice + its Charisma Bonus, and if they fail and are not Immune to Fire,
they die and are reduced to fine ash.

Claws of Doom (Sp): when the Abyssal Wyrm reaches level six, it gains the ability to cast
Razorfangs, Blood Wind and Sharptooth once each per day. The Caster Level equals its hit dice, and
any Save DC is 10 + half its hit dice + its Charisma Bonus.

Abyssal Clouds (Sp): upon reaching seventh level, the Abyssal Wyrm can create massive clouds of
hellfire to annihilate the world. With a Full Round Action, it creates one contiguous mass within
Long Range that consists of up to two 10’ cubes per hit die. They persist for three rounds, each
round dealing 1d6 damage per hit die of the Abyssal Wyrm to all creatures in the area. They are
allowed a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and half the
damage is Fire whereas the other half is Unholy. The burning clouds also obscure vision like an
Obscuring Mist effect, and non-Outsider living creatures are Sickened while in the area.

Devouring Torment (Su): the seventh-level Abyssal Wyrm feeds on the suffering of others. At the
start of every round, it regains 1d6 lost Hit Points for every creature within Line of Sight that is
afflicted by a [Fear] effect, Poison (including “has suffered damage from Poison which has not yet
been restored”) or is on fire. If a creature suffers from more than one of these at once, it still only
restores 1d6 HP for that particular creature.

Exhalations of Evil (Sp): when the Abyssal Wyrm reaches eighth level, it gains the ability to cast
any three Meta-Breath Spells per day – whether that’s the one Spell three times, or three different
ones once each or one twice and another once. The Caster Level equals its hit dice, and any Save
DC is 10 + half its hit dice + its Charisma Bonus.

Demon Dragon King (Ex): at level nine, the Abyssal Wyrm becomes a mighty True Dragon –
treated as a Great Wyrm for all purposes – and also a Tanar’ri. It gains the [Tanar’ri] Subtype, and
its Summon ability is a 100% chance to summon 3d20 regular Abyssal Drakes. At this stage, its
Intelligence increases by 4 points, granting skill points retroactively, and it is customarily offered an
entire layer of the Abyss to call its own realm – assuming it hasn’t already eaten one or more
Demon Princes and claimed their domains as its own.

Rain of Hellfire (Sp): the ninth-level Abyssal Wyrm can open the skies and dump an inferno of
hellfire upon all who it dislikes – which is just shy of “everyone”. The fires inflict 20d6 damage
(half Fire, half Unholy), and victims are allowed a Reflex Save (DC 19 + its Charisma Bonus) to
reduce the damage to half. The Abyssal Wyrm chooses which squares are struck with hellfire, and
the only limit to how many squares can burn is how many it can see – the only range restriction is
its Line of Sight.
ARCHON: JUSTICE ARCHON
CR 6, Level 7

Retribution Archon

Justice Archons fight a lot of different people, and they learn from these fights. Through the
thousands of years battling the various forces across the realms, they develop combat techniques
that mimic those very opponents. The Justice Strike is just the tip of the iceberg, but when they
learn the path of the Retribution Archon, they excel at turning their foes’ strengths against them.
The Retribution Archon essentially kick-starts their career in the Soldier class to help them fight
with the very styles used by others, but does things a little bit differently.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (The Planes),
Listen, Sense Motive, Spot, Survival

1 Martial Stances, Soldier Maneuvers Soldier Level 3


2 Walker of the Planes Soldier Level 5
3 Retributive Magic 1/day Soldier Level 7
4 Sweeping Justice Soldier Level 8
5 Shield of Retribuition Soldier Level 9
6 Retributive Magic 2/day Soldier Level 10
7 Walker of the Planes Soldier Level 11
8 Bane of Foes Soldier Level 12
9 Retributive Magic 3/day Soldier Level 13
10 Raging Justice Soldier Level 14
11 Condemnation Soldier Level 15
12 Retributive Magic 4/day Soldier Level 16
13 Heavenly Legion, Walker of the Planes Soldier Level 17
Martial Stances: the Retribution Archon learns Martial Stances much like the Soldier class, complete with
gaining access to better Stances over time. However, whereas the Soldier gets a “generic” bonus from each
one, the Retribution Archon does not, but instead does not need to roll to hit the emulated creature with
Justice Strike when using their Stance (such as attacking a Lizardman when in Lizardman Stance). When in
the matching Stance, those attacks simply hit. To begin with, the Retribution Archon has the Stances of a
third level Soldier, and this increases from there.

Soldier Maneuvers: the Retribution Archon also learns Soldier Maneuvers, just the same as the Soldier
class does. For the purpose of knowing these, meeting minimum level requirements and everything else, use
the table above – starting as being equal to a third-level Soldier (at class level 1) and progressing from there.

Walker of the Planes (Ex): at level two, the Retribution Archon shows the benefits of fighting in the realms
of others. She gains a +2 Bonus to Survival checks, and may select a single Plane in the cosmos. She gains
immunity to all of the specific Planar Traits for that plane other than “Time” and “Gravity”. At levels seven
and thirteen, the Bonus increases by 2 and she may attune herself to another Plane.

Retributive Magic (Sp): starting at third level, the Retribution Archon can turn a spellcaster’s magic against
them – whether Arcane, Divine, Psionic or something else entirely. With a Full Round Action once per day,
she designates someone, and can select one of their Spells, Spell-Like Abilities, Psionic Powers or similar
powers available to them. She then casts it upon them (without depleting their own resources), completely as
though she were the original caster at their Caster Level. They must be the target or within the Area of Effect.
If they cannot be a valid target for this (such as with most Summoning spells, or a non-Humanoid creature
having the Hold Person spell), the spell cannot be chosen. Any Save DC remains unchanged from that of the
caster, rather than using the statistics of the Archon.
Every three levels thereafter, she gains another daily use of this ability.

Sweeping Justice (Ex): the fourth-level Retribution Archon has greater ability to bring her Justice Strike to
bear. She may sweep her blade to attack all within reach, making one attack roll and applying it against each
target in range. Every struck target takes the effects of Justice Strike. This is a Standard Action.

Shield of Retribution (Su): starting at fifth level, the Retribution Archon may unleash her vengeance
against melee attackers. With an Immediate Action, she may make a Justice Strike against somebody who
struck her with a melee weapon and dealt damage.

Bane of Foes (Su): upon reaching level eight, the Retribution Archon is best at fighting those she emulates.
Any weapon she wields has the Bane property against creatures named by her Stance.

Raging Justice (Ex): when the tenth-level Retribution Archon uses her Sweeping Justice ability, it becomes
a Full Round Action but she may make a Move Action as part of it. She may resolve the attack against every
single foe she threatens at any point in the movement.

Condemnation (Su): starting at level eleven, whenever the Retribution Archon enters a Stance, she shares
her Bane of Foes ability. All of her allies within Line of Sight also have the Bane property against the
specified enemy type for all of their attacks.

Heavenly Legion (Sp): once per day, the thirteenth-level Retribution Archon may use a Full Round Action
to summon angelic allies for a duration of ten minutes: 1 Trumpet Archon, 1 Hound Archon Hero, 3d20
Hound Archons and 25d6 Lantern Archons. They will all fight loyally, to the best of their ability, and treat
her implicitly as their commander.
ARCHON: WORD ARCHON
Level 10

Ishim

The Ishim are powerful archons that carry the message of the upper planes, using their voices to
create magical effects. As it happens, they seem to be the only ones who absolutely know what the
message of the upper planes is, so you have to take their word that they’re doing the right thing.
They become great at casting debilitating Power Words, but also gain Biblical powers and a number
of Truename abilities.

Hit Die: d6
BAB: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Forgery, Gather
Information, Intimidate, Knowledge (any), Listen, Perform (Oratory, Singing), Sense Motive,
Truespeak*
*The Ishim automatically has maximum ranks in Truespeak without needing to invest Skill Points
in it. Skill Points already invested are refunded to spend elsewhere.

1 Power Words (Nauseate, Maladroit, Weaken), Divide Light From Darkness Vocab +10
2 Ward of Peace, Power Words (Fatigue, Sicken, Pain, Distract) Vocab +15
3 Power Words (Blind), Divide the Waters Vocab +20
4 Singular Mind, Create Earth Vocab +25
5 Power Words (Stun), Bring Forth Plants Vocab +30
6 Agitate Metal, Dictum 1/day, Holy Word 1/day Vocab +35
7 Power Words (Petrify), Dome of the Sky Vocab +40
8 Transmute Weapon, Word of Recall 1/day, Bring Forth Beasts Vocab +45
9 Power Words (Kill), In Our Image Vocab +50
10 Anger the Sleeping Earth, Words of Genesis Vocab +60
Power Words (Sp): as she gains levels, the Ishim gains access to various Power Word spells. These
can be used as Spell-Like Abilities once each per hour. In order to affect a target, she must pass a
Truespeak check of 10 + their Challenge Rating.

Biggr Vocab (Ex): as she gains levels, the Ishim gains a special bonus for her Power Word spells.
The listed bonus is added to the threshold of effect for all spells that depend on the Hit Points of the
target – for instance, if something would Nauseate people for one hour if they have 20 or fewer hit
points, for one minute if they have 21-50, and one round if they have 51-75, then a first-level Ishim
would affect a target for one hour if they have up to 30 HP, one minute if they have 31-60, and one
round if they have 61-85.

Utterances (Sp): at certain levels, the Ishim unlocks new Utterances. Her Truenamer level for all
Utterances equals her total hit dice.

Divide Light From Darkness (Sp): the Ishim can use a new level 3 Utterance, which is identical to
the spell Daylight when spoken normally, and Deeper Darkness when reversed.

Divide the Waters (Sp): at level three, the Ishim can use a new level 4 Utterance, which is identical
to Control Water when spoken normally, and Control Weather when reversed.

Create Earth (Sp): at level four, the Ishim can use a new level 5 Utterance, which is identical to
Transmute Mud to Rock when spoken normally, and Transmute Rock to Mud when reversed.

Bring Forth Plants (Sp): the fifth-level Ishim can use a new level 6 Utterance, which when spoken
normally works as Plant Growth except there need not already be plants in the area (it creates new
ones) and the maximum radius for all effects is half a mile. When reversed, the Utterance is
identical to Animate Plants.

Spell-Like Abilities (Sp): at level six, the Ishim can cast Dictum and Holy Word once each per day.
At level eight, she can cast Word of Recall once per day, declaring the recall point at every sunrise.
The Caster Level equals her hit dice (never more), and the Save DC is 10 + half her hit dice + her
Intelligence Bonus.

Dome of the Sky (Sp): at level seven, the Ishim can use a new level 7 Utterance, which is identical
to Searing Light when spoken normally, or Wind Walk if reversed.

Bring Forth Beasts (Sp): at level eight, the Ishim can use a new level 7 Utterance, which when
spoken normally allows her to permanently create two normal Animals, one male and one female.
Any Animal can be created, except for Dinosaurs and Dire Animals. This is an Instantaneous effect.
When reversed, the Utterance summons a single Dire Animal, Dinosaur, or Unicorn, as a loyal
servant, until sunset.

In Our Image (Sp): at level nine, the Ishim can use a new level 8 Utterance, which is identical to
Awaken when spoken normally, or Geas/Quest when reversed.

Words of Genesis (Sp): the tenth-level Ishim gains a ninth-level Utterance. This duplicates a
Genesis effect when spoken normally, or Planeshift if reversed.
BLACKWING
CR 8, Level 10

Sky Tyrant

I can say with a fair degree of certainty that nobody has ever said “Boy do I want to play a
Blackwing!” and argued with their DM about allowing it. It’s possible they have never appeared in
a game ever. Nonetheless, they’re kind of cool, even if it’s a bit weird for the one book to have
TWO giant undead vulture monsters, so they get to have some focus here. For the record, the
Blackwing has the [Dark Minded] Subtype under Tome rules.

The Sky Tyrant is indeed a tyrant of the sky, delivering fear and death in equal measure to those
who dare walk the lands beneath it. It is also a commander of other winged horrors, calling them to
its aid and declaring “everyone beat that guy up”. Eventually it can even control the winds to hurt
people.

Hit Die: d12


BAB: Medium
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Balance, Hide, Intimidate, Knowledge (Geography), Listen, Move Silently, Search,
Sense Motive, Spot

1 Choking Dust Clouds, Murder With Intent


2 Calamitous Collision, Infernal Luck
3 Solo Performance
4 Chase Down, Nasty Plot
5 Necrotic Dust Clouds
6 Wicked Flight, Dark Pulse
7 Vile Snarl, Terrible Haze
8 Suffocating Tailwind, Mean Look
9 Midnight Pact, Deadly Birdsong
10 Choking Hurricane, Grand Heresy
Choking Dust Clouds (Ex): as long as the Sky Tyrant’s talons are no higher than ten feet in the air
(which is to say, it may be on the ground, or 5 or 10 feet up), it may use a Full Round Action at any
time to kick up clouds of necrotic debris. This extends out to fifteen feet in normal terrain, or twice
as far in particularly sandy or dusty locations and wastelands, and obscures vision like a normal
duststorm. Furthermore, all living creatures caught in the area must attempt a Fortitude Save (with a
DC of its class level plus 20) each round or be Nauseated for one round. The dust cloud lasts for
1d4 rounds, or twice as long in deserts and wastelands.

Murder With Intent (Sp): the Sky Tyrant may summon a Murder of Crows with a Standard Action
once per hour, with the swarm serving it for one minute per class level, or until wiped out. The Save
DC for the Distraction and Blinding abilities is equal to 15 + half the Tyrant’s class level + its
Charisma Bonus.

Calamitous Collision (Ex): when the second-level Sky Tyrant makes a diving charge against a
creature on the ground, it may make a free Trip attempt on a successful hit. Furthermore, it
unleashes a shockwave out to fifteen feet, hitting all grounded creatures in the area for 2d6 points of
Sonic damage.

Infernal Luck (Su): starting at level two, it becomes apparent that the Sky Tyrant is very lucky –
which is an unlucky omen for everybody else. It gains a Luck Bonus to Fortitude Saves equal to its
Charisma Bonus, and all of its attacks enjoy a doubled Critical Threat Range.

Solo Performance (Su): a third-level Sky Tyrant need not be joined by other Blackwings in order
to perform its Wail of Dispair – it can just unleash the attack on its own. Other Blackwings can still
join in to increase the Save DC however.

Chase Down (Ex): the Sky Tyrant loves to pursue those fleeing in terror, and starting at level four,
it becomes particularly adept at doing so. Against a foe suffering from any [Fear] effects, it ignores
all Miss Chances and has a doubled Critical Multiplier for all of its natural weapons.

Nasty Plot (Su): upon reaching level four, the Sky Tyrant can stimulate its corrupt powers simply
by thinking bad thoughts. By spending a Standard Action concentrating and preparing, it grants
itself an Enhancement Bonus to the Save DC for all effects equal to +3, plus one per three full class
levels, as well as +3d6 Sneak Attack damage. These last until the end of its next turn.

Necrotic Dust Clouds (Ex): whenever the fifth-level Sky Tyrant kicks up choking dust clouds, it
imbues them with deadly negative energy that carries the essence of plague. Creatures that fail their
Saving Throw against Nausea also contract Mummy Rot and instantly suffer ability damage.

Wicked Flight (Sp): when a Sky Tyrant reaches level six, it learns how to call forth other creatures
similar to itself. With a Full Round Action once per day, it may summon two Deadborn Vultures to
serve it for one minute per class level. They gain an Enhancement Bonus on Attack and damage
rolls equal to the Tyrant’s Charisma Bonus and any Save DC becomes 15 + half the Tyrant’s class
level + its Charisma Bonus. Every level thereafter, add one Deadborn Vulture to the number
summoned.
Dark Pulse (Su): the sixth-level Sky Tyrant can unleash pulses of corrupt energy that wracks the
minds of those nearby and makes them recoil in horror. This requires a Standard Action, and
extends out in a Burst to sixty feet, dealing 1d6 Evil damage per hit die to all in the area. Creatures
are allowed a Will Save for half damage (DC 15 + half its class level + its Charisma Bonus),
however failure results in a target Cowering for one round. If the Sky Tyrant has powered up with
Nasty Plot, the damage is Vile damage.

Vile Snarl (Su): at level seven, the Sky Tyrant gains the ability to snarl with evil intent at those
around it, weakening the magical abilities of those it can overawe. With a Swift Action, it may
afflict all creatures within one hundred feet that are Shaken, Frightened, Panicked or Cowering.
Until the start of its next turn, they suffer a Penalty to their Caster Levels, Turning Checks, Turning
Damage and the Save DC for any abilities, equal to its Charisma Bonus, even if the [Fear] effect is
removed or expires before then.

Terrible Haze (Su): once per hour, the seventh-level Sky Tyrant can call forth dark clouds of fog
that demoralise people and strip magic from the lands. This functions as a Doomtide effect (with a
Caster Level of its class level plus ten, and a Save DC of 15 plus half its class level plus its
Charisma Bonus), but also dispels a single magical effect (as per a successful Dispel Magic attempt)
from every creature, object or 5’ square it touches.

Suffocating Tailwind (Su): upon reaching level eight, the Sky Tyrant gains the ability to control
the very winds. It may cast Control Winds at will, with a Caster Level equal to its class level plus
ten and a Save DC of 15 plus half its class level plus its Charisma Bonus. Additionally, there is no
breathable air within the area, meaning most creatures must hold their breath to function.

Mean Look (Ex): starting at level eight, the Sky Tyrant can glare at people to freeze them in place
with fear. With a Standard Action, it selects a creature within 120 feet and if they can draw Line of
Sight to it, they must attempt a Will Save (DC 15 + half its class level + its Charisma Bonus). On a
failed Save they are Paralyzed for 1d6 rounds, or maximised to six rounds if it benefits from Nasty
Plot.

Midnight Pact (Sp): once per day, the ninth-level Sky Tyrant may use a Full Round Action to
summon a loyal Nightwing. It serves the Sky Tyrant for one hour per class level or until destroyed.
If the duration ends, it simply fades out of reality.

Deadly Birdsong (Sp): at level nine, the Sky Tyrant learns how to kill people outright with its
screeches, leaving deadly tremors of evil noise in their heads. Once per hour, it may cast a special
Wail of the Banshee with a Caster Level of 20 and a Save DC of 20 plus its Charisma Bonus. The
effects are Delayed by three rounds, although targets are chosen and make their saving throws when
the ability is first used – they will simply become doomed to die later on.

Choking Hurricane (Sp): once per hour, the tenth-level Sky Tyrant may conjure a terrible storm of
doom and destruction. It may cast Greater Whirlwind with a Caster Level of 20 and a Save DC of
20 plus its Charisma Bonus, however all creatures within the area must pass a Fortitude Save every
round or contract Mummy Rot and instantly take ability damage, skipping the onset. In the case of
creatures that already must make a Fortitude Save against the effect, simply attempt one Save
against both the effects combined. If empowered via a Nasty Plot, this deals its maximum damage.

Grand Heresy (Su): when it reaches level ten, the Sky Tyrant becomes Immune to the Commanded
result of Rebuke Undead and the Destroyed result of Turn Undead.
DEMON: ARMANITE
Level 8

Abyssal Siegebreaker

The Armanite is what happens when the Abyss tries to make a Centaur. You end up with a bad-
tempered horse-person that charges about and smashes into things, so really any progression of this
should involve charging about and smashing into things. In this case, it specifically smashes
through barricades and enemy lines, and run things down so that others have an easier time
following it. These are probably considered useful in the Blood War for creating openings.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Balance, Intimidate, Jump, Listen, Ride, Search, Spot, Survival, Tumble
Proficiency: Shortbow, Longbow, Spear, Lance, Great Lance, Light Flail, Heavy Flail, All Armour

1 Destructive Charge, Great Stability


2 Lightning Leap
3 Unstoppable Force
4 Crushing Might, Air Walk (2 hours per day)
5 Warpath
6 Charged Charge
7 Banner Bearer
8 Gigantic Beast, Air Walk (4 hours per day)
9 Ruinous Impact
10 Obliterating Charge
11 Ghost Rush
12 Air Walk (at will), Dreadful Charge
Destructive Charge (Ex): whenever the Abyssal Siegebreaker charges, he ignores all Hardness and
Material-based Damage Reduction (ie Cold Iron, Silver, Adamantium but not Good or Epic or -).
Additionally, he deals maximum damage to unattended objects, even magical ones (although
animated objects and Constructs are considered to be attended).

Great Stability (Ex): the Abyssal Siegebreaker is particularly good at keeping his footing – instead
of the multiple legs being more things to keep track of, they just end up being more anchor points.
Any attempt to Grab, Trip, Bullrush, Overrun or Lift him suffers a -4 Penalty, and he gains a +4
Bonus to attempts to Trip a foe who fails their own Trip attempt. Success on this Counter-Trip
allows him to instantly Trample them as a Free Action. He has this special Trample even if he does
not normally have the Trample special attack. Other than this it works the same but cannot be
resisted or avoided.

Lightning Leap (Su): starting at level two, the Abyssal Siegebreaker is able to turn into bolts of
lightning. When making a Charge attack, he may move at least ten feet but up to Long Range as a 5’
Wide Line, not needing to target the nearest foe and moving through intervening creatures like a
Line effect. Creatures passed through suffer 10d6 Electricity damage with a Reflex Save for half
(DC 10 + half his hit dice + his Constitution Bonus). He does not pass through the target of the
Charge, instead making his attack normally but granting it the Shocking Burst quality.

Unstoppable Force (Su): the third-level Abyssal Siegebreaker keeps moving and is almost
impossible to stop. When Running or Charging, he has Freedom of Movement (although this takes
effect when he starts the movement, and as such can’t be performed when already rendered unable
to move), does not provoke Attacks of Opportunity, and can make a Break Attempt on intervening
[Force] effects with a Free Action – the DC is the same as that needed to Dispel the effect.

Crushing Might (Ex): starting at level four, the Abyssal Siegebreaker is best at destroying those at
a lower elevation. If a foe is lower than he is, any successful melee attack allows a free Trip attempt
and deals an additional 3d6 points of damage. A Lower foe is one that, between Size Categories and
terrain height, reaches a lower total height (in 5’ squares). A Prone creature is always treated as
lower, and a seated or kneeling creature halves its height. A mounted creature uses the Size of its
mount, plus five feet.

Air Walk (Su): at levels four and eight, the Abyssal Siegebreaker gains more usage per day of his
Air Walk ability. At level twelve, it can be used at will with no limit on usage.

Warpath (Ex): starting at level five, the Abyssal Siegebreaker can simply attack everyone in a
straight line when charging – he chooses a final target within the normal range, not needing to select
the nearest foe, and makes a single attack, directed at every foe he reaches at any point. This cannot
be combined with Lightning Leap.
Charged Charge (Su): the sixth-level Abyssal Siegebreaker does not need to worry too much
about terrain, and can simply charge through the air even when not using Air Walk, and likewise can
charge through water as though he had a Swim speed equal to his land speed. Against Flying or
Swimming foes, these charge attacks carry sparks of lightning that deal extra Electricity damage
equal to his hit dice. This can be used in conjunction with either Warpath or Lightning Leap.

Banner Bearer (Su): as of level seven, as long as the Abyssal Siegebreaker is carrying a flag or
banner that represents his army, he radiates an aura of Abyssal might that helps his forces: all of his
allies within Line of Sight are always treated as being on their home plane for the purpose of
Banishment, Dismissal and similar effects (but if not actually on their home plane they still do not
face destruction when killed). Additionally, all of their Damage Reduction becomes DR X/- and
they gain Fast Healing 1. These benefits apply to him as well, though the moment he is slain or
knocked unconscious, the effects end entirely.

Gigantic Beast: at level eight, the Abyssal Siegebreaker grows Huge in size. This is treated as
though he had advanced through hit dice, so the usual changes apply. Additionally, his size and
might grant him a Trample special attack to use normally.

Ruinous Impact (Ex): the foes of a ninth-level Abyssal Siegebreaker are not immune to Critical
Hits, even if they normally are.

Obliterating Charge (Su): starting at level ten, the final target of the Abyssal Siegebreaker’s
charge is in dire peril: if hit by the attack, they are subject to a Disintegrate effect with a Caster
Level equal to the Siegebreaker’s hit dice, no limit to the damage dice, and a Save DC of 10 + half
his hit dice + his Charisma Bonus. This can be used in conjunction with any of the other abilities.

Ghost Rush (Su): whenever the eleventh-level Abyssal Siegebreaker charges or runs, he may turn
Incorporeal for the duration. Much like with Unstoppable Force, this requires him to be able to
move first. His attacks have no Miss Chance against Incorporeal and Ethereal foes until the end of
his turn, and against living targets each hit deals two Negative Levels. These only last until the next
sunrise.

Doom Charge (Su): at level twelve, the charging might of the Abyssal Siegebreaker becomes all-
powerful against specific enemies: when it charges, all of its attacks have the [Lawful] Outsider
Dread epic property.
DEMON: ARROW DEMON
CR 7, Level 8

Abyssal Archer

Arrow Demons are archers, and that is a defensible life choice from the get-go. There are worse
things you can choose to do than “fire arrows at people from any range”, and if you’re doing that
with two bows at once, even better. Obviously, a class for such a thing is going to improve their
archery and have elements of Arcane Archer to it.

Hit Die: d6
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Concentration, Hide, Jump, Listen, Move Silently, Spot
Proficiency: Light Armour, Longbows, Shortbows, Greatbow, Hand Crossbow, Light Crossbow,
Heavy Crossbow, and any Composite or Repeating version that exists for any of the above

1 Infinite Arrows
2 Burrowing Arrows
3 Lightning Arrows
4 Dispelling Arrows, Zone of Denial 15’
5 Stunning Arrows
6 Unholy Arrows
7 Greater Symmetrical Archery
8 Distant Shot, Zone of Denial 30’
9 Swarm of Arrows
10 Arrow Storm
11 One Shot
12 Arrows of Unholy Power, Zone of Denial 60’
Infinite Arrows (Su): the Abyssal Archer can conjure an arrow into its hand with a Free Action at will. This
means it has an infinite supply of arrows, all with an Enhancement Bonus of +1 per 3 hit dice (round up).

Burrowing Arrows (Su): once per round, the second-level Abyssal Archer may enhance one fired arrow to
be a living, burrowing entity that crawls through the skin like a Linkin Park song – and leaving wounds that
will not heal. Damage dealt by a burrowing arrow is Vile, and it continues to deal additional (Vile) damage
every round thereafter, 1d6 per round until the subject receives either a Remove Disease, Dispel Evil, Heal or
Greater Restoration effect, or a DC 25 Heal check that takes a Full Round Action.

Lightning Arrows (Su): starting at level three, the Abyssal Archer may unleash arrows that are imbued with
powerful electrical energy. One arrow per round may deal its damage as Electricity damage and arc out –
making a Ranged Touch Attack (same attack bonus) and applying this to all other creatures within 15 feet of
the original target. Any hit creature takes Electricity damage equal to 1d6 + the Enhancement Bonus of the
weapon. Alternatively, with a Standard Action at will, it may create a Chain Lightning effect with a Caster
Level equal to its hit dice and a Save DC of 10 + half its hit dice + its Charisma Bonus.

Dispelling Arrows (Su): once per round, the fourth-level Abyssal Archer may fire one of its arrows as a
magically dispelling one: if it hits its target, they are affected by a targeted version of a Greater Dispel
Magic effect with a Caster Level equal to the Abyssal Archer’s hit dice.

Zone of Denial (Ex): starting at level four, the Abyssal Archer can make ranged Attacks of Opportunity out
to fifteen feet, threatening the entire area. This is doubled to thirty feet at level eight, then again to sixty feet
at level twelve.

Stunning Arrows (Su): once per round, the fifth-level Abyssal Archer may imbue an arrow with stunning
magic. If hit, the target must pass a Will Save (DC 8 + half its hit dice + its Charisma Bonus) or be Stunned
for one round.

Unholy Arrows (Su): starting at level six, every arrow the Abyssal Archer fires has the Unholy property.
This is in addition to any other properties or special abilities affecting the ammunition.

Greater Symmetrical Archery (Ex): from level seven onwards, the Abyssal Archer takes no penalty from
its Symmetrical Archery special attack.

Distant Shot (Su): the eighth-level Abyssal Archer is able to fire ranged weapons out as far as it can see,
completely ignoring Range Increments.

Swarm of Arrows (Su): the ninth-level Abyssal Archer can use a Full Round Action at will to bury a foe
beneath a mountain of arrows. It makes one attack roll, which cannot threaten a Critical Hit. It then scores a
number of hits equal to the attack roll minus the Armour Class of the foe (minimum zero), and subjects the
foe to Distraction (like a Swarm attack), with a DC of 8 + half its hit dice + its Charisma Bonus. This cannot
be used in conjunction with Burrowing Arrows, Lightning Arrows, Dispelling Arrows, Stunning Arrows or
Arrows of Unholy Power.

Arrow Storm (Su): starting at level ten, the Abyssal Archer is as dangerous to everyone it can see as it is to
anyone it can see. With a Full Round Action, it may make one attack roll, and apply that against every single
target within Line of Sight. It does not have to target a given creature in the area.

One Shot (Ex): the eleventh-level Abyssal Archer can use a Full Round Action at will to fire a single ranged
attack against one foe. If the attack hits, it becomes a confirmed Critical Hit and deals maximum damage,
including extra dice from other effects.

Arrows of Unholy Power (Su): once per round, the twelfth-level Abyssal Archer can imbue an arrow with
extreme evil power, granting it the Unholy Power property rather than Unholy.
DEMON: BULEZAU
Level 10

Horned Reaper

Every now and then, the Abyss “rewards” some allegedly-lucky dungeon keeper with the dubious
gift of a Horned Reaper. It is generally suggested that people try to keep them happy. They’ll fail,
though, because everything makes Horned Reapers unhappy. These are Bulezau that boil all
complex stimuli and factors into a simple response of “violent rage”.

Hit Die: d12


BAB: Good
Saving Throws: Good Fort
Skill Points: 2 + Int
Class Skills: Balance, Climb, Intimidate, Jump, Knowledge (Dungeoneering), Spot, Swim, Tumble
Proficiencies: Light Armour and Scythes

1 Berserk Rage +1d6 Rage Dice


2 Blood Red Scales +1d6 Rage Dice
3 Relentless Rage +2d6 Rage Dice
4 Whirlwind Attack +2d6 Rage Dice
5 Bigger and Badder +3d6 Rage Dice
6 Always Angry +3d6 Rage Dice
7 Leap Attack +4d6 Rage Dice
8 Timeless Rage +4d6 Rage Dice
9 Colossal Charge +5d6 Rage Dice
10 Living Rage +5d6 Rage Dice
Berserk Rage (Ex): the Horned Reaper can enter a Rage just like a Barbarian from Races of War.
For the Damage Reduction value, all of its hit dice are treated as Barbarian levels, but this does not
also translate to extra Combat Speed, Rage Dice and so on.

Rage Dice (Ex): at every odd level, the Horned Reaper gains one Rage die, which works the same
as the Barbarian class feature (Races of War).

Blood Red Scales (Ex): at level two, the Horned Reaper bulks out and grows a layer of crimson
scales. This is the first warning for everyone else. It gains an Enhancement Bonus to Natural
Armour of +1 per 3 hit dice (round up), and applies the same number as a Circumstance Bonus to
Intimidate checks.

Relentless Rage (Ex): starting at level three, the Horned Reaper does not pass out when below zero
hit points. It acts completely normally (for a Horned Reaper), though still takes ongoing damage
each turn, until dead. To make matters worse, its death margin increases by an amount equal to its
ranks in Intimidate – so if it has 8 ranks in Intimidate, it dies at -18 Hit Points.

Whirlwind Attack: at level four, the Horned Reaper gains Whirlwind Attack as a Bonus Feat. This
is the [Combat] Feat from Races of War. If it already has this feat, it gains another [Combat] Feat
for which it meets the prerequisites.

Bigger and Badder (Ex): at level five, the Horned Reaper grows one size category larger, and
every creature in existence is put on warning. Its Natural Armour and Ability Scores adjust as
though it grew by gaining extra hit dice, and its fangs and horns actually grow disproportionately to
the rest of it: it gains a Primary Gore attack that deals 4d6 damage (assuming the Reaper is now
Huge), plus one and a half times its Strength Bonus, and doubled on a charge attack. It also gains a
Secondary Bite attack that deals 3d6 damage (if Huge) plus one half its Strength Bonus.

Always Angry (Ex): starting at level six, the Horned Reaper is always angry. It is Immune to any
[Mind-Affecting] effect that references being happy, sad, indifferent or any other emotion that isn’t
angry (ie Good Hope, Crushing Despair) and all [Fear] effects. Instead, being subject to such an
effect automatically causes it to enter a Rage.

Leap Attack (Ex): if the seventh-level Horned Reaper charges, it may attempt a Jump check. As
long as the check is enough to clear the distance between it and its target, it may make a Full Attack
on the charge, leaping right up in their face and giving them a bad day.

Timeless Rage (Su): starting at level eight, any time the Horned Reaper is in a Rage, it cannot be
Slowed. Nor can it be Paralyzed, Petrified or rendered Helpless, or affected by Temporal Stasis or
similar, and can even move if reduced to zero Strength or Dexterity. Similarly, if it can see a
creature gain a Time Stop effect, it can act normally during the frozen time and fight the caster.

Colossal Charge (Ex): the ninth-level Horned Reaper charges like a freight train. It gains Powerful
Charge, unless it already has that feat, in which case it gains Improved Powerful Charge. If it
already has both those feats, then it gains a free Bullrush attempt on any foe it hits with a Charge
attack. It needn’t move along with the foe, it can just smack them out eighty feet away or whatever.

Living Rage (Ex): at level ten, the Horned Reaper is always in its Rage. It can, however, choose to
act normally all the time, even casting spells if it has the ability to do so. It may even attempt
Diplomacy checks, however in this case it substitutes Intimidate checks.
DEMON: CHASME
CR 10, Level 11

Infestation

Chasme are disease-spreading demonic flies that hate other demons and also everyone else, and like
torturing things. Most of these traits are things that can be enhanced fairly easily with class levels,
so the Infestation is mostly going to focus on swarms, poison, disease, and ongoing ailments that
make life hard for others.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Bluff, Climb, Concentration, Hide, Intimidate, Knowledge (Nature, The Planes),
Listen, Move Silently, Search, Sense Motive, Spot

1 Accursed Droning, Aura of Pestilence


2 Burst of Corruption, Mother Cyst
3 Festering Wounds, Stinking Cloud 3/day
4 Extended Influence, Merciless, Necrotic Tumour 1/day
5 Swarmshape, Creeping Doom 1/day
6 Aura of Death, Avascular Mass 3/day, Necrotic Empowerment 1/day
7 Internal Swarm, Slime Wave 1/day
8 Summon Monster IX 1/day (Bebilith, Colossal Fiendish Spider, or Elder Taint Elemental)
9 Ruinous Doom, Befoul at will, Necrotic Termination 1/day
Accursed Droning (Su): the noises made by the Infestation are not just annoying, they are
supernaturally terrible, afflicting the very being. Its Drone ability also carries the effects of a
Bestow Curse against those who fail the initial save – even against creatures immune to Sleep
effects, and without requiring an additional save.

Aura of Pestilence (Su): the Infestation’s Aura of Fear is particularly terrible. Any time it emits this
aura, those in the area must also attempt a Fortitude Save (DC 10 + half its hit dice + its
Constitution Bonus). Those who fail the saving throw are afflicted with either Filth Fever or Demon
Fever, at the Infestation’s choosing. Either way, damage is suffered instantly without an incubation
period, and the Save DC on future occasions becomes the same as for the Aura.

Burst of Corruption (Su): starting at second level, the Infestation may make a special attack that
causes boils to erupt from the target, tearing putrid essences out. This is a single melee attack made
as a Standard Action. If it hits, then in addition to normal damage and effects, it causes 1d10 points
of Constitution damage, and pulls free a Grey Ooze that is not so much loyal to the Infestation as
ambivalent towards it and hostile towards everything else. At level nine, it can instead create an
Alkilith.

Mother Cyst (Ex): upon reaching level two, the Infestation gains the mother cyst that allows it to
cast the assorted spells as Spell-Like Abilities: it may cast Necrotic Awareness and Necrotic Cyst
three times per day each, and Necrotic Bloat, Necrotic Domination, Necrotic Burst and Necrotic
Eruption once each per day, with a Save DC of 10 + half its hit dice + its Charisma Bonus, and a
Caster Level equal to its hit dice.

Festering Wounds (Ex): the melee attacks of the third-level Infestation all deal Vile damage.
Furthermore, until the damage is healed, those suffering from the infected wounds suffer a -4
Penalty to their Strength scores.

Spell-Like Abilities (Sp): as it gains levels, the Infestation 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.

Extended Influence (Su): upon reaching fourth level, the Infestation can reach out further to affect
people and make them miserable. Its Aura of Fear (and Pestilence) reaches out to 15 feet, and its
Drone ability reaches out to seventy feet.

Merciless (Ex): every natural weapon attack made by the fourth-level Infestation, if it successfully
hits, automatically converts to a confirmed critical hit against any subject suffering from a Poison
(but not “suffering from the ability damage of a Poison that has run its course”) or Disease.
Swarmshape (Su): once per hour, the fifth-level Infestation may transform itself into a Plague Ant
Swarm, replacing its character sheet entirely until either it elects to change back, the swarm is
destroyed, or ten minutes elapse. Damage suffered in this form will carry over when it changes
back. It is still considered to be Chaotic Evil as a swarm, and has a basic personality and can still
work towards its goals despite not having an Intelligence score. At level nine, it may also transform
into an Abyssal Ant swarm.

Aura of Death (Su): any time a sixth-level Infestation unleashes its Aura of Fear and Pestilence,
the entire area is corrupted: until the start of its next turn, any Spell or Spell-Like Ability that
restores hit points to living creatures (such as Cure Moderate Wounds, Vigor, or Heal) instead
causes living creatures to lose an equal amount of hit points (as though they were Inflict or Harm
spells). In the case of ongoing effects like Vigor, this only applies for the turn in question.

Internal Swarm (Sp): at level seven, the Infestation gains the ability to cast a special variety of
Summon Swarm, targeting living creatures. This may be performed only once per day, but if the
target fails a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus), they find a Bloodfiend
Locust swarm has been conjured inside them. In order to release it, a Coup de Gras attempt must be
made against them (whether they survive or not, it is enough to open them up and release the
locusts). The target may perform this upon themselves, and indeed many feel compelled to do this.
Until then, the swarm deals maximum damage to them every single round (18 plus Energy Drain),
and the Distraction DC is increased by ten – although they may still attempt to slice themselves
open if suffering the effects. The swarm will fight normally if released, and can only last for two
minutes before disappearing (even if still inside a creature). A Dispel Evil effect can also purge a
creature of this swarm, destroying the swarm completely.

Ruinous Doom (Sp): three times per day, the ninth-level Infestation may cast Creeping Doom.
However, the swarm attack is treated as being made by Magic Adamantium Chaotic Evil weapons.
DEVIL: AMNIZU
Level 8 – Regeneration. Also use the MM2 entry for its Summon (50%, 1 Amnizu or 1d3 Advespa)

Fugitive Hunter of Baator

Typically, the Amnizu function as checkpoint guards, overseeing things and making sure everyone
has the valid travel pass. However they can also be seen as tactical leaders in the Blood War on
occasion, as Intelligence gatherers (in the sense of literal Intelligence but also information), and
middle-men/agents. In the case of the Fugitive Hunter, they manage networks of information and
capture those who don’t belong where they are (or are not where they do belong).

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy,
Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (any), Listen, Ride,
Search, Sense Motive, Spellcraft, Spot, Use Rope
Proficiency: Light Armour, Man-Catcher, Net, Bolas, Javelin

1 Detect Thoughts, Touch of Amnesia, Intelligence Network


2 See Invisibility, Slow 3/day, Prying Eyes 3/day
3 Arm of the Law, Hold Person 3/day, Wingbind at will
4 Literal Web of Bureaucracy, Legend Lore 1/day
5 X-Ray Vision, Wall of Force 1/day, Flowsight at will
6 Schemer’s Preparation, Bigby’s Forceful Hand 1/day
7 Petrification, Bigby’s Grasping Hand 1/day, Vision 1/day
8 Bigby’s Clenched Fist 1/day, Discern Location 1/day,
9 Hindsight 1/day, Foresight 1/day, Probe Thoughts at will
10 Bigby’s Crushing Hand 1/day, Forcecage 3/day, True Seeing 1/day
11 Greater Prying Eyes 3/day, Grasp the Situation
12 Eternity of Torture 1/day, Aura of Stupidity
Detect Thoughts (Su): the Fugitive Hunter has a constant Detect Thoughts effect with a radius of 120 feet.
The Save DC is Charisma-based.

Touch of Amnesia (Su): any time the Fugitive Hunter successfully delivers its Stupefying Touch, the target
suffers from total amnesia until they recover from all of the Intelligence damage. They do not forget Class
Features and similar, but do forget “what happened in this encounter”, “where they are and why”, “what they
are supposed to be doing” and so on.

Intelligence Network (Su): the Fugitive Hunter of Baatezu is able to tap into a complex network of allies
and agents throughout the lower planes, even able to borrow power. However, each time it accesses this
Network, there is a cost. Keep a tally of the amout of Intelligence damage the Hunter has dealt, to an upper
limit of its hit dice, refreshed each midday. With a Free Action at will, it may “spend” a single point from this
tally. Doing so does not restore Intelligence to someone, it simply removes it from the tally, and allows the
Fugitive Hunter to instantly make a Gather Information or Knowledge (the Planes) check about an
individual, even without having people nearby to ask.

Alternatively, it may use this to regain a single daily use of a Spell-Like Ability. Casting it still takes the
normal amount of time, but regaining the use is a Free Action (and one “point” of Intelligence).

See Invisibility (Su): starting at level two, the Fugitive Hunter of Baatezu can constantly see invisible
creatures as though it had a permanent See Invisibility spell in effect.

Spell-Like Abilities (Sp): over time, the Fugitive Hunter of Baatezu 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. When the
various Bigby’s Hand spells are gained, the first time a given casting makes physical contact with a living
creature, it channels the Stupefying Touch of the Amnizu.

Arm of the Law (Ex): the limbs of the third-level Fugitive Hunter grow extra long so that it can grab people
and drain their intellect more readily. Its reach extends by 5 feet, and it gains a +2 Bonus to Grapple
attempts. When grappling a foe, it delivers its Stupefying Touch every single round. If it successfully Lifts or
Pins a foe in a grapple and they fail their save against its Touch, it also Stuns the target for one round.

Literal Web of Bureaucracy (Su): by “spending” one point from its Intelligence tally as a Standard Action,
the fourth-level Fugitive Hunter may make an Appraise check to find a fleeing target, opposed by their
Survival check. If it successfully locates them in this way, it can Scry on them instantly with no saving throw,
and may also attempt a Forgery check (same DC). If successful, it causes them to be Paralyzed for 1 hour.

X-Ray Vision (Su): the fifth-level Fugitive Hunter of Baator constantly has X-Ray Vision. It may suppress
or resume this at will with a Swift Action, and takes no damage from continual use.

Schemer’s Preparation (Ex): starting at level six, the Fugitive Hunter of Baator always has a plan. It can
never be caught Flat-Footed or denied its Dexterity Bonus to Armour Class. Additionally, every turn it may
use a Swift Action to Ready an Action in addition to taking its normal actions – however the contingency of
the readied action must not be a certainty such as “a second passes” or “somebody takes an action”, it must
in effect be a plan that forces people to act around it.

Petrification (Su): if the seventh-level Fugitive Hunter reduces a target to zero Intelligence, it permanently
petrifies them rather than killing them.

Grasp the Situation (Ex): starting at level eleven, the Fugitive Hunter of Baator can make a Whirlwind
Attack with its Touch Attack, using a Standard Action at will. Additionally, when doing this it learns the
surface thoughts and plans of everyone who fails to save against its Touch Attack.

Aura of Stupidity (Su): the twelfth-level Fugitive Hunter radiates an aura out to fifteen feet. It can suppress
or resume this with a Swift Action at will. Any non-Devil who ends their turn in this aura takes 1d6 points of
Intelligence damage (which go to the Hunter’s tally).
DEVIL: BRACHINA (PLEASURE DEVIL)
Level 12 – particularly tricky Regeneration

Aka Manah

The Brachina is in some ways an extension of the Erinyes (indeed they are created by promoting
select Erinyes), but they are not simply “more of that”. They specialise in corrupting others, turning
enemies into allies and minions. The Aka Manah doesn’t just charm and pervert individuals, she
places evil ideas that spread corruption. She is mostly a Spellcaster, handling somewhat like a Bard
or Beguiler but with a little less flexibility of options.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Bluff, Concentration, Diplomacy, Disguise, Hide, Intimidate, Knowledge (any),
Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival
Proficiency: Simple Weapons, Short Sword, Long Sword, Bastard Sword, Longbow, Shortbow

1 Seed of Betrayal, Mass Suggestion 1/day, False Lie at will


2 Limitless Beguilement, Prismatic Aura at will, Overwhelm 1/day
3 Taste of Power, Demand 1/day, Bothersome Babble at will
4 Friend to Foe at will, Incite Riot at will, False Sending 3/day, Mind Fog 1/day
5 Quickened Morality Undone at will, Mysterious Redirection at will
6 Moment of Peace, Condemnation at will, Quest 1/day, End to Strife 1/day
7 Origin of Evil, Shatter Mind Blank at will, Sublime Revelry 1/day
8 Convert Outsider, Monstrous Thrall 1/day, Spread of Contentment 1/day
Seed of Betrayal (Su): when the Aka Manah successfully uses her Beguile ability on another
creature, she places the small seed of betrayal within them, which waits for the right moment to
flourish. She may write down a secret trigger activation much like a Contingency, and if the
condition is met before the next new moon, the target will instantly perform an action generally
within the range of what the Aka Manah would want – which at least will be “some kind of Evil
action that isn’t also Chaotic”, or an attack against their own allies. If she is present at the time, she
may in fact declare the action, however at any rate it must be something within their capabilities and
take no longer than one full round.

This effect ends at the start of the new moon, or as soon as it finishes being activated, or by the
application of a Dispel Evil, Dispel Law, Remove Curse or Break Enchantment effect. A character
cannot have more than one Seed of Betrayal lying dormant at a time.

Spell-Like Abilities (Sp): as she gains levels, the Aka Manah gains a number of additional Spell-
Like Abilities. The Caster Level equals her hit dice, and any Save DC is 5 + half her hit dice+ her
Charisma Bonus.

Limitless Beguilement (Su): starting at level two, the Aka Manah can Beguile at will.

Taste of Power (Su): the third-level Aka Manah can show Celestials, just for a moment, what they
could achieve if they joined the forces of the Nine Hells. Furthermore, for just a moment they think
as though they already had. If she successfully uses her Beguile ability on a Good Outsider, then for
the next minute, they lose any of the following: Angel Traits, Archon Traits, Eladrin Traits,
Guardinal Traits. They instead gain Baatezu Traits for the duration, with the exception of the
Summon ability, temporarily treat their Alignment as Lawful Evil (and thus their personalities and
goals will be filtered through this new outlook and allegiance), and enjoy a +4 Profane Bonus to
their Strength score. At the end of this minute, they are allowed another Will Save. If successful,
they shake the effects off, probably feel conflicted or just terrible or maybe angry, but still have to
deal with the Seed of Betrayal. If failed, they are subject to a Suggestion (typically pointing them
towards helping a single goal of the Aka Manah, or simply fighting their own kind or recruiting
others and turning them towards her agenda) and for the duration of the Suggestion the change of
Alignment and Subtypes remain, as does the Strength Bonus.
Moment of Peace (Su): starting at level six, the Aka Manah is able to create a brief opening for
conversation, a halt to the onset of hostilities. Once somebody makes an attack (including attacks
that don’t use actual attack rolls or cause hit point damage, be sensible here) this ability won’t work,
but at any point before that, including as a special out-of-turn action when Initiative is first rolled,
she may use a Free Action to create a pulse out to a sixty foot radius. All in the area treat everyone
else in the area as having a Sanctuary effect (with a Save DC of 10 + half her hit dice + her
Charisma Bonus) for one minute, however as soon as one person passes the save and performs an
attack, the effect ends for everyone.

Origin of Evil (Su): three times per day, the seventh-level Aka Manah can unleash a pulse of evil
thoughts, creating ideas that permeate others and make them commit evil they had never previously
committed. This extends out to Long Range, and affects every mortal creature within range. All
affected creatures must save against her Beguile ability (including the Seed of Betrayal), except
instead of her controlling their actions, they simply take the most Evil or treasonous, backstabbing
action instantly available to them.

Convert Outsider (Su): at level eight, the Aka Manah 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 15 + her Charisma Bonus), and if they fail, their Subtypes actually
change – they cease being an Archon, Deva, Angel, Eladrin, Tanar’ri, Loumara, Obyrith, Guardinal
or whatever else, and become a Baatezu. Their Alignment becomes Lawful Evil (and their
Alignment-based subtypes change accordingly), 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.
DEVIL: DOGAI (ASSASSIN DEVIL)
Level 12

Third Party

Typically an infernal contract will refer to “The Party in the First Part (The First Party)” and “The
Party in the Second Part (The Second Party)”, as well as the possibility of “One or more Parties in
the Third Part (heretoafter known as Third Party or Parties)”. Putting aside the first nine pages of
legalese definitions, the Assassin Devil serves as this Third Party: the one who will help bring
things to their natural conclusion, hastening the death of the mortal so that their soul may be
harvested. This isn’t the only job for the Third Party – they do plenty of regular assassintions and
other killings, but it is perhaps their area of specialty.

Hit Die: d6
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Forgery, Hide,
Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Tumble, Use Rope
Proficiency: Simple and Martial Weapons

1 Sneak Attack +1d6, Cloak of Discretion, Disguise Self 3/day


2 Contractual Stipulations, Phantasmal Killer 3/day
3 Death Attack, Mass Blindness and Deafness 1/day
4 Sneak Attack +2d6, Greater Shadow Form, True Seeing 1/day
5 Death by a Thousand Cuts, Quickened Flesh to Stone 1/day
6 Mind Blank, Finger of Death 1/day
7 Sneak Attack +3d6, Trap the Soul 1/day
8 Killing Strike, Utterdark at will
Sneak Attack (Ex): at level one, the Third Party’s Sneak Attack improves by 1d6. Every three
levels beyond this, it increases by another 1d6.

Cloak of Discretion (Su): the Third Party constantly has a Nondetection effect active at a Caster
Level equal to its hit dice. If Dispelled, it resumes at the start of its next turn.

Spell-Like Abilities (Sp): at every level the Third Party gains access to a new Spell-Like Ability.
All of its Spell-Like Abilities, even those not from this class, have a Caster Level equal to its hit
dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Contractual Stipulations (Su): starting at level two, the Third Party gains powerful access to those
who form Infernal pacts. If it is specifically mentioned in the contract (not just as “a Third Party
may retrieve...”), or the fiend who made the Pact formally requests so at a later date, the Third Party
can cast Greater Scrying, Vision, and Discern Location at will, but only to target the named creature
from the contract. The Caster Level equals its hit dice, and any Save DC is Charisma-based.

Death Attack (Ex): if a target is completely unaware of the presence of a third-level Third Party, it
may study the target – providing they are within Line of Sight. If it studies them for three full
rounds, then the first time within the next minute that it hits them with a Sneak Attack, they must
attempt a Fortitude Save or die instantly, with their soul trapped and claimed by the Third Party. The
Save DC is 10 + half its hit dice + its Intelligence Bonus.

Greater Shadow Form (Su): starting at level four, when the Third Party uses its Shadow Form
ability it can choose to actually become Incorporeal. It does not have to do this, however.

Death by a Thousand Cuts (Ex): every time the fifth-level Third Party delivers its Sneak Attack to
a target, it inflicts a cumulative -2 Dexterity Penalty. This Penalty lasts for an hour or the rest of the
creature’s life, whichever is shorter.

Mind Blank (Su): the sixth-level Third Party is constantly protected by a Mind Blank effect with a
Caster Level equal to its hit dice. If the effect is Shattered or similar, it resumes after 1d4 rounds.

Killing Strike (Su): the Sneak Attack of the eighth-level Third Party is particularly deadly. Any
time it delivers a Sneak Attack, all of the damage completely ignores Damage Reduction, Hardness,
and Energy Resistances.
DEVIL: EXCRUCIARCH
CR 7, Level 8

Painmaker

The Excruciarch likes to study foes and hurt them, which sounds like a decent enough thing you can
progress through a prestige class. Unlike the Assassin, who always wants time to study a foe and
then hit them for all the damage, the Painmaker will sometimes want to get close and then use their
turn studying and hitting for “damage and a detrimental rider”, but will sometimes want to spread
whirling attacks out amongst groups of enemies and do the crowd control deal. I pencilled this in
with this name before killer mime Chris Jericho called himself the Painmaker, so it doesn’t get to
lock in the Lion Tamer.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Balance, Escape Artist, Hide, Intimidate, Jump, Knowledge (The Planes), Listen,
Move Silently, Sense Motive, Tumble, Use Rope

1 Study Foe (Weakness), Whirling Torture


2 Tools of Torment, Draw Ire
3 Curse of Contagious Hatred
4 Study Foe (Withering), Infernal Anchor
5 Finger of Agony at will
6 Tempest of Anguish
7 Study Foe (Vulnerability)
8 Flensing 3/day
9 Vortex of Torment
10 Study Foe (Isolation)
11 Horrid Wilting 3/day
12 Energy Drain 3/day
Study Foe (Su): when the Painmaker uses its Torturer’s Eye ability, it can discern special
weaknesses, finding vulnerabilities that allow it to cripple them with attacks made for as long as the
Torturer’s Eye effect lasts. To begin with, this Weakens the foe if they fail a Fortitude Save (DC 10
+ half its hit dice + its Intelligence Bonus). A Weakened target takes a Penalty to Strength equal to
the Painmaker’s hit dice (to a minimum of 1) for the purpose of carrying, lifting and pushing, is
unable to lose the Fatigued and Exhausted conditions if they gain them, and requires one and a half
times as much sleep as normal.

At level four, it may instead cause a Withering effect on a failed Fortitude Save, rendering one limb
of the Painmaker’s choice completely useless.

At level seven, it may instead cause Vulnerability on a failed Fortitude Save, ignoring all
Resistances, Damage Reduction and Regeneration, and disabling such things against all future
attacks.

At level ten, it may instead render the target Blind, Deaf and unable to speak or communicate.

These effects last until healed, which requires a Restoration, Greater Restoration, Wish, Miracle or
Regeneration effect (or naturally the signing of a pact).

Whirling Torture (Ex): with a Full Round Action, the Painmaker may whirl its hell scourge
around, making a single attack roll and applying this result against every foe within range, just like
the Whirlwind Attack feat. Furthermore, this activates the Storm of Pain ability, except the Storm of
Pain is improved to deal regular weapon damage.

Tools of Torment (Su): it pays to have the right things for hurting – and killing – people. Starting at
second level, any Spiked Chain (including the Hell Scourge) wielded by the Painmaker has the
Wounding property, and has a minimum Enhancement Bonus of +1 per 3 hit dice (round up).

Draw Ire (Sp): the second-level Painmaker can cause pain and suffering in the world even when it
is no longer present. With a Standard Action, it may place a curse upon someone (which can be
removed the same as Bestow Curse) within 30 feet if they fail a Will Save (DC 10 + half its hit dice
+ its Charisma Bonus. This curse causes the target to automatically fail all Handle Animal and
Diplomacy checks, and any new creature or NPC met by the target is instantly Hostile to them,
irrationally so.
Curse of Contagious Hatred (Sp): at level three, the Painmaker gains the ability to bestow another
curse that helps it spread suffering through the world. It may cast Bestow Curse with a Save DC of
10 + half its hit dice + its Charisma Bonus, with the added effect that all damage suffered until the
curse is removed becomes Vile damage. There is, however, an extra way to remove the curse: to
make an attack, to the best of their ability, against a non-Evil creature. If the target suffers damage,
they must then save against this, and if the save is failed, the Curse transfers from the previous
target (who is now cured of its effects) to the new target. They can remove it by transferring as well
and so on.

Infernal Anchor (Su): starting at level four, the Painmaker can simply throw one end of its Hell
Scourge, letting it grow as it travels, until it lodges into someone and drags them back. With a
Standard Action, it may make an attack out to Close Range. If it successfully hits, it may then make
a free Trip attack which, if successful, drags the Prone target adjacent to the Painmaker. The target
is also under the effects of a Dimensional Anchor until the Painmaker’s next turn.

Spell-Like Abilities (Sp): the Painmaker learns a few new Spell-Like Abilities as it gains levels.
These have a Caster Level equal to its hit dice, and any Save DC is 10 + half its hit dice + its
Charisma Bonus.

Tempest of Anguish (Ex): at level six, the Painmaker’s Storm of Pain ability improves. The range
increases out to 30 feet, and it also afflicts the target with an ongoing injury until healed by a DC 25
Heal check or any kind of magical healing: they suffer a -1 Morale Penalty to attack rolls, saving
throws and skill checks and lose 2 hit points every turn. Multiple injuries from this will stack,
increasing the Penalty size and the amount of damage suffered.

The Whirling Torture ability does not have its range increased by this, however the effects do apply
to the Storm of Pain effect it creates.

Vortex of Torment (Ex): upon reaching ninth level, the Painmaker unlocks its greatest
improvement to Storm of Pain. The range increases to sixty feet, and all who suffer damage from it
take 4 points of Dexterity damage which can be healed normally. Again, this does not extend the
range of Whirling Torture, however it does modify the Storm of Pain created by it.
DEVIL: FALXUGON
CR 7, Level 8

Pact Master

The Falxugon is the primary pact maker of Devils, and most of their abilities revolve around
causing pacts to be formed, straight-up making offers to people in exchange for their souls. If a
Falxugon wants to advance, it needs to have this in mind, while still having things it can do at all in
combat. So here we have the Pact Master. When it comes to fights, this chap summons more
demons and then afflicts foes with terrible conditions that are a pain to remove. Or he could remove
them… for a price. And remember the words of the Million Dollar Man: everybody has a price.

Hit Die: d6
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, Spot

1 Convincing Curse (Bestow Curse), Pact Formation


2 Summoning (+10%, 1 Hellcat), Restoration 1/day, Detect Thoughts at will
3 Reach of the Infernal Debt 1/day, Contagion 3/day
4 Convincing Curse (Wrack), Remove Curse 1/day
5 Summoning (+10%, 1d4 Bone Devils or Erinyes), Remove Disease at will
6 Reach of the Infernal Debt 2/day, Poison 3/day, Atonement 1/day
7 Convincing Curse (Flensing), Raise Dead 1/day, Scrying 1/day
8 Summoning (+10%, 1d4 Ice Devils or Barbed Devils), Break Enchantment 1/day
9 Reach of the Infernal Debt 3/day, Plague of Nightmares 1/day
10 Convincing Curse (Bestow Greater Curse), Greater Restoration 1/day
11 Summoning (+10%, 1d3 Horned Devils or Malebranches), True Resurrection 1/day
12 Reach of the Infernal Debt 4/day, Wish 1/day
Convincing Curse (Su): any time somebody bypasses the Sanctuary of a Pact Master and
successfully attacks him, they incur the wrath of hell upon them. They must save immediately
against a Bestow Curse effect, which will remain until they attack a Good creature or the effect is
removed normally. The attack must not be non-lethal, and must be made to the best of the creature’s
ability. They may warn their target, but either way, simply taking this easy way out incurs a single
point of Corruption and Obeisance. As he gains levels, the Pact Master gains new options to inflict
instead (but can always choose a lesser one). In any case, the Save DC is 5 + half his hit dice + his
Charisma Bonus, and the duration is “until the effect would normally end (by duration or restorative
effects) or they attack a Good creature”.

This may also be used to replace the normal penalties caused by Infernal Debt, if he wishes, in
which case the Save DC, duration and ways out of it are the same as normal for this ability – Wrack
won’t just last a full day, for instance.

Pact Formation (Ex): the Pact Master is very specifically able to form binding Infernal Pacts with
mortal creatures, and will instantly know when any terms of any of his pacts have been violated,
fulfilled, rendered void or called into question. He will also instantly know if their Alignment has
changed, and the moment of their death.

Summoning (Sp): starting at second level, the Pact Master becomes better at summoning. While he
can still only summon once per day, he gains additional things he may try to summon at the base
50% success rate, and gets a growing bonus to summon these things successfully.

Spell-Like Abilities (Sp): also starting at second level, the Pact Master gains new Spell-Like
Abilities over time. Many of these are specifically designed to remove the very effects he places
upon people, should he feel like offering such a remedy for some reason. The Caster Level is his
class level plus eight, and any Save DC is 5 + half his hit dice plus his Charisma Bonus.

Reach of the Infernal Debt (Su): the third-level Pact Master doesn’t have to stand too close to
somebody in order to use his Infernal Debt. Once per day, he may apply it against somebody within
Close Range, though in this instance he does not add his weapon damage. Every three levels
thereafter, he gains another daily reach.
DEVIL: LOGOKRON (WORD DEVIL)
CR 14, level 15

Devil in the Details

The Logokron is already a high-level monster that doesn’t leave much room for advancement.
However what it already has is ideal for progression up to the end, in those few games where levels
15-20 matter. The Devil in the Details improves its ability at speaking True Names, scheming, and
commanding Barbed Devils. Also murdering people with halberds, but mostly it’s a matter of
killing people with Bad Language.

Hit Die: d8
BAB: Medium
Saving Throws: Good Will
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Gather Information, Intimidate,
Knowledge (any), Listen, Sense Motive, Spellcraft, Spot, Survival, Truespeak*, Use Magic Device
*The Devil in the Details automatically has maximum ranks in Truespeak without needing to invest
Skill Points in it. Skill Points already invested are refunded to spend elsewhere.

1 Utterances (Hidden Truth, Analyze Item), Contingent Words


2 Utterances (Temporal Spiral, Fog from the Void, Suppress Weapon), Schemes of Study
3 Utterances (Spell Rebirth, Energy Vortex), See the Named
4 Utterances (Sensory Focus, Lore of the World), Sending
5 Utterances (Singular Mind, Deny Passage), Barbed Sentence
Utterances (Sp): at each level, the Devil in the Details learns new Utterances. His Truenamer level
for all Utterances equals his total hit dice. At level one, he accesses the Lexicon of the Crafted Tool,
and at level two he accesses Lexicon of the Perfected Map.

Contingent Words (Sp): at the start of every day, the Devil in the Details may place a single
detailed Contingency, with the ability to provide up to three “Or” or “And” stipulations and up to
three exceptions, and select any one Power Word, or Blasphemy, or Dictum, to be cast when the
conditions are met. He does not actually have to have the ability to cast the spell in question, it just
happens, at a Caster Level equal to his Class Level plus 14. When the ability is regained at
midnight, any existing Contingent Word is wiped clean.

Schemes of Study (Su): starting at second level, the Devil in the Details may “recall” information
on a foe with a Swift Action, making use of previous research. This allows a reflexive Gather
Information or Knowledge check to learn about a subject, and if the amount rolled is at least 10 +
their Challenge Rating, he gains a +4 Bonus to Truespeak checks against them until they leave his
sight.

See the Named (Su): at level three, the Devil in the Details gains the See the Named ability of the
Truenamer: he may once per day make a Truespeak check against a creature in order to view them
as though by a Scrying spell, without a mirror or pool of water. On a successful check, the target
does not gain a saving throw to resist it, but can only be viewed for one round.

Sending (Su): at level four, the Devil in the Details may contact others across great distance three
times per day. With a successful Truespeak check (DC 15 + 2x the target’s CR) he may send a
message to the subject as a Sending spell (with a CL equal to his hit dice).

Barbed Sentence (Sp): once per day, the fifth-level Devil in the Details may speak a particularly
spiky sentence and summon a number of Hamatula equal to a Truespeak check minus twenty one.
They function in all ways as though summoned by the Summon ability of a Baatezu.
DEVIL: NARZUGON
Level 6

Narzugon Lancer

The Narzugon Lancer is essentially a Knight. Now, it is a special Knight of its own Order that goes
all the way to level 20, and it doesn’t have the stunted growth of a level six monster taking the first
level of a level 1 class, but it handles like a Knight. Also it is more offensively focused than most
Knights, but it still fits the same general roles.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 2 + Int
Class Skills: Balance, Climb, Jump, Knowledge (The Planes), Ride, Spot, Survival, Tumble
Proficiency: all Simple and Martial Weapons, Light, Medium and Heavy Armour and Shields

1 Mounted Combat, Knight’s Challenge Designate Opponent +3d6


2 Hellfire Charge Designate Opponent +4d6
3 Nightmare Steed Designate Opponent +5d6
4 Carnage Sphere Designate Opponent +6d6
5 Head Hunter, Rallying Charge Designate Opponent +7d6
6 Fortify Steed Designate Opponent +8d6
7 Dispel Chaos, Shadow Sphere Designate Opponent +9d6
8 Mounted Supremacy Designate Opponent +10d6
9 True Seeing, Warcry Designate Opponent +10d6
10 Champion of Ruin Designate Opponent +11d6
11 Orderly Charge, Fire Sphere Designate Opponent +11d6
12 Terrifying Charge Designate Opponent +12d6
13 Ethereal Charge Designate Opponent +12d6
14 Demon-Dread Charge Designate Opponent +13d6
Mounted Combat: if for some reason the Narzugon Lancer does not have Mounted Combat
already, he gains Mounted Combat (Races of War) as a Bonus Feat. If he does have Mounted
Combat (and he should), he can instead choose a [Combat] Feat, or any other Feat that has
Mounted Combat as a Prerequisite.

Knight’s Challenge (Ex): with a Swift Action, the Narzugon Lancer can call an opponent out. If
that foe fails to deal any damage to the Narzugon Lancer before the Lancer’s next turn, then on that
turn his attacks gain the listed Designate Opponent amount as bonus damage against that foe. He
can only apply this damage to one attack per round, plus one at BAB +6, and another at BAB +11
and BAB +16.

Hellfire Charge (Su): starting at second level, whenever the Narzugon Lancer charges a foe, his
attacks deal an additional 3d6 points of damage. Half this damage is Fire, the other half is Untyped.
This also sets the target on fire, and until the flames are extinguished, they are lit up as though by
Faerie Fire.

Nightmare Steed: at level three, the Narzugon just straight-up gets a Nightmare as a loyal steed.
For every level the Lancer has beyond third, the Nightmare gains an additional Outsider hit die or a
level of Fiendish Brute (player’s choice). If it dies, he gains another 24 hours later.

Sphere Access: at level four, the Narzugon Lancer gains Basic Access to the Carnage Sphere. At
level seven, he gains Basic Access to the Darkness Sphere. At level eleven, he gains Basic Access to
the Fire Sphere.

Head Hunter (Su): whenever the fifth-level Narzugon Lancer slays a living target that has a
sufficient Challenge Rating to grant him any experience (even if you’re not using kill-based XP), he
gains a Good Hope effect for the next minute, and the benefits of having cast Death Knell on the
target.

Rallying Charge (Ex): starting at level five, any time the Narzugon Lancer charges a foe and hits,
this inspires his allies and makes them feel better. Any allies within Line of Sight instantly have any
[Fear] effects removed from them.

Fortify Steed (Su): it helps to keep your steed alive, for obvious reasons. Starting at sixth level, the
Narzugon Lancer can channel profane energy three times per day. This bestows a Heal effect upon
it, but also grants a +4 Profane Bonus to the creature’s Strength, Saving Throws and Armour Class
for the next hour.

Spell-Like Abilities (Sp): at level seven, the Narzugon Lancer gains the ability to cast Dispel
Chaos three times per day. At level nine it can cast Warcry three times per day. The Caster Level
equals its hit dice and the Save DC is Charisma-Based.

Mounted Supremacy (Ex): whenever the eighth-level Narzugon Lancer is mounted and fights a
foe that is not mounted, he gains a +3 Bonus to Attack and Damage rolls against that foe, and to
Armour Class against their attacks. Additionally, once per round a successful attack against such a
foe allows his steed to make an Attack of Opportunity against the target.
True Seeing (Su): at level nine, the Narzugon Lancer constantly benefits from a True Seeing effect.

Champion of Ruin: at level ten, the Narzugon Lancer is recognised as a true champion of the Nine
Hells. He is granted a castle somewhere in Baator, along with serfs/souls and a small standing army
– he gains followers as though taking a [Leadership] Feat. Additionally, he may exchange his steed
for a Gathra or Cauchemar Nightmare with racial hit dice equal to his own hit dice total.

Orderly Charge (Su): the eleventh-level Narzugon Lancer may cast Order’s Wrath with a Free
Action at the end of a successful Charge attack once per round. Alternatively, once per day it may
instead cast Dictum. In both cases, the Caster Level equals his Class Level plus six, and any Save
DC is 10 + half his hit dice + his Charisma Bonus.

Terrifying Charge (Ex): starting at level twelve, the Narzugon Lancer causes fear when charging
people. If he declares a charge and successfully hits a foe who has failed to save against his Baleful
Gaze, their fear is upgraded to Panicked for one minute. There is no additional saving throw against
this.

Ethereal Charge (Su): whenever the thirteenth-level Narzugon Lancer charges or runs towards an
enemy or has his steed run at full speed towards an enemy, he may elect for both he and his steed to
be Ethereal until they reach the enemy – ending either just before attacking (for foes who are not
themselves Ethereal), or just after (for foes who are Ethereal).

Demon-Dread Charge (Su): at level fourteen, the Narzugon Lancer gains the most deadly benefits
against Demons – and certain other Outsiders as well. When charging, his attacks, and those of his
steed, gain the Dread property against [Chaotic] Outsiders. He and all allies within 120 feet then
gain the Bane property against [Chaotic] Outsiders for one minute.
DEVIL: ORTHON
CR 8, Level 9

Infernal Weaponmaster

The Orthon is a big brute of a fighter, but also a wielder of special fiendish weapons. There is
nothing actually stopping it from being an Infernal Soldier who specialises in the fighting styles of
his Devilish brethren, and that is what the Infernal Weaponmaster does. He doesn’t just get better at
fighting normally, he gets better at using his special weapons, and gains Soldier abilities specific to
the Nine Hells.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Balance, Climb, Intimidate, Jump, Knowledge (The Planes), Listen, Ride, Sense
Motive, Spot, Tumble

1 Infernal Strike (Sickness), Infernal Stances (Imp, Barbazu, Erinyes, Excruciarch)


2 Voracious Maggots, Greater Interference
3 Infernal Strike (Fear)
4 Infernal Stances (Bezekira, Amnizu, Dogai, Cornugon)
5 Infernal Strike (Blindness)
6 Wall of Hellfire, Battlefield Control
7 Infernal Strike (Nausea), True Seeing
8 Infernal Stances (Malebranche, Narzugon, Gelugon, Pit Fiend)
9 Infernal Strike (Stupor)
10 Maggotstorm
11 Infernal Strike (Imprisonment), War Machine
Infernal Strike (Su): with a Standard Action at will, the Infernal Weaponmaster may make a single
attack. If the attack hits and deals damage, the target must also pass a Fortitude Save (DC 10 + half
his hit dice + his Wisdom Bonus) or be rendered Sickened for one minute. At level three, he may
instead force them to make a Will Save (same DC) or be Frightened for three rounds. At level five,
he may instead cause them to be Blind for three rounds on a failed Fortitude Save. At level seven,
he may instead cause them to be Nauseated for three rounds on a failed Fortitude Save. At level
nine, he may instead bestow a Feeblemind effect for one minute on a failed Will Save. At level
eleven, he may instead cause an Imprisonment effect (until removed by magic) on a failed Will
Save.

Stances (Su): as he gains levels, the Infernal Weaponmaster gains access to a number of special
Stances unique to the Baatezu. As long as he is not flat-footed, he may spend a Swift Action to enter
a Stance, and remains in it until the start of his next turn. Each Stance has a special effect it applies.
• Barbazu: any attack against a foe suffering from Constitution damage, Vile damage or
ongoing damage will deal an extra 3d6 points of damage. If the target suffers from a disease,
the disease is progressed by a full day so they must save against its effects.
• Bezekira: against a foe who cannot see him or in a grapple with him, his attacks deal an
extra 3d6 points of damage (the bonus doesn’t stack if both apply). He may also add his
Base Attack Bonus as a Competence Bonus to his Move Silently checks.
• Erinyes: his opponents provoke Attacks of Opportunity from him if they fall Prone within
squares he threatens, and he may add his Wisdom Bonus as a Competence Bonus to Trip
attempts and ranged attacks.
• Excruciarch: every foe within ten feet instantly suffers Slashing damage equal to 1d6 plus
his Wisdom Bonus, and suffer that result (after DR) as a Morale Penalty on any attack rolls
or combat manoeuvres made against him, as well as Tumble or Concentration checks made
to avoid Attacks of Opportunity from him.
• Imp: any time he hits a foe afflicted by a poison, he deals 2 points of Ability Damage to each
ability score that the poison in question damages.
• Amnizu: he benefits from a Psychic Poison effect, and any time he hits a foe suffering from
Ability Damage or Drain to their Intelligence, they must pass a Will Save (DC 9 + half his
hit dice + his Wisdom Bonus) or be Stunned until the end of his next turn.
• Dogai: he may move through impediments as though the subject of a Gaseous Form spell,
cannot be Flanked, and may treat himself as Medium Size for the purpose of Hide checks.
Against foes unaware of his presence, the first attack he makes will, if it hits, be upgraded to
a critical hit that deals automatic maximum damage.
• Malebranche: if he hits a foe who is suffering from a [Fear] effect, they must pass a Will
Save (DC 9 + half his hit dice + his Wisdom Bonus) or be Paralyzed until the end of his
next turn.
• Cornugon: he may perform a Coup de Gras as a Move-Equivalent Action, even against a foe
who is merely Stunned or Nauseated.
• Narzugon: when mounted, he gains the Powerful Charge and Trample feats, and his steed
also gains Powerful Charge.
• Gelugon: against foes who are Slowed or suffering from [Fear] effects, all of his successful
attacks are upgraded to critical hits.
• Pit Fiend: he benefits from an Unholy Aura effect, however he may also discharge it on a
successful melee attack or touch attack, dispelling an effect or banishing an outsider as
though by Dispel Good, or discharge it to cast Unholy Blight. Either way, the Save DC is 9 +
half his hit dice + his Wisdom Bonus.
Voracious Maggots (Ex): starting at second level, the Infernal Weaponmaster’s internal maggots
are even more active, working harder to eat things. They grant him Fast Healing 5, and additionally
when they burst out, they initially deal 5d6 damage, but all that take damage will then take 3d6
damage the following round, then 1d6 more the round after that.

Greater Interference (Su): for every two levels gained by the Infernal Weaponmaster, his
Dimensional Interference ability extends out an additional 5 feet.

Wall of Hellfire (Sp): at level six, the Infernal Weaponmaster can cast Wall of Fire three times per
day, with a Caster Level equal to his hit dice and a Save DC of 9 + half his hit dice + his Wisdom
Bonus. Unlike normal for the spell, the flames are hellfire, which are half Fire and half Unholy.

Battlefield Control (Sp): starting at level six, the Infernal Weaponmaster becomes good at making
nearby battlefield weapons smash things. He may use a Swift Action at will to activate any one war
machine, magical or otherwise, within 250 feet. It must be ready to fire, and he cannot adjust its aim
– it will just fire in the way it is positioned. Alternatively, he may use a Move-Equivalent Action to
adjust the aim by up to 45 degrees in one direction or adjust the target square for catapult type
weapons by up to 50 feet and then fire it, or a Full Round Action to completely arm, prep, aim and
fire.

True Seeing (Su): at level seven, the Infernal Weaponmaster gains a permanent True Seeing effect.

Maggotstorm (Sp): once per day, the tenth-level Infernal Weaponmaster may call upon a horrific
storm of gross maggots, replicating a Creeping Doom effect. However, the damage dealt is 50%
Acid and 50% Unholy.

War Machine (Sp): upon reaching level eleven, the Infernal Weaponmaster may once per day
summon a Hellfire Engine for one minute, with a 100% rate of success.
FAERIE DRAGON
CR 6, Level 8

Ancient Prankster

Faerie Dragons look (ostensibly) like dragons, but act more like the trickster fae that many people
picture when talking about fairies. And that’s fine, but it does mean that the Faerie Dragon isn’t
going to take the same kind of path as a Red Dragon, or even a Copper Dragon. Being a Small
creature with a 100’ Perfect Fly Speed, a Dazing ability and a number of illusions, stealth-based
powers and so on is something a lot of people would love to have, assuming their life goals don’t
include greatswords and swallowing people.

The Ancient Prankster mostly gains Spell-Like Abilities, essentially advancing as a spellcaster.
However even then, it has a number of other tricks available, as well as ways to utilise the Spell-
Like Abilities to the detriment of other people. While many of the abilities could be used merely for
playing (relatively) harmless tricks on people or guarding a location, in truth the Ancient Prankster
is able to afflict evildoers with a variety of conditions that make them easy pickings.

Hit Die: d10


BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Bluff, Diplomacy, Disable Device, Disguise, Hide, Intimidate, Knowledge (Nature),
Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Use
Magic Device

1 Trickster Rune, Bothersome Babble at will, Resinous Tar 3/day, Grease 3/day
2 Tasha’s Hideous Laughter at will, Arcane Turmoil 3/day, Luminous Swarm 1/day
3 Sneaky Tricks, Greater Mage Hand at will, Entice Gift at will
4 Here and There, Faerie Call
5 Fairy Mist, Retributive Image 1/day
6 Steal Summoning at will, Endless Slumber 1/day
7 Spell Theft 3/day, Telekinesis 3/day, Veil 1/day
8 Sneakier Tricks, Mind of the Labyrinth 1/day
9 Greater Faerie Call, Baleful Polymorph 3/day
10 Tricky Magic, Otto’s Irresistable Dance 3/day, Scry Location 1/day
11 Reverse Gravity at will, Sympathy 1/day
12 Time Stop 1/day, Etherealness 1/day, Shambler 1/day
Spell-Like Abilities (Sp): the Ancient Prankster learns new Spell-Like Abilities as it gains levels. The Caster
Level for all of its SLAs equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.
Similarly, when it gains Telekinesis, it uses its Charisma Bonus for maneuvers.

Trickster Rune (Sp): the Ancient Prankster is able to cast its Spell-Like Abilities normally, but it can also
cast them as special runes, much like Symbol spells. A Rune occupies a 5’ square, and lasts for one minute
per hit die or until discharged. If touched, the Rune will activate, as though the Spell-Like Ability had been
cast on the one who touched it (for Targeted spells) or with the area centred on the Rune’s square (for spells
with an Area of Effect). Spell Resistance and Saving Throws are allowed as normal. These runes are actually
fairly visible, merely needing a DC 15 Spot check to notice in busy situations and being spotted
automatically when people can take their time. They can be foiled by a Disable Device check equal to the
Ancient Prankster’s hit dice + its Charisma Bonus + 10.

Sneaky Tricks (Ex): the third-level Ancient Prankster is able to mess with foes and hinder them even
without using magic. With a Standard Action, it may make a melee touch attack (or at a range if using
Telekinesis, as though this were a combat maneuver), and if that is successful may make a Sleight of Hand
check, with a DC of 10 + the opponent’s Base Attack Bonus + their Dexterity Bonus. The Ancient Prankster
also gets a +4 Bonus if it is smaller than its target and a -4 Penalty if it is larger. If successful, it may select
one of the following penalties: Blinded, Deafened, Entangled, Shaken, Sickened. The target suffers from the
condition for 1 round, +1 more for every 5 points by which the Sleight of Hand check exceeded the DC.

Here and There (Su): starting at level four, the Ancient Prankster benefits from a constant Dimension
Jumper effect at all times.

Faerie Call (Sp): once per day, the fourth-level Ancient Prankster can use a Full Round Action to summon
fae allies, as though by a Summon Nature’s Ally spell, for one round per hit die. It may summon 1 Pixie
(without Otto’s Irresistable Dance but with 3 of each kind of Special Arrow) or Shimmerling Swarm or
Displacer Beast, or 1d3 Nixies or Satyrs (with Pipes), or 1d4+1 Blink Dogs or Pegasi or Unicorns or Young
Redcaps.

Fairy Mist (Sp): when it reaches fifth level, the Ancient Prankster can use a Standard Action to summon
magical mists that carry the power of the fey. This is treated as a Mind Fog effect that also provides
Concealment just like Obscuring Mist, and all Spell Resistance is reduced by 5 while in the area.

Sneakier Tricks (Ex): the eighth-level Ancient Prankster is better at messing with people. When it succeeds
at a Sneaky Trick, the base duration is 1d4 rounds, increased for rolling higher as normal. Additionally, it can
stack effects up, increasing the severity of an existing condition: a target that is already Blinded becomes
Dazed, a Deafened target becomes Stunned, an Entangled opponent becomes Prone and Anchored in place, a
Shaken opponent becomes Frightened, and a Sickened target becomes Nauseated. Furthermore, a Sneaky
Trick can now be made just with an Attack Action, including Attacks of Opportunity.

Greater Faerie Call (Sp): at level nine, the Ancient Prankster’s Faerie Call is improved. It may instead
summon 1 Bearhound or 3-Headed Leskylor or Elder Redcap, or 1d3 Lillends or Leskylor or Will-O-Wisps,
or 1d4+1 Pixies (with 3 of each Special Arrow but no Dance) or Shimmerling Swarms or Displacer Beasts,
or 1d6+2 Nixies or Satyrs (with Pipes), or 2d6 Blink Dogs or Pegasi or Unicorns or Young Redcaps.

Tricky Magic (Sp): the tenth-level Ancient Prankster becomes particularly adept at messing with people.
When it targets another creature with a Spell-Like Ability (but doesn’t simply catch them in the Area of
Effect), including via a Trickster Rune, it may make a Sneaky Trick attempt against them as a Swift Action.
GENIE: KHAYAL
CR 6, Level 7 – Requires (and allows) constant trips to Plane of Shadow

Malik

The Khayal has to make regular trips to the Plane of Shadow, and has the ability to do just that –
this has the potential to be a problem, so check beforehand. It’s not the kind of thing the class needs
to address, however.

Not just an Emir, the Malik is a king and ruler over Khayal, and great at doing what they do: casting
shadow magic, fighting in a light Rogue sort of way, and deceiving others. So basically it plays
mostly like a Shadow Dancer but with a bit more magic on the side – albeit Shadow Magic, which
tends to be underwhelming.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Craft (any), Diplomacy, Escape Artist, Hide, Intimidate,
Knowledge (The Planes), Listen, Move Silently, Sense Motive, Spot, Tumble
Proficiency: Light Armour and Simple and Martial Weapons

1 Uncanny Dodge, Veil of Shadows


2 Umbral Mind
3 Evasion, Sneak Attack +1d6
4 Dark Reflections
5 Ebon Whispers
6 Improved Uncanny Dodge, Sneak Attack +2d6
7 Dark Metamorphosis
8 Heart and Soul
9 Improved Evasion, Sneak Attack +3d6
10 Shadow Calling
11 Ebon Walls
12 Defensive Roll, Sneak Attack +4d6
13 Master of Wishes
Uncanny Dodge (Ex): the Malik always retains his Dexterity Bonus to Armour Class.

Paths and Mysteries (Sp): the Malik gains access to a lot of Paths, and each Path grants him the
ability to cast the Mysteries as Spell-Like Abilities. The Caster Level equals his hit dice, and any
Save DC is 10 + half his hit dice + his Intelligence Bonus. He cannot cast a Mystery with a Level of
more than half his Caster Level (round up). If the Level is 1-3 it can be cast three times per day, and
as a Supernatural Ability. If the Level is 4-6 it can be cast two times per day. If the Level is 7-9 it
can be cast only once per day.

Evasion (Ex): at level three, the Malik gains Evasion – any time he succeeds on a Reflex Save for
half damage, he instead suffers no damage.

Sneak Attack (Ex): at every third level, the Malik’s Sneak Attack ability improves by 1d6.

Improved Uncanny Dodge (Ex): at level six, the Malik’s Uncanny Dodge improves. He can no
longer be Flanked.

Improved Evasion (Ex): the Evasion of the ninth-level Malik improves such that any time he fails
a Reflex Save for half damage, he only takes half damage.

Defensive Roll (Ex): at level twelve, the Malik can roll with a potentially lethal blow to take less
damage from it than it otherwise would. Once per day, when it would be reduced to zero or fewer
hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the
Malik can attempt to roll with the damage. To use this ability, it must attempt a Reflex Save (DC =
damage dealt). If the save succeeds, it takes only half damage (ignoring Evasion); if it fails, it takes
full damage (ignoring Improved Evasion). It must be aware of the attack to execute its Defensive
Roll – but with Uncanny Dodge, that’s fairly likely.

Master of Wishes (Sp): the thirteenth-level Malik unlocks the greatest power of genies, and can
grant three Wishes per day, even to himself. The Caster Level is 20, he cannot create anything with a
value of more than 15,000 GP, and any Save DC is 20 + his Intelligence Bonus. Note that if he
grants someone else a Wish, they don’t define the parameters and just use his casting power – they
make a request and he then casts Wish and chooses to do as he pleases unless they actually have
control over him, so he can (and likely will) be a dick about it and interpret “I wish for money” as “I
wish to be attacked by elementals”.
GENIE: QORRASHI
CR 6, Level 7

Blessing of the Blizzards

The Qorrashi has a number of good qualities – a Large creature with Perfect Flight and extra cold
damage (plus a penalty) on its melee attacks, Invisibility at will, elemental Plane Shifting,
Telepathy, and a few Spell-Like Abilities (with multiple daily uses for the attacking ones). Its
Natural Armour and Ability Scores are also all pretty good. Advancing, it wants to grant Wishes
because it’s a Genie, but it also wants to advance as a melee combatant with just a side of
spellcasting. It probably also wants to apply coldness and freeze things because that’s one of the key
things that sets a Qorrashi aside from an Efreeti or Djinn or whatever.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Diplomacy, Escape Artist, Intimidate, Listen, Move Silently,
Sense Motive, Spellcraft, Spot

1 Permafrost, Cold and Collected


2 Boreal Wind 3/day, Hypothermia
3 Fabricate 3/day, Voice of Reason
4 Chilling Effect, Pass Through Ice at will
5 Freezing Form, Mass Frostburn 1/day
6 Greater Aura of Cold 3/day, Frozen Strike
7 Bestow Limited Wishes, Polar Ray at will
8 Wall of Ice 3/day, Voice of Command
9 Gaseous Form 3/day
10 Glacier 3/day, Blizzard Form
11 Bestow Wishes, Obedient Avalanche 1/day
12 Entombing Smite, Fimbulwinter 1/week
13 Avenging Iceberg, Obliterating Blizzard
Permafrost (Su): the Blessing of the Blizzards is colder than cold, and the added Cold damage
from his melee attacks is Frostburn damage. Additionally, any of his Spell-Like Abilities that deals
Cold damage in an Area of Effect leaves a thin layer of actual ice in the area. This is treated as a
Grease spell that won’t go away until smashed with a bludgeoning weapon or exposed to any
amount of magical or alchemical fire.

Cold and Collected (Ex): the Blessing of the Blizzards benefits from a constant Calm Emotions
effect. He also enjoys a Competence Bonus on Sense Motive checks equal to half his hit dice.

Spell-Like Abilities (Sp): the Blessing of the Blizzards gains additional Spell-Like Abilities over
time. The Caster Level equals his hit dice, and any Save DC is 10 plus half his hit dice plus his
Charisma Bonus.

Hypothermia (Ex): starting at second level, the Blessing of the Blizzards leaves people even less
physically able after suffering from his attacks. If somebody is already Fatigued when he subjects
them to Frostbite (including if they have already been rendered Fatigued by Frostbite on a previous
turn), a failed saving throw leaves them Exhausted until the Cold damage is healed.

Voice of Reason (Su): when your mind is cold, it is easier to see sense, and talk that sense into
others. By speaking as a Full Round Action, the third level Blessing of the Blizzards may create a
Calm Emotions or Sanctuary effect, as a [Language-Dependent] effect, with a Save DC of 10 + half
his hit dice + his Charisma Bonus. In both cases, the effect lasts as long as he spends a Move-
Equivalent Action speaking each turn. If combat has not yet started and hostilities are not active, he
may instead use this to Fascinate like the Bardic performance.

Chilling Effect (Su): starting at level four, the melee attacks of the Blessing of the Blizzards also
deal two points of Dexterity damage, multiplied on critical hits like normal. Creatures that do not
suffer any Cold damage from the attack (whether by Immunity or just sufficient Resistance) do not
suffer the Dexterity damage.

Freezing Form (Sp): upon reaching level five, the Blessing of the Blizzards is able to utilise his
Gaseous Form Spell-Like Ability in a different way. He may cast it normally, or with a duration of
1 round per level, where his form isn’t just gas, but acts as a Freezing Fog spell with a size of Huge,
with any creature sharing his space being considered in the Area of Effect.

Frozen Strike (Su): the sixth-level Blessing of the Blizzards gains the ability to channel icy magic
through attacks. With a Standard Action at will, he may make a single melee attack and, if it hits,
cast one of his available Spell-Like Abilities with the [Cold] Descriptor. The ability must target the
struck opponent or, for an Area of Effect, include them in the area. They are still entitled to any
Saving Throws and Spell Resistance.

Bestow Limited Wishes (Sp): upon reaching seventh level, the Blessing of the Blizzards gains a
small amount of the power mistakenly attributed to all geniefolk. He can cast Limited Wish three
times per day on behalf of mortal creatures.
Voice of Command (Su): the eighth-level Blessing of the Blizzards has a greater power of words.
When he uses his Voice of Reason to Fascinate a creature, he may then cast Suggestion or Charm
Monster upon them (Save DC 10 + half his hit dice + his Charisma Bonus). If the attempt fails, they
are no longer Fascinated and he cannot Fascinate them again until the sun next rises.

Blizzard Form (Sp): starting at level ten, when the Blessing of the Blizzards enters his Gaseous
Form, he can choose the normal form, or a Freezing Fog, or may simply turn into a Blizzard. This
still functions as a Gaseous Form, affecting an area as though he were Huge Size, and only lasting
one round per level. Any creature sharing his space is subject to a Blizzard, with Hurricane-strength
wind speed and Whiteout levels of snow. He may also choose for it to carry Razor Sleet.

Bestow Wishes (Sp): at level eleven, the Blessing of the Blizzards no longer grants Limited Wishes.
Instead, he can grant up to three Wishes per day to non-genies.

Entombing Smite (Su): those who defy the level twelve Blessing of the Blizzards incur his wrath:
if a creature damages him, then on his next turn he may use his Frozen Strike to channel Entomb
despite not actually having that Spell-Like Ability. He can do this as often as others provoke it.

Avenging Iceberg (Sp): the thirteenth-level Blessing of the Blizzards can call the ice itself to rain
down and crush his attackers. Once per day, with an Immediate Action he may counter an attack
from an enemy – whether it is successful or not – with an Iceberg effect. Aside from how it is cast,
this works the same as his other Spell-Like Abilities.

Obliterating Blizzard (Sp): upon reaching level thirteen, the Blessing of the Blizzards may
become an even more powerful storm. When turning into a Blizzard Form, he may carry the power
of the Howl of the North within the area, and generates an ongoing Cometstrike effect.
GRIMWEIRD
CR 11, Level 12

Withered Conjurer

The Grimweird is an undead summoner. As in, a summoner that is an undead, not a summoner of
the undead. The Withered Conjurer builds on this – not the undead part, the summoner part. It is
already as undead as you can get. It becomes even better at calling more critters to its side, and
empowering them even more.

Hit Die: d12


BAB: Poor
Saving Throws: Good Will
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Diplomacy, Gather Information, Handle Animal, Intimidate,
Knowledge (Arcana, Dungeoneering, The Planes, Religion), Sense Motive, Spellcraft

1 Conjurer’s Variety, Legion’s Conviction 1/hour


2 Summon Monster VII 1/10 minutes
3 Planar Binding 1/hour, Legion’s Aid 1/hour
4 Summon Monster VIII 1/hour, Legion’s Snake’s Swiftness 1/10 minutes
5 Legion’s Shield of Faith 1/hour, Legion’s Align Fang 1/10 minutes
6 Summon Monster IX 1/hour, Mass Invisibility 1/day
7 Greater Planer Binding 1/day, Legion’s Fire Shield 1/hour
8 Gate 1/day (Summoning only, generic creatures only)

Conjurer’s Variety: whenever the Withered Conjurer casts a Summon Monster spell, it may choose
creatures from variant lists introduced in other books, as well as creatures from Summon Ice Beast
or Summon Desert Ally. It cannot, however, draw from the Summon Nature’s Ally or Summon
Undead spells.

Spell-Like Abilities (Sp): the Withered Conjurer gains access to a lot of extra Spell-Like Abilities,
all with a Caster Level equal to its Class Level plus 12, and any Save DC is 8 + half its hit dice + its
Intelligence Bonus.
HAG: DUNE HAG
Level 5

Dweller Within the Wastes

All Hags wish to gain more power, often within covens but also individually. For the Dune Hag,
this means bringing forth more power of the deserts, to dehydrate and burn and choke people – but
also more power over the undead, and general curses and consumption powers.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Concentration, Disguise, Hide, Intimidate, Knowledge (Nature),
Listen, Move Silently, Sense Motive, Spellcraft, Spot, Tumble

1 Animate Dead 1/day, Bestow Curse 1/day, Enthrall (Command)


2 Sand Veil, Tormenting Thirst 3/day, Preserve Organ at will
3 Prickling Torment at will, Slow Consumption at will, Absorb Mind 1/day
4 Dream 1/day, Mirage Arcana 1/day, Absorb Strength 1/day
5 Searing Exposure at will, Spawn Forlorn Husk, Power Leech 1/day
6 Veil 1/day, Animate Dead 3/day, Bestow Curse 3/day
7 Enthrall (Suggestion), Control Undead 1/day
8 Control Weather 1/day, Forcecage 1/day
9 Dream 3/day, Mirage Arcana 3/day, Sand Rush
10 Mind Blank 1/day, Veil 3/day, Slay Living 1/day, Symbol of Thirst 1/day
11 Bestow Greater Curse 3/day, Awaken Sand 1/day, Steal Life 1/day
12 Control Weather 3/day, Forcecage 3/day
13 Desert Binding 3/day, Insanity 3/day
14 Mind Blank 3/day, Summon Giants 1/day
15 Enthrall (Steal Soul), Dire Drought 1/day
Spell-Like Abilities (Sp): the Dweller Within the Wastes gains access to many Spell-Like Abilities.
For any of these, the Caster Level equals her hit dice and any Save DC is 10 + half her hit dice +
her Charisma Bonus.

Enthrall (Su): as she gains levels, the Dweller Within the Waste becomes better at using her
Enthrall ability. To begin with, she may cast Command (Save DC 10 + half her hit dice + her
Charisma Bonus) on the target at will – even after the Charm effect ends.

At level seven, she may instead cast Suggestion upon them at will (same Save DC), even after the
initial effect ends.

At level fifteen, she may steal the very soul of the target, as though through casting Trap the Soul as
the Spell Completion method, without the effects of knowing the target’s name nor requiring a gem
– the soul is instead consumed by the Hag, but may be coughed up at a later date to release them.

Sand Veil (Su): starting at level two, whenever the Dweller Within the Wastes is inside a sandstorm
or duststorm, she benefits from Improved Invisibility. If she makes herself visible, then full
invisibility resumes at the start of her next turn if still in the storm.

Spawn Forlorn Husk (Su): any Humanoid creature slain by a fifth-level Dweller Within the
Wastes rises as a Forlorn Husk – not innately under her control, but not hostile towards her either.

Sand Rush (Su): from level nine onwards, any time the Dweller Within the Wastes is inside a
sandstorm or duststorm, she is Hasted. This doesn’t have a Caster Level, it merely lasts while she is
in the area, then ends the moment she leaves the area.
HAG: MARZANNA (WINTER HAG)
Level 7

Dweller Within the Frost

The Dweller Within the Frost is the natural advancement for Winter Hags, improving their magical
abilities and their Dreadful Eye. They gain a little more combat ability as well, but they should still
be thought of as Cold and Necromancy-based spellcasters.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Concentration, Escape Artist, Hide, Intimidate, Listen, Move Silently,
Sense Motive, Spellcraft, Spot, Swim

1 Animate Dead 3/day, Frost Touch, Icicle at will


2 Blood Snow 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, Spiritwall 1/day
4 Veil 1/day, Ice Flowers 3/day, Slowing Rend, Dreadful Eye 4/day
5 Dreadful Eye (Icy Terror), Death Hail 3/day, Entomb 1/day
6 Control Weather 1/day, Forcecage 1/day
7 Dream 3/day, Mirage Arcana 3/day, Dreadful Eye 5/day
8 Snow Wave at will, Mind Blank 1/day, Veil 3/day, Symbol of Weakness 1/day
9 Numbing Nails, Whiteout 1/day, Raise Ice Forest 3/day
10 Dreadful Eye (Tiring Madness), Control Weather 3/day, Forcecage 3/day
11 Frozen Breath, Insanity 3/day, Frostfell 1/day
12 Mind Blank 3/day, Summon Giants 1/day, Dreadful Eye at will
13 Plague of Undead 1/day, Dire Winter 1/day
Spell-Like Abilities (Sp): the Dweller Within the Frost gains a variety of Spell-Like Abilities as she
progresses. The Caster Level equals her hit dice and any Save DC is 10 + half her hit dice + her
Charisma Bonus.

Frost Touch (Su): the Dweller Within the Frost is icy cold to the touch. Any creature that hits her
with a Natural Weapon or non-reach melee weapon suffers an amount of Cold damage equal to her
class level. Additionally, her Claw attacks each deal 1d6 extra Cold damage, and her Rend deals an
added 2d6 points of Cold damage.

Slowing Rend (Su): whenever the fourth-level Dweller Within the Frost delivers her Rend attack,
the opponent is Slowed until the start of the Dweller’s next turn as the cold seeps through their body.
Creatures Immune to Cold damage are Immune to this, whereas creatures Vulnerable to Cold
damage are Slowed for two turns.

Dreadful Eye (Su): at level four, the Dweller Within the Wastes gains an extra daily use of her
Dreadful Eye ability. She gains another use per day at level seven, and at level twelve she may
simply use the ability as often as she pleases – which turns out to be a lot. Furthermore, as she gains
levels, it becomes more powerful.

At level five, any creature that fails the initial Will Save is automatically Slowed for two minutes,
and any time they try to sleep before the next New Moon, must pass another Will Save (same DC)
against a Nightmare effect.

At level ten, any creature that fails the initial Will Save but passes the Fort Save is rendered Insane
(as per the Insanity spell) instead of Panicked, and after ten rounds they must pass another Fortitude
Save (same DC) or become Exhausted. On a successful save they merely become Fatigued. Both
effects can be ended by resting normally, though that might be difficult given the Insanity and
Nightmare.

Numbing Nails (Su): at level nine, the frosty claws of the Dweller Within the Frost are even more
damaging, and can render limbs completely useless and without feeling. Each successful Claw
attack deals two points of Dexterity damage in addition to regular damage, as does her Rend.
Immunity to Cold damage grants Immunity to this Ability Damage, and Vulnerability results in the
amount of Ability Damage being multiplied.

Frozen Breath (Su): at level eleven, the Dweller Within the Frost gains a powerful breath weapon,
able to freeze people completely solid with an exhalation. Once per five rounds, she may unleash a
60’ Cone effect that creates a Freezing Fog effect in the area, lasting until the start of her next turn.
Any foe within the area that is Slowed, Fatigued or Exhausted must pass a Fortitude Save (DC 10 +
half her hit dice + her Constitution Bonus) or be Paralyzed until they thaw out – all the while
unable to breathe.
SHRIEKING HAG
CR 10, Level 11

Dweller Within the Mountains

Hags are always bad news. They cause trouble and strife for everyone near them, and in the case of
the Shrieking Hag, that is “people travelling near mountains”. The Dweller Within the Mountains
has powers similar to other advanced Hags, but beyond this, her shrieking ability is particularly
maddening and deadly. She also excels and using abilities to hurl people off cliff-faces, causing
them to fall to their deaths.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Diplomacy, Disguise, Hide, Knowledge (Geography, Nature),
Listen, Sense Motive, Spot, Survival

1 Create Undead 1/day, Bestow Curse 3/day, Vertigo at will


2 Control Weather 1/day, Mind Blank 1/day, Transmute Stone to Sand 1/day
3 Echoed Voice, Dream 3/day, Mirage Arcana 3/day, Battering Ram at will
4 Veil 3/day, Mind Blank 1/day, Symbol of Spell Loss 1/day
5 Vertigo Field 3/day, Earthquake 1/day, Bombardment 1/day
6 Control Weather 3/day, Forcecage 3/day
7 Horrifying Shrieking, Insanity 3/day
8 Mind Blank 3/day, Summon Giants 1/day
9 Murderous Shriek, Reverse Gravity 1/day, Transmute Rock to Lava 1/day

Spell-Like Abilities (Sp): the Dweller Within the Mountains learns a lot of new Spell-Like
Abilities, much like other Hags do. The Caster Level for all of her Spell-Like Abilities equals her
hit dice, and any Save DC is 8 + half her hit dice + her Charisma Bonus.

Echoed Voice (Su): starting at level three, the Dweller Within the Mountains can bring her voice to
bear more often. Instead of just being three times per day, her Shriek can be used once per ten
minutes. Additionally, it initially deals 4d6 damage, with another 2d6 the following round, and 1d6
the round after that – those that pass their Saving Throw do not take the ongoing damage.

Horrifying Shrieking (Su): at level seven, the Shriek of the Dweller Within the Mountains is more
deadly. Any creature that fails the saving throw is Dazed for one round and Confused for 2d6
rounds, as well as taking 1 point of Wisdom Damage for every 1d6 points of damage suffered by
the Shriek. The initial damage increases to 6d6 (halved on a successful save as usual, which
prevents ongoing damage), then 4d6 the round after, then 2d6 after that, then 1d6 on the fourth
round.

Murderous Shriek (Su): whenever the ninth-level Dweller Within the Mountains uses her Shriek
ability, creatures that fail their Saving Throw must make another Fortitude Save one round later at
the same DC. Failure results in them being slain instantly.
JOYSTEALER
CR 5, Level 7 – Incorporeal

Heartless Prankster

Even at level seven, Incorporeal PCs can be a problem depending on the stories you want to tell.
You could possibly still face a mob of eight bandits or thirty orcs or a giant weird animal. But if
you’re not doing that, this is about when such a character can come online, and upon doing that,
they want to be a sneaky character sort of like a rogue or assassin, with a splash of Mind-Affecting
stuff. The Heartless Prankster does that, abusing Incorporeality for stealth, jumping in and out of
combat to drain people’s Charisma, and trying to make opportunities to take opponents out from a
place of safety.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Diplomacy, Disable Device, Disguise, Gather Information, Hide,
Intimidate, Knowledge (Nature, The Planes), Listen, Move Silently, Search, Sense Motive, Spot,
Survival, Tumble

1 Trap Finding, Manipulation, Heighten Emotions 1/day


2 Latch On, Telepathy 60’
3 Charisma Drain 1d6, Bonus Feat
4 Aura of Vivaciousness, Telepathy 120’
5 Heighten Emotions 2/day, Amnesia
6 Charisma Drain 1d8, Bonus Feat
7 Detect Thoughts, Consume Id
8 Shroud of Joy and Sorrow
9 Charisma Drain 1d10, Bonus Feat
10 Heighten Emotions 3/day
11 Burn Out
12 Charisma Drain 1d12, Bonus Feat
13 Heighten Emotions at will
Trap Finding (Ex): the Heartless Prankster is able to find and disable traps just like a Rogue can.
Whether she wants to or not is another matter.

Manipulation (Su): the Heartless Prankster is able to interact with physical objects while staying
incorporeal – exerting about as much pressure as a Mage Hand effect. This is typically enough to
pick pockets and locks, and disarm trap mechanisms.

Heighten Emotions (Sp): once per day, the Heartless Prankster is able to cause the emotions of
others to flare up and become particularly volatile. This has a Caster Level equal to her hit dice,
targeting a single creature in Close Range, and causes the most relevant effect of the following:
Rage, Good Hope, Crushing Despair, Cause Fear, Elation, Heartache. Either way, the Save DC is
10 + half her hit dice + her Charisma Bonus, and while the effect is lasting, she rolls twice as many
dice for her Charisma Drain against them – although once she does this, the effect ends prematurely.
She gains an additional daily use at levels five and ten, and at level thirteen it can be used as often
as she likes.

Latch On (Su): starting at second level, when the Heartless Prankster successfully delivers a Touch
Attack, she may attach herself. From that point on, every round she automatically delivers her touch
attack to the target, and anywhere they move, she also moves. She can release them with a Free
Action, but other than this, can only be parted from them by effects that interact with Incorporeal
creatures, or anything that prevents Possession.

Telepathy (Su): at level two, the Heartless Prankster gains constant Telepathy out to 60 feet. At
level four, this improves to 120 feet.

Charisma Drain (Su): at every third level, the die size of the Heartless Prankster’s Charisma Drain
increases by one size – from 1d4 to 1d6 to 1d8 to 1d10 to 1d12. If she applies Improved Natural
Attack or something similar, it increases one step further along this chart, or at level twelve goes
from 1d12 to 2d8.

Bonus Feat: additionally, at every third level, the Heartless Prankster gains one of the following as
a Bonus Feat, even if the game normally uses Tome feats: Skill Focus (any), Investigator, Magical
Aptitude, Negotiator, Nimble Fingers, Persuasive, Stealthy, Track, Appraise Magic Value, Jack of
All Trades, Quick Reconnoiter, Communicator, Insightful, Night Haunt, Spell Hand, Cool Head,
Sure Hand, Sweet Talker. In any case where a Tome Feat has the same name as one of these, do not
use the Tome version – use the PHB or Complete ___ version.
If using Koumei’s “A Feat Per Level” system, you may also use any of the following: Acquirer’s
Eye, Animal Affinity, Hidden Hand, Master of Devices, Master of Poisons, Nimble Scoundrel,
Polyglot, Rapid Burglary, Social Adept, Storyteller.
Aura of Vivaciousness (Su): the fourth-level Heartless Prankster radiates an aura out to thirty feet
that enhances the emotions felt by others. Creatures within this area lose any Immunities they have
to [Mind-Affecting] effects, instead gaining a +5 Bonus on Saving Throws against them. Creatures
that lack any such Immunity instead take a -2 Penalty on Saving Throws against them. However, the
life force of all such creatures is also harder to stamp out, and they are immune to Negative Levels /
Energy Drain, as well as [Death] effects. She may suppress or resume this aura with a Standard
Action at will.

Amnesia (Su): if a fifth-level Heartless Prankster deals any amount of Charisma Drain to a target
and then leaves without completely draining their spirit, they must attempt a Will Save (DC 10 +
half her hit dice + the number of points of Charisma she drained). If failed, they forget all about the
encounter and any details of it, including her existence (if they even perceived her in the first place).
A creature completely drained to zero gets no save against this.

Detect Thoughts (Su): starting at level seven, the Heartless Prankster constantly benefits from a
Detect Thoughts effect at a Caster Level equal to her hit dice, and a Save DC of 10 + half her hit
dice + her Charisma Bonus. She may suppress or resume this with a Move-Equivalent Action at
will.

Consume Id (Su): the seventh-level Heartless Prankster drains the personality of those she reduces
to zero Charisma. If she wills it, they will become like Mindless Undead, nominally under her
control in the sense of receiving a basic instruction then shuffling off to try performing that task
over and over. When doing this, she gains their id, and may wear it like a mask. This allows her to
use their Skill Ranks in place of her own for any skills based on Intelligence, Wisdom or Charisma,
and effectively rolls a natural 20 on any check to impersonate them. This lasts until she spends the
id (see below) or the next sunrise.

Shroud of Joy and Sorrow (Su): starting at level eight, the Heartless Prankster can shed the id she
consumes from others, creating a facade that absorbs incoming effects. In essence, she weaves a
persona out of the drained emotions, and that persona becomes the target. Providing she is assuming
the id of another creature (see above), she may use an Immediate Action to render herself Immune
to a single Spell or Spell-Like Ability. Doing so erases that consumed essence, spending it, so she
will hunger and must drain another before using the ability again.

Burn Out (Su): at level eleven, the Heartless Prankster may use a Full Round Action to cause her
aura to flare up and ignite the emotions of those within the area. Every creature in the aura must
pass a Will Save (DC 10 + half her hit dice + her Charisma Bonus) or suffer the effects of her touch
attack and also suffer 1d6 damage per two hit dice, with the damage being Fire if their strongest
emotion is something like joy, passion, love, hatred or anger, or Cold if it is more like fear or
sadness.
NEREID
Level 5 (aquatic, dangerous weakness)

Oceanic Questor

Oceanic Questors are Nereids who go out adventuring on a more permanent basis. They are mostly
free of the debilitating weakness of their shawl, and gain an animal companion as well as quite a
few Spell-Like Abilities. They can largely be seen as being like druids, except druids that can’t turn
into Bears and Shambling Mounds.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Diplomacy, Escape Artist, Hide, Jump, Knowledge (any), Ride,
Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device

1 Additional Summons, Eternal Shawl, Animal Companion


2 Urchin’s Spines, Charm Person 3/day, Quench 3/day
3 Summoning (Large), Scales of the Sealord 2/day
4 Drowning Glance, Flowsight 1/day, Siren’s Call 1/day
5 Summoning (Huge), Blackwater Tentacle 1/day
6 Waterportation, Mudslide 3/day, Wood Rot 1/day, Sink
7 Summoning (Greater), Charm Monster 1/day, Fireward 1/day
8 Waterspout 3/day, Wall of Water 1/day, Swift Swim
9 Summoning (Elder), Drowning Surge, Hypothermia
10 Red Tide, Maelstrom 2/day, Heal Animal Companion 1/day
11 Thalassemia 2/day, Flowsight 3/day, Greater Magic Fang
12 Summoning (Elemental Monolith), Tsunami 1/day
13 Depthsurge 3/day, Stormwalk 1/day, Nature’s Avatar 3/day
14 UNLEASH THE KRAKEN!, Tsunami 2/day
15 Drowning Gaze, Planar Navigation 1/day
Additional Summons (Sp): the Oceanic Questor can use her Summon ability a total of three times per day.

Eternal Shawl (Ex): the Oceanic Questor’s Shawl becomes nigh-indestructible as long as she is alive – it is
more dependent on her than the other way around. While she lives, it can only be destroyed by a Disjunction
effect (and she is entitled to a Will Save to resist even if she is not wearing the shawl at the time), or through
contact with a Sphere of Annihilation, Umbral Blot or similar – not even a “regular” Disintegration spell is
enough. However, any creature that holds it can ignore her Deflection ability and is immune to her Drowning
Glance (and future abilities that build off this). They can also use it as a focus for casting spells with a range
of Touch, affecting her by casting spells on it. So she still doesn’t want to give it away.

Animal Companion: the Oceanic Questor has an Animal Companion as though she had a Druid level equal
to her class level plus three. It should probably be an aquatic or amphibious animal, for rather obvious
reasons.

Spell-Like Abilities (Sp): as she gains levels, the Oceanic Questor gains more and more Spell-Like Abilities.
The Caster Level for all of her Spell-Like Abilities is equal to her hit dice, and any Save DC is 10 + half her
hit dice + her Charisma Bonus. If no usage limit is listed, an ability can be used at will.

Summoning (Sp): at level three, the Oceanic Questor’s Summon ability can summon one Large Water
Elemental, 1d4 Medium Water Elementals, or 1d6+1 Small Water Elementals. At level five, it can summon
one Huge, 1d4 Large, or 1d6+1 Small or Medium Water Elementals. At level seven it can summon one
Greater, 1d4 Huge, or 1d6+1 Large or smaller ones. At level nine, it can summon one Elder, 1d4 Greater, or
1d6+1 Huge or smaller ones.

At level twelve, she may summon one Water Elemental Monolith, but only for one minute at a time, and she
cannot use her Summon ability until the Monolith has left.

Drowning Glance (Su): starting at level four, the Oceanic Questor can use her Drowning Touch ability out
to Medium Range, no longer needing to touch her targets. They are allowed a saving throw as normal. This
requires a Standard Action, and can only target one person at a time.

Waterportation (Su): at level six, the Oceanic Questor gains the ability to Teleport herself and any carried
items once per day, however the starting point and destination must both be bodies of water at least big
enough to hold her. There is no deviation from the destination in this case.

Swift Swim (Ex): starting at level eight, any time the Oceanic Questor is submerged in water, her Swim
Speed is doubled and she is perpetually Hasted. As long as she starts her turn submerged, this lasts for her
entire turn.

Drowning Surge (Su): with a Full Round Action, the ninth-level Oceanic Questor can unleash a Cone out to
Close Range. This blast of water afflicts all enemies in the area with her Drowning Touch ability, except
without needing to touch them. They are allowed saving throws as normal.

UNLEASH THE KRAKEN! (Ex): an Oceanic Questor of fourteenth-level has access to the greatest of
“animal” companions. She may have a Kraken as an Animal Companion, despite that not being on the list
and also being a Magical Beast. It can still benefit from any of her spells as though it were an Animal,
however.

Drowning Gaze (Su): at level fifteen, the Oceanic Questor can simply use her Drowning Touch ability as a
Gaze Attack. The Reflex Save DC to avert ones’ eyes is the same as the regular Save DC to resist the effects.
She may suppress or resume this ability with a Swift Action at will.
RAKSHASA: NAITYAN
CR 7, Level 8

Champion of Ravana

Conceptually, the Naityan Rakshasa is interesting. Mostly in a game mechanic way, with different
(small) bundles of abilities that change when it changes shapes. That is also something to grow on,
either by granting more and more shapes, or mostly just upgrading the existing ones. The Champion
of Ravana (the ten-headed commander of the Rakshasas) does the latter, only developing one new
Style specifically to grant flight for the later levels.

The Champion of Ravana is still largely concerned with the Book of Weeaboo Fightan Magic, but if
you wanted to play a Naityan then you wanted that. It can shift between different forms and fighting
styles, bringing different attacks to bear against its foes and befuddling them when they try to get
used to what it does.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide,
Intimidate, Jump, Listen, Martial Lore, Move Silently, Sense Motive, Spot, Tumble

1 Earth Serpent (Mountain Avalanche), Hellfire Hunter (Searing Charge)


2 Night Creeper (Shadow Stride), Elusive Adversary (Soaring Throw)
3 Sky Terror (Wolverine Stance, Dancing Mongoose, Fountain of Blood), Style Boost
4 Earth Serpent (Giant’s Stance, Crushing Vice), Hellfire Hunter (Ring of Fire)
5 Night Creeper (Shadow Noose), Elusive Adversary (Ghostly Defence, Ballista Throw)
6 Sky Terror (Swooping Dragon Strike, Hamstring Attack), Style Boost
7 Earth Serpent (Colossus Strike), Hellfire Hunter (Salamander Charge)
8 Night Creeper (Balance on the Sky, One With Shadow), Elusive Adversary (Fool’s Strike)
9 Sky Terror (Wolf Pack Tactics, Feral Death Blow, Girallon Windmill Flesh Rip), Style Boost
10 Earth Serpent (Adamantine Bones), Hellfire Hunter (Rising Phoenix, Inferno Blast)
11 Night Creeper (Five-Shadow Creeping Ice Enervation Strike), Elusive Adversary (Tornado Throw)
12 Ultimate Techniques
Maneuvers and Stances: as it gains levels, the Champion of Ravada learns additional Maneuvers
and Stances which are only available in the specified Styles. Each Maneuver can only be used once
per 5 minute rest, and each Style can only hold three Maneuvers “prepared” at a time, requiring a
rest to change which are available. Stances can be used at will, but only one at a time. When a given
Style allows two different Stances, select one of the two to enter upon entering the Style.

Sky Terror Style: at level three, the Champion of Ravada gains access to a new Style, that of the
Sky Terror. It takes on a buzzard-like appearance, with beak, feathers and clawed talons. It gains
access to the listed Maneuvers and Stances, and also has an Average Fly Speed of 50 feet.

Style Boost (Su): at levels three, six and nine, the Fighting Styles of the Champion of Ravada
improve slightly. Earth Serpent’s Natural Armour bonus increases by +2 each time, Elusive
Adversary’s Speed increases by 10 feet each time, Night Creeper’s Swim Speed increases by 10 feet
and Sneak Attack increases by 1d6 each time, and Hellfire Hunter gains Blindsense 30’ at level
three, Blindsense 60’ and Blindsight 30’ at level six, and Blindsight 60’ at level nine. Sky Terror
simply exists at level three, grants the Pounce special ability at level six, and incraeses the Fly
Speed to 100’ (Good) at level nine.

Additionally, starting at third level, changing forms (and Styles – and thus Stances) only requires a
Move-Equivalent Action, and at level six it can be done with a Swift Action.

Ultimate Techniques (Su): at level twelve, the Champion of Ravada becomes borderline broken,
gaining access to the ultimate legendary techniques of its Fighting Styles. For each of the five
Styles, it gains access to any one Soldier Strike in addition to its other abilities. The same Strike
cannot be selected more than once, and can only be used once per five minute rest. Any Save DC is
12 + half its class level + its Constitution Bonus.
RAKSHASA: NAZTHARUNE
CR 11, Level 12

Phantom Feline

Unlike the other, spellcasting focused Rakshasa, the Naztharune is basically a Shadowdancer. So
while the Shadowdancer isn’t very good, all you need is for a version that is good at the things it
wants to do. The Phantom Feline is precisely that: a Shadowdancer that is good at doing the things
people want Shadowdancers to do. Technically it’s bad luck for this black cat to cross people,
however that’s more because it’s an extraplanar assassin that does a lot of murder.

Hit Die: d6
BAB: Good
Saving Throws: Good Ref
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Disable Device, Disguise, Escape Artist, Forgery, Gather Information,
Hide, Jump, Listen, Move Silently, Search, Sense Motive, Spot, Tumble, Use Magic Device

1 Slippery Mind, Endless Shadow Jumps (20’)


2 Defensive Roll, Sneak Attack +1d6
3 Shadow Weaving, Endless Shadow Jumps (30’)
4 Dark Discorporation, Sneak Attack +2d6
5 Shielded Mind, Endless Shadow Jumps (40’)
6 Shadow Walk, Sneak Attack +3d6
7 Indistinct Form, Endless Shadow Jumps (50’)
8 Perfect Evasion, Sneak Attack +4d6
Slippery Mind (Ex): the Phantom Feline’s mind is hard to pin down. Any time it suffers an effect
due to failing a Will Save, it may attempt to save again at the start of its following turn, at the same
DC. If this second save is passed, the effect ends (or is shortened or lessened, whichever is
appropriate for the ability in question). If the second save is also failed, it continues as normal and
Slippery Mind will not allow extra saves beyond that. This also has no effect if an ability already
allows a saving throw every round.

Endless Shadow Jumps (Su): there is no daily limit to the number of times or total distance a
Phantom Feline may travel via Shadow Jump. Instead, there is simply an upper limit on how far it
can move with a given jump. This starts at 20 feet, and increases by ten feet every odd level
thereafter.

Defensive Roll (Ex): starting at second level, the Phantom Feline can roll with a potentially lethal
blow to take less damage. Once per day, when it would be reduced to 0 or fewer hit points by
damage from a physical attack in combat (not a spell), it may attempt to roll with the damage. To
use this ability, the Phantom Feline must attempt a special Reflex Save (DC = damage dealt) that
does not benefit from Evasion, Improved Evasion or Perfect Evasion. If the save succeeds, it only
suffers half damage. It must be aware of the attack and able to react in order to perform a defensive
roll – if it is denied its Dexterity Bonus to AC, it can’t use this ability.

Sneak Attack (Ex): at every even level, the Phantom Feline’s Sneak Attack ability increases by
another 1d6.

Shadow Weaving (Sp): starting at level three, the Phantom Feline may cast Silent Image three
times per day, and its choice of either Shadow Conjuration or Shadow Evocation once per day. The
Save DC equals its class level plus 12, and any Save DC is 8 + half its hit dice + its Intelligence
Bonus.

Dark Discorporation (Su): upon reaching level four, the Phantom Feline is one with the darkness,
and when in darkness, its body reacts to attacks by just melding into the shadows. As long as it is in
no better than “Shadowy Illumination”, it is immune to Critical Hits and [Death] effects.

Shielded Mind (Su): starting at level five, the Phantom Feline’s mind is protected. It constantly
benefits from Nondetection, as well as Protection From Good, except without the Deflection Bonus.

Shadow Walk (Sp): three times per day, the sixth-level Phantom Feline can cast Shadow Walk three
times per day with a Caster Level equal to its class level plus 12.

Indistinct Form (Su): starting at level seven, the Phantom Feline constantly benefits from a Blur
effect. It may end or resume this at will.

Perfect Evasion (Ex): the eighth-level Phantom Feline is immune to any effect that allows or
requires a Reflex Save – it just avoids the entire thing.
REJKAR
Level 6

Great Goat God

Has it actually achieved the godhood it expects, or is it just even better at fooling mortals? At a
certain level of power, is there even much difference and does it matter which is the case? The Great
Goat God specialises in being kingly and godly. And to some extent goatly. Also grea for that
matter. It rules over others, has a domain, has frost powers, and eats even souls.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Gather Information, Intimidate, Listen, Perform (Oratory),
Spot, Survival, Tumble, Use Magic Device.

1 Feast of Plenty, Bestow Curse, Alternate Form (Humanoid)


2 Great Goat Visions
3 Amazing Intellect
4 Curse of Winter, Arctic Jewels
5 Planar Domain, Planeshift
6 Deific Immunities, Quest
7 Call to Frost, Alternate Form (Ibixian)
8 Contact Other Plane
9 Ice Castle, Eat Planar Power
10 Eternal Winter, Trap the Soul
11 Imprisonment, Alternate Form (Frost Giant)
12 Blood of the Divine
13 Deific Wrath
14 True Divinity, Alternate Form (Gelugon, Bulezau)
Feast of Plenty (Sp): the Great Goat God can cast Heroes’ Feast on its own, and once per day. It
can also cast it another time once per week with the help of two others.

Bestow Curse (Sp): the Great Goat God can cast Bestow Curse at will. It has two options when
casting it: out to Medium Range with a Saving Throw as normal, or as a Melee Touch Attack
(Range: Touch) as normal but with no Saving Throw allowed.

Alternate Form (Su): the Great Goat God can take on alternate forms as necessary. At first level it
can take on any Humanoid form. At level seven it may assume the form of an Ibixian. At level
eleven it may become a Frost Giant. At level fourteen it may become a Gelugon or Bulezau. In all
of these cases, it takes on the Monster entry for the creature, but retains all Class Features from this
class, and the ability to change back.

Great Goat Visions (Sp): starting at second level, the Great Goat God can cast Augury at will. It
can also foresee dreadful things to happen to enemies and cast Doom, Bane, Curse of Impending
Blades and Doomtide once each per day. The Caster Level equals its hit dice, and the Save DC is 10
+ half its hit dice + its Charisma Bonus.

Amazing Intellect (Ex): starting at level three, the Great Goat God can add its Intelligence Bonus
as an Enhancement Bonus to its Charisma and as a Resistance Bonus to all of its Saving Throws.
It’s just that smart, making up for the stupidity of normal goats.

Curse of Winter (Sp): by spending a day, from sunrise to sunset, shouting curses, the fourth-level
Great Goat God can permanently reduce the temperature of an area by one stage. The area is one
mile per hit die in radius. This is a Permanent effect, but can still be Dispelled or even Disabled.

Arctic Jewels (Sp): starting at level four, the Great Goat God can once per day conjure up 1d4 star
sapphires that are eternally cold to the touch and seem to contain traces of important magical
energy. Each will sell for ten thousand GP easily, but perhaps more importantly if consumed in the
same day they restore single daily use of a Spell-Like Ability, with the exception of this ability.

Planar Domain (Ex): at level five, the Great Goat God gets its own Demiplane somewhere. It has a
radius of one mile per hit die, but grows by another ten miles in radius every year. Yes, any time it
gains another hit die, the radius suddenly expands by another mile.

Planeshift (Sp): the fifth-level Great Goat God can Planeshift itself (and any carried items) at will.
If it uses this to go to its Demiplane or to a mountaintop in an Arctic environment, it does not veer
off course.

Deific Immunities (Ex): at level six, the Great Goat God is next to godliness, so presumably it is
cleanliness. Whatever. It becomes Immune to [Death] effects, Poison, Disease, Ability Damage,
Ability Drain, and Negative Levels.

Quest (Sp): the sixth-level Great Goat God can cast Quest once per day. The Save DC is 10 + half
its hit dice + its Charisma Bonus, and the Caster Level equals its hit dice.

Call to Frost (Sp): at level seven, the Great Goat God can cast Raise Ice Forest, Blizzard and Call
Avalanche once each per day. The Save DC is 10 + half its hit dice + its Charisma Bonus.
Contact Other Plane (Sp): at level eight, the Great Goat God can cast Contact Other Plane at will.

Ice Castle (Sp): once per week, the ninth-level Great Goat God can cast Ice Castle.

Eat Planar Power (Ex): starting at level nine, the Great Goat God can safely eat planar essence of
various kinds without harm. It suffers no ill effects from eating things like Outsiders (living or
otherwise), Planar Currencies (which simply becomes a safe way to store them – they can be
regurgitated later), or even actual demiplanes. In the latter case, a minute is needed for every five
foot cube, so it takes a long time to have any real effect, but if it has all the time in the world, it can
just jolly well eat an entire demiplane.

Eternal Winter (Su): at level ten, wherever the Great Goat God goes, everywhere within a one
mile radius becomes subject to Unearthly Cold.

Trap the Soul (Sp): once per week, using one of its conjured star sapphires (regardless of value),
the tenth-level Great Goat God can cast Trap the Soul. The Save DC is 10 + half its hit dice + its
Charisma Bonus.

Imprisonment (Sp): starting at level eleven, the Great Goat God may cast Imprisonment once per
day by spending one of its conjured star sapphires – casting a second time is possible by spending
two each time after the first. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Blood of the Divine (Ex): the twelfth-level Great Goat God has divine blood that grants it Fast
Healing 15. Furthermore, any time it takes Slashing or Piercing damage, the divine blood splashes
out and all adjacent creatures suffer 1d12 plus its Constitution Bonus in Force damage.

Deific Wrath (Su): at level thirteen, the Great Goat God is so godly that its wrath can be directed
against others as a weapon. Any time somebody casts a spell upon it other than a Harmless one,
they must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer 1d12
points of Force damage and become Fatigued. Those already Fatigued become Exhausted instead,
and those already Exhausted simply take 6d6 Force damage instead.

True Divinity (Ex): at level fourteen, the Great Goat God is close enough to being a deity that
nobody can really tell the difference. It gains Energy Resistance 20 to Cold, Fire, Acid, Electricity
and Sonic damage, Damage Reduction 10/-, and cannot be killed without first being reduced to -20
Hit Points and then having a Wish or Miracle for its death. Furthermore, it may grant spells to
worshippers, granting spells from the basic Cleric list as well as any three Domains of its choosing
– though in order to cast any of these spells itself, it must spend a conjured star sapphire.
RUSALKA
CR 1, Level 2 (location-bound)

Ice Sickle

The Rusalka is the Dryad of cold lakes, including the major drawback. As such, the Ice Sickle is
basically a cold aquatic version of the Thorn Tree. She gets to spend more and more time away
from her lake, while advancing as an Assassin sort of character.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Hide,
Jump, Listen, Move Silently, Perform (any), Search, Sense Motive, Spot, Survival, Swim, Use Rope
Proficiency: Aquatic Armour, Simple Weapons, Sickle, Short Sword, Rapier

1 Separation (1 month), Trap Finding, Spellcasting, Sneak Attack +1d6


2 Lake Stride, Poison Use
3 Separation (2 months), Evasion, Sneak Attack +2d6
4 Trackless Step, Better Beguilement
5 Separation (6 months), Sneak Attack +3d6
6 Uncanny Dodge, Cloak of Discretion
7 Separation (1 year 1 day), Sneak Attack +4d6
8 Improved Evasion, Dimension Door 1/day
9 Improved Uncanny Dodge, Sneak Attack +5d6
10 Independence, Touch of Frostbite
11 Hide in Plain Sight, Sneak Attack +6d6
12 Opportunist, Greater Scrying 1/day
13 Sneak Attack +7d6
14 Skill Mastery, Plane Shift 1/day
15 Sneak Attack +8d6, Deathsight 1/day
16 Crippling Strike
17 Sneak Attack +9d6, Vulnerability 1/day
18 Mind Blank, Teleport Without Error 1/day
Separation: the Ice Sickle can stay away from her special body of water for longer than a normal
Rusalka, but cannot initially stay apart indefinitely. She can leave for up to one month before
suffocating, and as she gains levels the length of time increases.

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

Spellcasting: the Ice Sickle is an Arcane Spellcaster with the same Spells per Day as a Bard, except
she gains no more than three Spell Slots per Spell Level (even including Bonus Spells for a high
Charisma, though she may exceed this through Feats or Magic Items that specifically add extra
Spell Slots). She automatically knows every spell on the Ice Sickle list (below), and casts spells
without preparation. The Ability Score that determines all spellcasting ability is Charisma for her.

Sneak Attack (Ex): the Ice Sickle gains Sneak Attack dice at the same rate as a Rogue.

Lake Stride (Sp): starting at level two, the Ice Sickle may once per day Teleport up to ten miles per
level without error, however either the starting point or destination must be her special body of
water, and the other must be another lake, river or stream she has visited on the same Plane.

Poison Use (Ex): the second-level Ice Sickle can safely use poisons without accidentally poisoning
herself.

Evasion (Ex): starting at level three, any time the Ice Sickle succeeds on a Reflex Save for half
damage, she instead suffers no damage.

Trackless Step (Ex): starting at level four, the Ice Sickle leaves no scent or trail.

Better Beguilement (Su): the Beguiling Song of the fourth-level Ice Sickle is greater than that of a
normal Rusalka, or rather, less limited. The target creature no longer need be within 300 feet of her
body of water, merely within 300 feet of any body of water.

Uncanny Dodge (Ex): starting at level six, the Ice Sickle always has her Dexterity Bonus to
Armour Class, regardless of circumstances.

Cloak of Discretion (Su): at sixth level, the Ice Sickle is constantly protected by a Nondetection
effect, with a Caster Level equal to her hit dice.

Improved Evasion (Ex): starting at level eight, any time the Ice Sickle fails a Reflex Save for half
damage, she still only takes half damage.

Spell-Like Abilities (Sp): to supplement her spellcating ability, the Ice Sickle does gain a few
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.

Improved Uncanny Dodge (Ex): the ninth-level Ice Sickle cannot be Flanked.
Independence: at tenth level, an Ice Sickle need not ever return to her body of water and will not
suffocate and die regardless of how much time is spent away from it. She is even unaffected it it is
evaporated or drained, unlikely as that is, though she might be saddened.

Touch of Frostbite (Su): whenever the tenth-level Ice Sickle deals Sneak Attack damage to a
target, the bonus Sneak Attack damage is supernaturally cold, treated as Frostburn damage. Until
this damage is healed, the target is Fatigued.

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

Opportunist (Ex): once per round, a twelfth-level Ice Sickle can make an Attack of Opportunity
against a foe who has just been hit by one of her allies (but not herself).

Skill Mastery (Ex): at level fourteen, the Ice Sickle is so sure of herself when making Skill Checks
for Bluff, Disable Device, Disguise, Hide, Listen, Move Silently and Spot that she may take ten
regardless of time or pressure.

Crippling Strike (Ex): whenever the sixteenth-level Ice Sickle delivers her Sneak Attack to a foe,
they also suffer two points of Strength damage.

Mind Blank (Su): upon reaching level eighteen, the Ice Sickle is protected by a constant Mind
Blank effect.

Ice Sickle Spell List


1st Level – Disguise Self, Ebon Eyes, Endure Elements, Entropic Shield, Ghost Sound, Ice Slick,
Ivory Flesh, Lesser Shivering Touch, Lightfoot, Sniper’s Shot, Snowsight
2nd Level – Blood Snow, Conjure Ice Object, Ice Knife, Icicle, Jaws of the Moray, Obscuring Snow,
Sink, Swift Invisibility, Thin Air, Turbidity, Urchin’s Spines
3rd Level – Arctic Haze, Binding Snow, Detect Ship, Favourable Wind, Lesser Aura of Cold, Roar of
the Waves, Shivering Touch, Wraithstrike
4th Level – Cursed Blade, Flowsight, Freedom of Movement, Freeze Armour, Frostburn, Mindfrost,
Sleet Storm, Winter’s Embrace
5th Level – Blackwater Tentacle, Boreal Wind, Commune With Nature, Dispel Fire, Frostbite, Gelid
Blood, Ice Storm
6th Level – Conjure Ice Beast VII, Death Hail, Entomb, Freezing Glance, Heartfreeze, Mass
Frostburn, Rapture of the Deep, Snowsong
SAGUARO SENTINEL
CR 9, Level 10

Warden of the Waste

The Saguaro Sentinel looks after the desert. It likes to stand still and guard the place, walloping
intruders and filling them with puncture wounds. As a Warden of the Waste, it gets better at this –
not just becoming more defensive and stronger in close combat and harder to move, but making
people need to attack it as opposed to its friends.

Also, it gains powers reminiscent of various Cactus pokemon, because of course it does.

Hit Die: d10


BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Disguise, Intimidate, Knowledge (Geography, Nature), Listen, Spot, Survival

1 Longer Thorns, Defensive Stance


2 Water Absorb, Pin Missiles
3 Spiky Shield, Irritants
4 Cactus Fields, Impale
5 Needle Slam, Immobile Defence
6 Growth Surge
7 Intercept
8 Charge Breaker, Barely Mortal
9 Destiny Bond
10 Blessing of the Sands, Defensive Tower
Longer Thorns (Ex): the prickly spikes of the Warden of the Waste grow so long and sharp that they apply
against armed melee attacks, provided they are not made with a reach weapon. Additionally, it is added to the
Warden’s Slam attacks and deals 1d8 damage.

Defensive Stance (Ex): at will, the Warden of the Waste may use a Move-Equivalent Action to enter a
Defensive Stance. This lasts a number of rounds equal to its class level plus ten, or until it moves any
distance, whichever comes first. While in effect, the Warden of the Waste gains a +2 Morale Bonus to
Strength, Saving Throws, and Armour Class – with the Bonus to Armour Class also being passed along to
adjacent allies. If it so wishes, it may elect to forego the AC Bonus for itself when activating the ability,
instead doubling the Bonus given to allies.

Water Absorb (Su): starting at second level, the Warden of the Waste absorbs water around it. It is immune
to harm from any effect that has the [Water] Descriptor or is described as using water to damage creatures –
though not effects that draw water out of creatures – as well as immunity to the natural weapons of Water
Elementals. In all such cases, it instead regains 1d6 lost Hit Points per 3 hit dice (round up). Similarly, it can
be healed by a simple Create Water spell.

Pin Missiles (Ex): the second-level Warden of the Waste can fire its spikes out to give it a way to fight at a
range, albeit a short one. It may fire a total number per day equal to its hit dice, treating them as Darts for its
own size, including the ability to fire multiple with a Full Attack Action, and addings its full Strength Bonus
to damage. It also uses its Strength Bonus instead of its Dexterity Bonus for the attack rolls.

Spiky Shield (Ex): with an Immediate Action, the third-level Warden of the Waste can raise its arms up to
protect itself and harm its attackers. This grants it a Shield Bonus of +5, +1 per 3 class levels (round up), and
any attack made with a non-reach melee weapon, as long as it rolls high enough to hit the Warden’s Touch
Armour Class, suffers triple the Thorns damage.

Irritants (Ex): whether through bacteria, tiny amounts of venom, or just the hair-like nature of the spikes, it
really sucks to be stabbed by a giant cactus. Starting at level three, any time it deals damage with its Thorns
(including by a Slam), Pin Missiles, Trample, Impale, or the Spell-Like Abilities granted by Cactus Fields
(below), the target is irritated enough to be considered Sickened for three rounds.

Cactus Fields (Sp): at level four, the Warden of the Waste is granted the magical ability to create masses of
cactus. It may cast Spike Growth three times per day, and Wall of Thorns once per day. The Caster Level is its
class level plus ten, and any Save DC is 15 + half its class level + its Wisdom Bonus.

Impale (Ex): with a Full Round Action, a fourth-level may jam a smaller creature upon the mass of cactus
stems that make up its back and shoulders. It must already be grappling the creature, and it requires one more
successful Grapple check to do. Success results in the target suffering five times its Thorns damage and
being Stunned for one round, and then being stuck: the two creatures are no longer grappling one another, but
the only actions the victim can attempt are Escape Artist attempts or Grapple checks made to escape, as
though Pinned. Every round they try to escape, whether successful or not, they suffer Thorns damage again.

Needle Slam (Ex): with a Standard Action, the fifth-level Warden of the Waste can wallop someone so hard
that its limbs hammer the long spines into the target like nails. This is a single Slam attack that is treated as
both Magic and Iron, and has an Enhancement Bonus of +3, plus 1 per 3 class levels (round up).
Furthermore, the target must then attempt a Fortitude Save (DC 15 plus half its class level plus its Wisdom
Bonus) or be Dazed for one round. If they fail by 5 or more, they are instead Stunned for one round and
Dazed on the following round.
Immobile Defence (Ex): when the Warden of the Waste reaches fifth level, its Defensive Stance improves.
Firstly, the bonuses all increase to +4 (or a total of +8 to allied Armour Class if it elects to protect them more
than itself). Secondly, the new bonus applies to any DC or opposed roll to resist being moved or knocked
Prone. Finally, any time it uses its Spiky Shield while in a Defensive Stance, this bonus is applied as Damage
Reduction overcome by Piercing weapons, and added to the base damage of the Thorns (thus tripled).

Growth Surge (Su): at level six, the Warden of the Waste can grow even bigger when it wants to and has
sufficient water. As long as it is in a wet environment or has used its Water Absorb ability within the last 3
rounds, it may use a Standard Action to grow to Gargantuan Size. Instead of the changes made for Size via
hit dice, it gains +4 Strength and Constitution, -2 Dexterity, +10 Natural Armour, +5’ to its Space and Reach,
the usual changes to Armour Class, Grapple checks etc, and its Thorns increase to 2d6 base damage (on top
of Natural Weapons, Trample and Darts increasing in size). This can last for as long as it is exposed to water,
and three rounds thereafter. When it is this big, all allies within its threatened area that are smaller than it
benefit from Cover against all attacks.

Intercept (Ex): starting at level seven, the Warden of the Waste is able to use an Immediate Action to
intercept attacks aimed at its allies. As long as an ally is within its Reach, it can redirect an attack towards
itself, using its own Armour Class. Worse still, it may fold the Spiky Shield ability into this at the cost of
rendering itself Staggered on the following turn.

Charge Breaker (Ex): it is really hard to charge at a lump of sharp spikes. When the Warden of the Waste
reaches eighth level, entering a threatened square provokes Attacks of Opportunities from it, and declaring a
charge against it does not save the attacker from the incoming Attack of Opportunity. The Thorns damage is
increased in size by one step (2d6, or 2d8 if Gargantuan) in these cases.

Barely Mortal (Ex): upon reaching level eight, the Warden of the Waste is extremely hard to kill. It gains
Fast Healing 10, which has the Defensive Stance Bonus applied while in the stance, and furthermore it
doesn’t die until brought to an amount of Negative HP equal to its full Maximum HP.

Destiny Bond (Su): starting at level nine, the Warden of the Waste may use a Full Round Action to condemn
a foe that it suspects is about to cut it down. This has an unlimited range and it merely needs to see the foe.
If, before its next turn, it is killed or simply reduced below zero Hit Points by the target, they must instantly
attempt a Fortitude Save (DC 20 + its Wisdom Bonus) or be slain. This is a [Death] effect.

Blessing of the Sands (Sp): at tenth level, the Warden of the Waste gains a single daily use of each spell on
the Sand Domain list as well as Sandstorm. In all cases it has a Caster Level of 20 and a Save DC of 20 + its
Wisdom Bonus.

Defensive Tower (Su): upon reaching level ten, the Warden of the Waste has the greatest Defensive Stance.
The bonus increases to +6 (or +12 AC for allies if it just protects them) and all allies within its natural reach
gain Concealment.
SCYLLAN
CR 13, Level 15

Sea Devil

Named after a Greek monster, the Scyllans tend to make themselves home in narrow rivers and dire
straits, sinking vessels and killing the sailors. However for many their true home is Baator (Stygia,
specifically), and even those adapted to the Prime Material Plane still have ancestry in Stygia. Sea
Devils draw upon that lineage and claim the power owed to them by dint of being Devils.

Of course, they’re level fifteen to begin with, so they don’t have much wiggle room. Anything they
do to improve is going to involve a short career just getting better at being giant grapple monsters
that scare people and eat people. They don’t have time (or page space) to go into being Wizards or
Chartered Accountants or whatever.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 8 + Int
Class Skills: Hide, Intimidate, Jump, Knowledge (Nature, The Planes), Listen, Spot, Survival,
Swim

1 Imprecise Size, True Baatezu


2 Capsize, Terrifying Noise
3 Devil’s Maw, Quickened Depthsurge
4 Concussive Noise, Summon Maelstrom
5 Terror of the Deep, Fiendish Sphere
Imprecise Size (Ex): it is hard to make out the exact dimensions of the Sea Devil, whether because
it’s a Lovecraftian horror or because it’s a strange, rubbery creature that can squish and stretch. With
a Move-Equivalent Action at will, it may squeeze itself down so it is effectively a Large creature,
reducing its Space and Reach by 5’ (10’ for Tentacles), and counting only as Large for the purpose
of Size-dependent checks (but not Ability Scores, Armour Class, Attack Rolls and damage), or back
to Huge. Alternatively, it may expand so as to be effectively a Gargantuan creature, increasing its
Space and Reach by 5’ (10’ for Tentacles), and counting as Gargantuan for the purpose of Size-
dependent checks (but not Ability Scores, Armour Class, Attack Rolls and damage) or back.

True Baatezu: the Sea Devil is a real Devil, gaining the [Lawful], [Evil] and [Baatezu] Subtypes. It
gains all the effects of the Baatezu, and its Summon ability is the 100% chance to summon one of
the following: 1d2 Fiendish Kraken, 1d3 Fiendish Megalodons, 1d4 Fiendish Plesiosaurs. At every
level, increase the die size for each of these (1d2 → 1d3 → 1d4 → 1d6 → 1d8 → 2d6 → 2d10).

Capsize (Ex): starting at second level, the Sea Devil can just tear 2 tear ships apart and sink them
with little effort. It may make Break attempts at entire structures of up to Colossal size, with a base
DC of 35. Bear in mind that it is a Huge creature and thus gets a +8 Bonus (or +12 when stretched
out to Gargantuan), and typically has a Strength Bonus of +10 or more, so it’s not as difficult as it
sounds.

Terrifying Noise (Su): at level two, the Sea Devil masters its Frightful Noise ability, making it
even scarier. Creatures with 10 or more hit dice are Frightened for 3d6 rounds if they fail the saving
throw, or Shaken for 1 round if they succeed. Creatures with 9 or fewer hit dice are rendered
Comatose for 3d6 rounds on a failed save, or Panic for 1 round if they succeed.

Devil’s Maw (Su): the mouth of the third-level Sea Devil is worse than ever before, and it wasn’t
exactly pleasant to begin with. It gains a secondary Bite attack that only has 5’ reach regardless of
its Size and deals 3d6 damage for a Huge creature. Furthermore, this is Vile damage.
Additionally, when it swallows a creature whole, every round the target takes damage they must
also attempt a Will Save (DC 5 + half its hit dice + its Constitution Bonus) or be forcibly sent to the
oceans of Stygia.

Quickened Depthsurge (Sp): upon reaching level three, the Sea Devil learns a very small amount
of magic that helps it smash ships – and people – apart. It may cast Depthsurge at will, as a Swift
Action, with a Caster Level equal to its hit dice and a Save DC of 10 + half its hit dice + its Wisdom
Bonus.
Concussive Noise (Su): the fourth-level Sea Devil is able to bring its voice to bear in a way that
disrupts people and leaves them unable to act. When using its Frightful Noise ability, it may choose
to make it Terrifying (as above) or Concussive. In this later case, creatures with 15 or more hit dice
are Stunned for 1 round then Dazed for 1d6 rounds on a failed save, or simply Staggered for one
round on a successful save, whereas creatures with 14 or fewer hit dice are knocked unconsciouss
for 3d6 rounds on a failed save, or Stunned for 1 round on a successful save.

Summon Maelstrom (Sp): at level four, the Sea Devil learns how to summon mighty whirlpools. It
may cast Maelstrom at will, but may only have up to three in effect at a given time. The Caster
Level equals its hit dice and the Save DC is 10 + half its hit dice + its Wisdom Bonus.

Terror of the Deep: the fifth-level Sea Devil grows to ginormous proportions. It is Gargantuan in
size, enjoying all of the changes, including Ability Scores and Natural Armour, natural weapon size
and so on. The reach of its tentacles becomes 50 feet, and they gain the Augmented Critical trait.

It may still alter its size via Imprecise Size, making itself as small as Huge (reducing its Space and
Reach to normal for a regular Scyllan), or as big as Colossal (increasing its space and reach to 30’
and the reach of its Tentacles to 80’). This still affects most Size-dependent rolls, but not Ability
Scores, Natural Armour, Attack Rolls, Natural Weapon size or Armour Class.

Finally, when it isn’t making itself look smaller, it may make a Demoralise attempt once per round
as a Free Action, resolved against every creature it attacked that turn.

Fiendish Sphere: at level five, the Sea Devil unlocks its fiendish power and gains Basic Access to a
single Fiendish Sphere. Any Save DC is still Charisma-based, so maybe don’t choose something
that focuses too much on Save-or-die effects.
SISIUTL
CR 8, Level 10

Chosen of Winalagalis

The Sisiutl is a weird creature, and one that gains its weirdness through its origins in actual
mythology from our world – in this case the Pacific islands. Associated with Winalagalis (a war god
of British Columbia), they are two-headed dragons that could indeed turn into boats.

The Chosen of Winalagalis (not to be called Boaty McBoatFace) enhances its powers of turning
into sea vessels, finding its true powers to navigate the lands, skies, seas and even other planes. It
also gains other powers that have been attributed to the Sisiutl, such as healing, protection, and
using its scales to create arrows of affliction.

Given this array of powers, the Chosen of Winalagalis becomes a real team-player, however even
on its own, it is a powerful combatant with a variety of tricks, and it excels in maritime warfare,
especially supplementing its shapechanging with its other powers – after all, its face is still visible
in these forms, so it can be a Naval Gazer just fine.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Disguise, Intimidate, Knowledge (Architecture &
Engineering), Listen, Survival, Swim

1 Inspire War, Healing Touch 1/day


2 Alternate Form (Cog), Scales of Archery (Seeking)
3 Naval Warfare, Healing Touch 2/day
4 Alternate Form (Galley), Scales of Archery (Inferno)
5 Skyborne, Healing Touch 3/day
6 Alternate Form (Greatship), Scales of Archery (Petrification)
7 Aura of Protection, Healing Touch 4/day
8 Alternate Form (Theurgeme), Scales of Archery (Death)
9 Planar Navigation, Healing Touch 5/day
10 Alternate Form (Dragonship Spelljammer), Blessings of the Chosen
Inspire War (Sp): the Chosen of Winalagalis exists for a reason, and that reason is tied to warfare.
It may cast Remove Fear and Mass Rage (as Rage, but one target per level) at will, and Heroism,
Mindless Rage and Beastland Ferocity three times per day. The Caster Level equals its hit dice, and
any Save DC is 10 + half its hit dice + its Charisma Bonus.

Healing Touch (Su): with a Standard Action, the Chosen of Winalagalis may heal a creature with a
simple touch. This restores 1d6 HP per hit die of the Chosen, and removes all of the following
conditions: Shaken, Frightened, Fatigued, Exhausted, Cowering, Sickened, Nauseated, Paralyzed,
Petrified, Dazed. It also cures any Poison or Disease. At first, the Chosen may do this once per day,
but at every odd-numbered level it gains another daily use.

Alternate Forms (Su): as it gains levels, the Chosen of Winalagalis may take on additional forms
instead of just a War Canoe. At second level, it may become a Cog. At level four, a Galley. At level
six, a Greatship. At level eight, a Theurgeme. Finally, at level ten, it may take on the form of a
Dragonship Spelljammer. All except the latter are covered in It’s Wet Outside.

A Dragonship Spelljammer is considered to be Colossal+ with a Keel Length of 150’ and a Width of
30’ and Height of 50’, a supply of air to last one human 4,800 days, enough space for 40 crew
(typically requiring a minimum of 20 but this is not an issue for the Sisiutl), a +20 Armour Bonus
(overall AC 22, 2 vs Touch Attacks), and the ability to haul 40 tonnes of cargo. It has two Light
weapon mounts. Normally they have a Fly speed of 60’ (Clumsy) in atmosphere, and Space Flight
of 2,000’ (covering 320 miles per hour), however the Skyborne ability supercedes the regular Fly
speed in atmosphere, making it a lot less clumsy.

Scales of Archery (Su): starting at second level, the Chosen of Winalagalis may shed a number of
scales per day equal to its Constitution Bonus, which may be affixed to arrows to grant powerful
magic blessings. In all cases, the arrows are considered Magic, with an Enhancement Bonus of +1
per three levels of the person firing them.

At level two, they may be Seeking, ignoring all Cover, Concealment, and Range Penalties. They
also ignore Mirror Images and similar, hitting the true target, and cannot be thwarted by effects such
as Protection From Arrows or Wind Wall. A character who can snatch or deflect arrows must beat
the attack roll with their own melee attack roll in order to do so.

At level four, they may be Inferno arrows, which are treated as having the Flaming quality.
However, the DC to avoid catching fire is 10 + half the Chosen’s hit dice + its Constitution Bonus,
and they burn for 4d6 damage per round on a failed save.

At level six, they may be Petrification arrows. A target that is hit and damaged must pass a
Fortitude Save (DC 10 + half the Chosen’s hit dice + its Constitution Bonus) or be instantly and
permanently turned to stone.

At level eight, they may be Death arrows. A Death arrow carries the Bane Property against any
target, who must also pass a Fortitude Save (DC 10 + half the Chosen’s hit dice + its Constitution
Bonus) or be slain.
Naval Warfare (Su): upon reaching third level, the Chosen of Winalagalis becomes particularly
adept at fighting while in its alternate forms. It may use its Ram attack as a Natural Weapon, using
its full Base Attack Bonus and Strength, but ignoring its speed. Additionally, in War Canoe and
Galley form, it has two Oar attacks that are resolved as Secondary Slams (2d8 damage for a War
Canoe and 3d6 damage for a Galley). Finally, every Weapon Mount is used, with Light Mounts
having Ballistae or Light Bombards, and Heavy Mounts having Catapults. These can also be fired
by the Chosen itself as part of a Full Attack, using its own Base Attack Bonus and Dexterity.

The weapons can still not be fired more than the normal rate of fire listed, and crew are required to
load the ammunition, however it does not need to actually spend actions or make checks to wind
and cock weapons or to aim. Crew may use Profession (Siege Engineer) to make Aid Other checks.

Skyborne (Su): starting at level five, the Chosen of Winalagalis can fly in all of its shapes – both
natural and assumed. In all cases it has a 50’ Fly Speed (Average). This does not grant it the ability
to move if an effect such as Hold Monster or Flesh to Stone renders it immobile, but if exposed to
Baleful Polymorph it would become a flying newt.

Aura of Protection (Su): the seventh-level Chosen of Winalagalis constantly emits a powerful aura
that protects its allies. All creatures within thirty feet that it considers to be allies gain a Deflection
Bonus to Armour Class and Resistance Bonus to all Saving Throws of +1 per 3 hit dice it has
(round up). Additionally, all allies in contact (such as on-board when it is a ship) benefit from a
Globe of Invulnerability effect.

Planar Navigation (Su): once the Chosen of Winalagalis reaches level nine, it no longer needs to
keep to one particular plane. It can safely travel through the rivers and oceans of any planes,
ignoring their special harmful traits (such as the rivers Styx and Lethe, or the magma flows of
Gehenna), and furthermore can cast Planeshift three times per day, affecting itself as well as all
passengers and cargo (including “carried equipment and someone hanging to its side” in its natural
form).

Blessings of the Chosen (Su): it is dangerous to pick a fight with the chosen of a God of War. If
somebody attacks the tenth-level Chosen when the Chosen or its immediate allies have not yet
attacked them or their immediate allies, they are struck with great maladies. (Immediate in this case
means “in the local vicinity and within line of sight”.) They must attempt both a Fortitude Save and
a Will Save, both at a DC of 20 plus the Chosen’s Charisma Bonus. Failing the Fortitude Save
results in suffering 2d6 points of Strength damage, and failing the Will Save results in suffering the
effects of Mindless Rage (caster level 20). If both saving throws are failed, the attacker dies
outright.
SKULL LORD
CR 7, Level 8

Unholy Trinity

The Skull Lord is pretty cool, even if it mostly only has one good ability – the ability to make a
bunch more undead to serve it. Advancing as the Unholy Trinity, each of the skulls gains greater
powers, and it also gains more power when it combines all three. So mostly, this becomes better at
tearing life force out of others to feed upon them, spitting deadly blasts out at other people, and
creating undead servants. If you can’t have a good day with those abilities, you didn’t want to be a
Skull Lord to begin with.

Hit Die: d12


BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Bluff, Diplomacy, Hide, Intimidate, Knowledge (Any), Listen, Move Silently,
Sense Motive, Spellcraft, Spot, Use Magic Device

1 Beckoning Skull (Greater Shard Calling), Uttercold Empowerment


2 Spitting Skull (Tunnelling Shards)
3 Creator Skull (Bone Sphere)
4 Trinity (Staff of the Gloom, Turn Resistance)
5 Beckoning Skull (Soul Siphoning)
6 Spitting Skull (Lethal Arrows of Bone)
7 Creator Skull (Greater Bone Crafting)
8 Trinity (Heresy Sphere, Turn Resistance)
9 Beckoning Skull (Carnage Sphere)
10 Spitting Skull (Essence Expectoration)
11 Creator Skull (Masterpiece)
12 Trinity (Diabolic Aura, Turn Resistance)
Beckoning Skull: at various levels, the Unholy Trinity gains abilities that specifically require use of
the Beckoning Skull – if that Skull has been destroyed or disabled, it cannot use those powers.
• Greater Shard Calling (Su): the Bone Beckon ability is improved, dealing an extra 1d6
damage per class level, and restoring another 5 HP at every odd level. The Beckon may be
split amongst multiple creatures, in increments of at least 2d6 – so at second level it may
deal 4d6 to one creature or 2d6 each to two. If it holds the shards in its mouth instead of
healing, it holds enough to spit twice as many shards on its next turn, or three times as many
if it would heal at least 20 hit points (level five or more).
• Soul Siphoning (Su): at level five, it can draw more than simple bone from creatures. With a
Standard Action, it may draw life energy from a living creature within 60 feet. The target
must pass a Will Save (DC 14 + half its class level + its Charisma Bonus) or suffer 2 points
of Strength, Dexterity and Constitution Drain, as well as taking one Negative Level. This
restores 50 loss Hit Points to the Unholy Trinity, or at tenth level can be used for Essence
Expectoration.
• Carnage Sphere: at level nine, it gains Basic Access to the Carnage Sphere.

Uttercold Empowerment (Su): the added Cold damage of the various attacks of the Unholy
Trinity is greater than normal, changed to Uttercold. Instead of the listed amount of Cold, they deal
1d8 Cold damage and 1d8 Negative Energy damage.

Spitting Skull: at various levels, the Unholy Trinity gains abilities that specifically require use of
the Spitting Skull – if that Skull has been destroyed or disabled, it cannot use those powers.
• Tunnelling Shards (Su): at level two, the Bone Shard becomes particularly insidious,
burrowing through targets. Each shard continues to deal 1 damage per 3 hit dice (round up)
for three rounds and a -10 Morale Penalty to Concentration checks for the duration.
• Lethal Arrows of Bone (Su): at level six, the Unholy Trinity may fire a single bone arrow in
place of three Bone Shards. This functions as the spell Arrow of Bone (with a Caster Level
equal to its class level plus eight and a Save DC of 10 + half its class level + its Charisma
Bonus), but also deals added Uttercold damage to the target if they are not slain.
• Essence Expectoration (Su): if the tenth-level Unholy Trinity has used its Soul Siphon ability
and stored the essence instead of healing itself, it may spit a blast of terrifying spirit energy.
This functions as a Fireball spell (with a Caster Level equal to its hit dice and a Save DC of
10 + half its class level + its Charisma Bonus), with no limit to the number of dice of
damage, and dealing Uttercold damage (half Cold, half Negative Energy) and a Fortitude
Save for half. Creatures that fail the saving throw are rendered Fatigued.
Creator Skull: at various levels, the Unholy Trinity gains abilities that specifically require use of
the Creator Skull – if that Skull has been destroyed or disabled, it cannot use those powers.
• Bone Sphere: at level three, it gains Basic Access to the Bone Sphere.
• Greater Bone Crafting (Su): when using its Create Servitor ability, the seventh-level Unholy
Trinity is treated as having the Corpse Crafter, Deadly Chill and Destruction Retribution
Feats (applying the benefits to its creations), and the limit on controlled undead is an EL 10
Encounter. It also applies the feats to Undead created via its Bone Sphere access.
• Masterpiece (Su): at level eleven, when using its Create Servitor ability, the Unholy Trinity
may create a group of lesser undead with a total EL of fifteen, or by using a full hour to
concentrate, a single “masterpiece” creation – a Boneyard, an Angel of Decay, a Charnel
Hound, a Necronaut or a Hullathoin. For creations with a Challenge Rating under sixteen,
either add extra hit dice or the Evolved Undead template until its CR is sixteen.

Trinity: at various levels, the Unholy Trinity gains abilities that require all three of the Skulls be
active in order to use them. If even a single Skull is destroyed or disabled, it cannot use those
powers.
• Staff of the Gloom (Su): starting at level four, the bone staff wielded by the Unholy Trinity
is a powerful Magic Weapon. It has an Enhancement Bonus of +4, increasing to +5 at level
five, +6 at level eight, and +7 at level eleven. Additionally, the first time a target is hit by it
each turn, they must pass a Will Save (DC 10 + half its class level + its Charisma Bonus) or
be Frightened for 3 rounds.
• Turn Resistance (Ex): at levels four, eight and twelve, the Unholy Trinity gains another +2
Turn Resistance while all three Skulls are active, as do all of its created undead.
• Heresy Sphere: at level eight, the Unholy Trinity gains Basic Access to the Heresy Sphere.
• Diabolic Aura (Su): the twelfth-level Unholy Trinity radiates a 30 foot aura of Desecration
(as the spell), that also imposes a Morale Penalty of -1 per three hit dice (round up) to all
saving throws against [Fear] effects. Additionally, all Holy Water and holy symbols
dedicated to Good deities vaporise within the area, turning briefly into acid then
disappearing. If attended, they are allowed a DC 25 Will Save to resist. Living creatures
adjacent to (or carrying) the items suffer 3d12 points of Acid damage when this happens.
THUNDERBIRD
CR 12, Level 15

Stormbeak

From the moment a Thunderbird hatches, there isn’t much of a career left. It wakes up as a CR 12
monster with the Caster Level, hit dice and Spell Resistance of a 15th level character, and it can see
the end of the campaign even without taking to the skies for a better vantage point. However, maybe
someone lost a character towards the end and wants to bring in a replacement everyone else can ride
on the overworld. Or maybe this is a boss monster.

Either way, the Stormbeak just does more of what the Thunderbird already did – being a giant eagle
that can rip monsters up, while also calling upon the powers of the storms. Usually these magical
effects are not so much designed to end the fight themselves as a means of augmenting its prowess
and helping it fight in close combat, as well as various effects that could be thought of as out of
combat abilities, like giving people the weather they want.

Hit Die: d10


BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 2 + Int
Class Skills: Intimidate, Knowledge (Geography, Nature), Listen, Sense Motive, Spot, Survival

1 Wings of Burden, Shocking Strikes, Control Weather at will


2 Cloud Barrier, Stormwalk at will Whirlwind 3/day, Storm of Elemental Fury 1/day
3 Thunderous Charge, Flashflood 1/day, Thunder Field 3/day
4 Shadow Over the Land, Storm of Vengeance 1/day
5 Etherealness 1/day, Greater Whirlwind 3/day, Storm Tower at will
Wings of Burden (Ex): the Stormbeak is particularly good at bearing things aloft. It can carry other
creatures and objects as though one Size Category larger than it really is, and its Overland Flight
speed is 15 miles per hour, or 24 miles when Hustling.

Shocking Strikes (Su): all of the natural weapons of the Stormbeak carry powerful magic of the
skies. They are Magic Weapons with an Enhancement Bonus of +1 per 3 hit dice (round up). They
also deal an extra 1d10 points of damage, and half the total damage is Electricity.

Spell-Like Abilities (Sp): the Stormbeak gains more Spell-Like Abilities every level. The Caster
Level for any SLA it casts equals its hit dice, and any Save DC is 10 + half its hit dice + its Wisdom
Bonus.

Cloud Barrier (Ex): any time the second-level Stormbeak moves through fog, mist or clouds, it
remains wreathed in them, the moisture in the air choosing to protect it. For the duration, and one
full round thereafter, it has Concealment.

Thunderous Charge (Su): at level three, the natural weapons of the Stormbeak become even more
powerful, rumbling with powerful thunder. Any time it charges a foe, its natural weapons also deal
5d6 points of Sonic damage, or 10d6 on a Critical Hit. Other creatures within 15 feet of the target
(but not including the Stormbeak itself) automatically suffer 5 points of Sonic damage, or 10 on a
Critical Hit.

Shadow Over the Land: when the Stormbeak reaches level four, it grows even larger in size. It
becomes Gargantuan, with the following changes: +4 Strength, +2 Constitution, +2 Natural Armour,
Fly Speed 150’ (with an Overland speed of 20 miles per hour, 40 miles Hustling), +5’ to Space and
Reach, and the usual changes to Grapple checks, Attack Rolls, Hide checks, natural weapon size
and so on.

Furthermore, as a Supernatural Ability, whenever its Cloud Barrier is in effect it may draw upon the
clouds to bulk its size up even more. With a Standard Action, it transforms to Colossal Size (with a
further +4 to Strength and Natural Armour but no other changes to Ability Scores, a base Fly Speed
of 200’, +10 feet to Space and Reach, and the usual changes to Natural Weapons, Attack rolls and
so on), remaining this way for one minute. Using this ability actually absorbs all clouds and fog
within one mile, meaning it takes a bit of effort to find more for another transformation.
URSKAN
CR 5, Level 6

ICE CRUSHER

The Urskan is a giant polar bear that smashes things in close combat, and that’s a great life choice.
However it also crafts items and that’s an interesting thing to develop, going forward. So the Ice
Crusher advances both things – being a giant bear that smashes stuff, and being a blacksmith or
icesmith. There are also some leadership style abilities, as this class is part melee brute and part
support.

Hit Die: d12


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 2 + Int
Class Skills: Climb, Craft, Intimidate, Listen, Spot, Survival, Swim

1 Snow Cloak, Heavy Weaponsmith, Ice Sculpting


2 Ice Punch, Shattering Strike
3 Frozen Armour, Crushing Grasp
4 Great Might, Icicle Crash
5 Slush Rush, Ice Forging
6 Unbearable Might
7 Gift of the Ursine King
8 Sheer Cold, Captain of the Cold
9 Unbearably Large
10 Terrifying Stomp
11 Claws of Uttercold
12 Bear World
13 Major Ursus
14 Gift of Black Ice
Snow Cloak (Su): when in Heavy Snow or better, the Ice Crusher is Invisible.

Heavy Weaponsmith (Su): Ice Crushers are great at making metal gear, as long as it’s big and
heavy and menacing rather than delicate. Any weapon, armour or shield that it crafts primarily out
of metal for a creature that is Large or larger has a minimum Enhancement Bonus of +1 and is
treated as being Adamantine.

Ice Sculpting (Su): ice just willingly shapes itself in the claws of the Ice Crusher – probably out of
fear of being crushed. The amount may be up to one 1’ cube of ice per class level, and it can be
formed into any object up to that size that the Ice Crusher has seen before and would meet the basic
crafting threshold for when taking 10 on the relevant check. This requires only a minute of work.
The finished product ends up having the HP and Hardness of iron, however for every temperature
band above Cold, it loses 1d6 HP per round (so 3d6 per round in Hot, 5d6 in Extreme Heat and so
on).

Ice Punch (Su): starting at level two, the Ice Crusher can draw magical frost around its claw when
it wallops someone in the face. With a Standard Action, it may make a Claw or Steelclaw attack,
treating it as a magic weapon with an Enhancement Bonus of +1 per 3 hit dice (round up), with a
number of extra d6 of Cold damage equal to the Enhancement Bonus. If the target suffers any Cold
damage from this hit, they must pass a Fortitude Save (DC 10 + half its hit dice + its Wisdom
Bonus) or be rendered Slowed for one minute. If they are Vulnerable to Fire or it is a Critical Hit,
the duration is doubled and the Save DC is increased by +2, or in the case of both happening at
once, the duration is tripled and the Save DC increases by +4.

Shattering Strike (Ex): the second-level Ice Crusher is particularly good at tunnelling through ice
– and basically anything else it encounters. It gains a Burrow speed equal to half its base speed, not
reduced by armour, and leaves tunnels behind when it does this. Additionally, with a Standard
Action, it may make a single Claw or Steelclaw attack that is treated as a magic weapon with an
Enhancement Bonus of +1 per 3 hit dice (round up) and the Ruinous property.

Frozen Armour (Su): starting at level three, the Ice Crusher can conjure frost to protect it from
harm. With a Full Round Action, it creates armour that grants DR 10/Iron or Adamantium, 3
Temporary Hit Points per hit die, and a 25% chance to negate extra damage from a Critical Hit or
Sneak Attack. Using this ability again while it is already active resets it completely, it doesn’t add
more and more Temporary Hit Points. In Hot and hotter temperatures, this melts too quickly to
provide any benefit, but instead provides ongoing level 3 heat protection. If subject to Fire damage
of any kind, providing that damage is not more than the Ice Crusher’s full maximum hit points, the
frost armour absorbs all of the damage but melts away instantly, negating the one attack. Other than
this, if the Temporary Hit Points run out, the other benefits are also lost as it melts and crumbles
away.

Crushing Grasp (Ex): a third-level Ice Crusher is good at breaking anything. It can break
unattended objects of any Hardness with a DC 10 Strength check, and even [Force] effects with a
DC 15 Strength check. Additionally, any time it Lifts or Pins somebody in a grapple, it may
automatically Rend them as well, dealing maximum damage.

Great Might (Ex): at level four the Ice Crusher becomes particularly big and strong. Its natural
weapons and Steelclaw attacks deal damage as though one size larger, and it has a 50% chance to
ignore being rendered Prone by any effect. It also gains the Trample ability with base damage of
6d6, which increases to 8d6 if it grows larger in size.
Icicle Crash (Ex): upon reaching level four, the Ice Crusher can smash into people like an icicle,
knocking them senseless. It gains Powerful Charge as a Bonus Feat, and when it hits a smaller foe
with a Charge attack, they must attempt a Fortitude Save (DC 5 + half its hit dice + its Strength
Bonus) or be rendered Staggered for one round. If it is a Critical Hit, failure instead results in them
being Stunned for one round.

Slush Rush (Su): when in Heavy Snow or better, the fifth-level Ice Crusher is Hasted.

Ice Forging (Su): starting at level five, whenever the Ice Crusher crafts a weapon that benefits from
its Heavy Weaponsmith ability, it also gains the Frost quality unless specifically imbuing it with
another ability via its own Feats and such. For armour that benefits from the ability, if no other
ability is imbued it can just grant the Fire Resistance ability.

Unbearable Might (Ex): any time the sixth-level Ice Crusher hits an enemy with a Claw or
Steelclaw attack, it gains a free Trip attempt against the foe. If this Trip works against the foe, it
may then may make a free attack with each of its Claws or Steelclaws, in addition to any other
attacks it still has available that turn.

Gift of the Ursine King (Su): starting at level seven, the Ice Crusher may bestow a spiritual
blessing upon its allies and servants – at will, but only affecting one at a time, with a new blessing
ending the existing ones. This grants the effects of both Death Ward and Bite of the Werebear, with
a Caster Level equal to its hit dice.

Sheer Cold (Su): whenever the eighth-level Ice Crusher successfully grabs a foe and establishes a
grapple, it may freeze them completely solid: they must pass a Fortitude Save (DC 10 + half its hit
dice + its Wisdom Bonus) or be frozen and encased in a block of ice, as per the Entomb spell. This
is a [Cold] effect. Once they are frozen, they are treated as an object that it may Break on the next
turn.

Captain of the Cold (Ex): starting at level eight, the Ice Crusher radiates a thirty foot aura of
command to help its Cold allies. All creatures within this area with the [Cold] Subtype are immune
to [Fear] effects and benefit from the spell-negating effect of a Glacial Globe of Invulnerability, but
not the Miss Chance.

Unbearably Large (Su): once the Ice Crusher reaches ninth level, it gains the ability to grow in
size. At will, it may spend a Standard Action to magically grow one Size Category larger than it
normally is, and this lasts until it chooses to end the ability or wanders into an Anti-Magic Field.
The Ice Crusher cannot stack this ability upon itself to grow multiple Size Categories. Growing in
this manner does not grant modifiers the same as growing via hit dice; it instead gains +4 to
Strength and Constitution, +5’ to Space and Reach, +10’ to Base Movement Speed, and +2 Natural
Armour, along with the usual Size Bonuses and Penalties to AC, Grapple checks and so on.
Terrifying Stomp (Su): with a Full Round Action at will, the tenth-level Ice Crusher may create an
Earthquake (as the spell) by stomping the ground. This is centred on itself, but it is safe from the
effects. This has a Caster Level equal to its hit dice, and a Save DC of 5 + half its hit dice + its
Strength Bonus.

Claws of Uttercold (Su): starting at level eleven, the Ice Crusher may bestow Uttercold into its Ice
Punch when it chooses – resolving the attack as a Touch Attack, and with half the added damage
being Cold, half being Negative Energy that heals Undead.

Bear World (Sp): at level twelve, the Ice Crusher gains the ability to welcome its foes to the horror
of Bear World. Specifically, once per day it may use a Full Round Action to Summon one Phantom
bear (as the spell of the same name), and 8 Celestial Dire Bears. Maintaining this effect requires
Concentration, and it has a maximum Duration of 2 minutes even if the Ice Crusher’s concentration
is not interrupted.

Major Ursus (Su): at level thirteen, the Ice Crusher becomes even greater as a commander. Any
ally that can draw Line of Sight to it benefits from both the Mettle and Slippery Mind abilities.
Additionally, when using its Unbearably Large ability, it may elect to grow two sizes larger,
replacing the effects with: +10 Strength, -2 Dexterity, +6 Constitution, +10 feet to Space and Reach,
+20’ to Base Movement Speed, and +6 Natural Armour, along with the usual changes to AC,
Grapple checks, damage dice from weapons and so on.

Gift of Black Ice (Su): the fourteenth-level Ice Crusher has been blessed with the mysterious
energies of Uttercold, Death Hail and Ebony Ice – cold infused with negative energy. It suffers no
effect from Death Hail, and can forge Death Hail and Ebony Ice into gear as though it were metal.
In this case, weapons may have the Life Stealing or Soul Prison quality instead of Frost, and armour
may have the Death Ward or Absorbing quality instead of Fire Resistance.
Additionally, any time it uses its Sheer Cold ability, the ice that coats and traps the target is in fact a
chunk of Ebony Ice, and any time it uses its Ice Punch ability, it may elect instead to infuse it with
Black Ice. In this instance, half the extra damage is Cold and the other half is Negative Energy that
heals undead, and a living creature that suffers damage suffers 1d6 points of Strength and
Constitution damage.
VALKYRIE
CR 9, Level 10

Valhallan Champion

Many people look forward to reaching Valhalla when they die, so that they may continue fighting in
the afterlife for all eternity. The Valhallan Champion helps expedite the process by starting a lot of
fights on all the planes she visits, and killing things that are good at fighting. Whether or not they
end up going to Valhalla is beyond her, but that’s all right, because she can just find someone else to
punch in the face.

The Valhallan Champion improves the Valkyrie’s access to the Book of Weeaboo Fightan Magic,
and also mixes in some of the abilities used by the Soldier (Tome), along with improving her ability
to blast people with the power of the storm.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Balance, Concentration, Diplomacy, Hide, Intimidate, Jump, Knowledge (The Planes),
Listen, Martial Lore, Sense Motive, Spot, Survival, Tumble

1 Brutal Strike, Crushing Vice, Rabid Bear Strike


2 Troll Stance, Knockdown, Arcing Lightning
3 Whirlwind, Colossus Strike
4 Fire Giant Stance, Mind Thwack
5 Meteor Smash, Adamantine Bones
6 Archon Stance, Hydra Strike, Thunder and Lightning
7 Heaven Piercer, Tornado Throw
8 Storm Giant Stance, Harrying Strike
9 Extra Strike, Mountain Tombstone Strike
10 Deva Stance, World Slaying Strike
Soldier Maneuvers: at every level, the Valhallan Champion learns the listed Maneuver from the
Soldier class. Each of these can be used once before needing to rest for five minutes, and unless
specified otherwise uses a Standard Action. These are Extraordinary Abilities, even the ones that
carve through dimensions – that’s pretty extraordinary if you ask me. Many of these modify or
allow a “Standard Attack”, which is simply one attack (or one with each weapon in the case of dual-
wielding) as a Standard Action. The Initiator Level equals her hit dice, and any Save DC is 10 +
half her class level + her Constitution Bonus.

Martial Maneuvers: at every odd level, the Valhallan Champion learns additional Martial
Maneuvers from the Tome of Battle. These work just the same as her existing ones, following the
usual rules for them, and her Initiator Level increases every level.

Soldier Stances: at every even level, the Valhallan Champion gains access to the listed Stance from
the Soldier class, however she does not get a Basic Bonus. These can be entered at will, at the cost
of a Swift Action per round, and can never be used concurrently with a regular Weeaboo Fightan
Magic Stance. If a Stance applies an effect on the use of a Maneuver, this includes Soldier
Maneuvers and also ToB ones. Any Save DC is mentioned in the Stance description itself, and is
based on her total hit dice, not her class level.

Arcing Lightning (Su): starting at level two, every time the Valhallan Champion deals Electricity
damage to somebody, secondary lightning arcs out. For every primary target (such as “the one
person hit with a Shocking attack” or “everyone hit by Lightning Bolt”), she may select a second
target within 15 feet of the primary target, however the same attack cannot arc from multiple
primary targets to hit the one secondary target multiple times. This deals half as much damage as
the initial attack, and they are allowed a Reflex Save (DC 10 + half her Class Level + her Charisma
Bonus) to avoid this. Secondary targets do not cause this to arc to additional targets. Furthermore,
her melee attacks increase their bonus Electricity damage to 2d8, and her Lightning Gaze increases
to 10d6 damage.

Thunder and Lightning (Su): when the sixth-level Valhallan Champion uses her Sonic Burst
ability, it creates a storm of thunderbolts and lightning, which is in fact very very frightening. The
Sonic damage increases to 10d6, plus 1d6 Electricity damage per class level, and all who take
damage must pass a Will Save (DC 10 + half her Class Level + her Charisma Bonus) or be
Frightened for 3 rounds. Once the fear ends, they are immune to the fear aspect of future Sonic
Bursts until the sun next sets.

Additionally, the added Electricity damage to her melee attacks becomes 4d6, plus 1d12 Sonic
damage, and her Lightning Gaze increases to 1d6 per hit die, plus 2d12 Sonic damage.
YUAN-TI: IGNAN
CR 7, Level 9

Raging Flame

Unlike most Yuan-ti, the Ignan is not a manipulator with shape changing and a scattering of spell-
like abilities. The Ignan is a brute of a fighter, and it’s more than reasonable for there to be giant
fiery snakes that just bite people in half. As such, this is essentially a form of Barbarian that doesn’t
have as much basic Rage, nor does it have most of the extra abilities, instead getting more powers
related to being a giant snake that is on fire. It does also get a few Spell-Like Abilities of its own,
but even these are relatively direct, and designed to be an alternative just before flying into a rage.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Escape Artist, Intimidate, Listen, Spot, Survival, Tumble

1 Fire Fang, Fiery Rage, Cause Fear 1/day


2 Swallow Whole, Rage Dice +1d6, Combat Speed +5’
3 Fireball at will, Cause Fear 2/day, Pyrotoxin
4 Rage Dice +2d6, Combat Speed +10’, Venomous Fury
5 Confusion 3/day, Cause Fear 3/day, Parboil 1/day
6 Rage Dice +3d6, Combat Speed +15’, Growth Surge
7 Supernatural Virulence, Incendiary Cloud 1/day
8 Rage Dice +4d6, Combat Speed +20’, Cause Fear at will
9 Incinerating Innards, Confusion at will
10 Rage Dice +5d6, Combat Speed +25’, Parboil 2/day
11 Pyrotoxic Mists, Living Rage, Fire Storm 1/day
12 Rage Dice +6d6, Combat Speed +30’, Parboil at will
Fire Fang (Ex): the Raging Flame has a Secondary Bite attack which deals 1d8 damage plus half
its Strength Bonus. This also deals an additional 3d6 Fire damage and, on a Critical Hit, causes
them to catch fire and become Shaken (unless Immune to either Fear effects or Fire damage).

Fiery Rage (Ex): the Raging Flame gains the ability to enter a rage when provoked – and it is very
easily provoked. When doing melee damage to a foe or being struck by a foe, it may choose to enter
a Rage as an Immediate Action. While Raging, it gains a +2 Morale Bonus to hit and damage in
melee combat and may apply any Rage Dice it has to its melee damage rolls. It also gains a +2
Bonus to Saving Throws, a -2 Penalty to Armour Class, and Damage Reduction X/- with X being
equal to half its class level plus 2 (rounded down). Additionally, any dice of Fire damage it deals are
increased to d10 if smaller (for instance, Fire Fang would deal +3d10 Fire). While Raging, it may
not cast spells, activate magic items, use Spell-Like Abilities or drop its weapons. Rage lasts until it
has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for
three consecutive rounds, but it may voluntarily end its Rage with a Full-Round Action.

Spell-Like Abilities (Sp): as it gains levels, the Raging Flame gains access to various Spell-Like
Abilities, even though it cannot cast them in a Rage. The Caster Level equals its hit dice and any
Save DC is 10 + half its hit dice + its Charisma Bonus.

Swallow Whole (Ex): starting at level two, the Raging Flame can swallow a grappled opponent. If
the target is at least two Size Categories smaller than itself (so typically no larger than Small), it can
attempt a single Grapple check as a Full Round Action. If successful, they are swallowed, and every
turn they suffer Crushing damage equal to 1d8 + its Constitution Bonus, plus 1d8 Acid damage,
plus 3d6 Fire damage. They can cut themselves free by dealing at least 50 points of Slashing
damage.

Combat Speed (Ex): when in a Rage, the Raging Flame moves faster, and may add its Combat
Speed to its Base Speed when taking a Move Action to move.

Rage Dice (Ex): while Raging, a Raging Flame may add the listed number of damage dice to each
of its melee attacks. These dice are not multiplied by damage multipliers, and may not be added to
more than one attack per attack allowed by its Base Attack Bonus – whether it is gaining extra
attacks (wielding a manufactured weapon) or not (using natural weapons).

Pyrotoxin (Ex): upon reaching third level, the Raging Flame develops a powerful venom that it
injects when biting a foe. It carries a Poison that has a Save DC of 10 + half its hit dice + its
Constitution Bonus, with Primary and Secondary damage of 1d6 Constitution Damage, and if they
fail the first save, then for the ensuing minute they take Fire damage equal to its hit dice every
round. If exposed to a Neutralise Poison effect or similar, they cease taking the ongoing damage.
Venomous Fury (Ex): when the fourth-level Raging Flame is in a Rage, each turn it may choose
whether to apply the Rage Dice to its damage as normal, or instead add the number of dice as a
bonus to the Save DC of its Pyrotoxin.

Growth Surge (Su): upon reaching level six, whenever the Raging Flame is in a Rage, it grows one
size larger. As a Huge Creature, its Space and Reach increase to 15 feet, it gains +6 to Strength, -2
to Dexterity, +4 to Constitution and +6 to Natural Armour, and it can swallow Medium creatures.
Once it ceases Raging, it shrinks back down to its prior size.

Supernatural Virulence (Su): at level seven, the Raging Flame’s venom becomes infused with
magic. Select either Cause Fear, Confusion or Parboil. When a creature fails the initial saving
through against its Pyrotoxin, they are affected by the Spell-Like Ability – although they are
allowed to save as normal against it. This consumes daily uses of the chosen Spell-Like Ability, and
if it has run out of uses, the venom does not add it but otherwise functions normally. If adding its
Rage bonus to the Save DC, this applies to the Save DC of the Spell-Like Ability as well.

Incinerating Innards (Su): the belly of the ninth-level Raging Flame is more destructive than
normal. Any swallowed creature suffers a Disintegration effect every round with a Caster Level
equal to the Raging Flame’s hit dice and a Save DC of 5 + half its hit dice + its Constitution Bonus.

Pyrotoxic Mists (Sp): once per day, the eleventh-level Raging Flame may cast Acid Fog as a Spell-
Like Ability, however this fog also carries its Pyrotoxin – including the imbued spell effect. This is
applied to every creature that takes damage from the fog itself.

Living Rage (Ex): upon reaching level eleven, the Raging Flame may act normally when in a Rage,
retaining its ability to cast Spell-Like Abilities and use items. In this case, when it chooses to apply
its Rage Dice as a Bonus to the Save DC for Poison instead of adding the dice to damage, the Bonus
also applies to any Save DC for Spell-Like Abilities cast.
YUKI-ON-NA
CR 4, Level 6

Tsurara-Onna

The icicle lady advances Snow lady abilities to include further aspects of the myths and legends that
surround the Yuki-onna (and similar legendary creatures that may or may not be the same). As such,
she has the ability to bestow power to allies, to freeze people to death, steal livers and life force, be
strengthened by water, shoving people into the snow (apparently this is important) and calling upon
the power of mountain gods. This is a rather ecclectic mixture of abilities, but ultimately they
become tricksters and mages of a sort, mixing elements of genies and hags and nymphs.

Hit Die: d6
BAB: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidate,
Listen, Move Silently, Perform (any), Spot
Proficiency: Simple Weapons and the Scimitar, Short Sword, War Fan and Glaive/Naginata

1 Ice Body, Mountain Spirit Blessing


2 Weakening Chills, Essence Eater
3 Numbing Aura, Remove Fear, Ease of Breath
4 Veil of Frostfire, Remove Paralysis
5 Icy Hand (Cover), Good Hope
6 Push Into Snow, Glacial Globe of Invulnerability
7 Icy Hand (Shove), Otto’s Imperative Ambulation
8 Gift of Frost, Mass Haste, Pass Through Ice
9 Icy Hand (Squeeze), Mysterious Redirection
10 Deathly Chills, Snowsong
11 Icy Hand (Crush), Whiteout
12 Magic Convalescence, Greater Glacial Ward
13 Rejuvenating Essence, Otto’s Irresistable Dance
14 Gift of the Mountain Spirits, Mass Heal
Ice Body (Ex): the Tsurara-Onna’s body is practically made out of ice and snow. She is harmed by
hot water, steam and ash, treating it the same as humans treat acid, but likewise is healed by cold
water, snow, slush and ice. She has Fast Healing 1 when standing on these surfaces, Fast Healing 3
when up to her knees, Fast Healing 5 when up to her waist or in the rain/snow/hail, and Fast
Healing 10 when fully submerged or exposed to a torrential downpour or a blizzard. Being simply
splashed restores 1d6 hit points. In Hot weather, she suffers a -10 Penalty to Saving Throws to
avoid taking damage and suffers regular lethal damage right from the start.

Mountain Spirit Blessing (Su): the Tsurara-Onna has certain aspects of divine power, and treats all
Divine Spells as being on her class list – she can cast any of them from Wands, Scrolls, Staves and
so on.

Weakening Chills (Su): at will, a second-level Tsurara-Onna may use a Standard Action to chill a
target within Close Range. They suffer Cold damage equal to 1d8 plus her Charisma Bonus, then
for three rounds they suffer a penalty to Hardness and Damage Reduction equal to her Charisma
Bonus – this last bit is suffered even by Objects and if immune to Cold damage.

Essence Eater (Ex): starting at level two, any time the Tsurara-Onna kills a foe – whether through
weapons, special attacks or pushing them off cliffs – she gains a quantity of power. She also gains
this power any time she causes somebody to Lose the Way. She counts as eating sufficiently for the
day (this can’t be banked for future days, but can make up for prior starvation), and gains a point of
“Essence”. She may hold an amount of Essence up to half her class level at a time.

Numbing Aura (Su): at third level, the Tsurara-Onna starts to radiate a cold aura that numbs those
around her. It radiates out to 15 feet, and she may suppress or resume this at will. Any creature that
begins their turn within this area must pass a Fortitude Save (DC 6 + half her hit dice + her
Charisma Bonus) or suffer a -6 Penalty to their Strength and Dexterity until a minute after they
leave the aura. If already suffering from this, they become Fatigued until they rest. If already
Fatigued, they become Exhausted until they rest. If already Exhausted, they are Slowed until a
minute after they leave the area, and suffer 1d6 Non-Lethal damage per round for this duration.

Spell-Like Abilities (Sp): as she gains levels, the Tsurara-Onna gains access to a number of Spell-
Like Abilities. Each of these can be used once per day, but she can spend a point of Essence to cast
beyond this limit, one Essence per casting. The Caster Level equals her class level plus five, and
any Save DC is 6 + half her hit dice + her Charisma Bonus.

Veil of Frostfire (Su): at level four, the Tsurara-Onna gains the ability to wreath people in terrifying
frost-fire. With a Standard Action at will, she may unleash a Burst out to 15 feet from her that deals
1d6 Frostburn damage per hit die to all other creatures within the area. They are entitled to a
Fortitude Save for half (DC 6 + half her hit dice + her Charisma Bonus).
Icy Hand (Sp): the fifth-level Tsurara-Onna can spend a point of Essence to cast Bigby’s
Interposing Hand. Any creature that attacks her when the hand is protecting her from them suffers
Frostburn damage equal to her hit dice, and suffers 2 points of Dexterity damage.

At level seven, she may spend a point of Essence to cast Bigby’s Forceful Hand. Any creature it
touches also suffers the Frostburn and Dexterity damage as above.

At level nine, she may spend 2 points of Essence to replicate Bigby’s Grasping Hand that also
carries the Frostburn damage and deals 4 points of Dexterity damage.

At level eleven, she may spend 2 Essence to replicate Bigby’s Clenched Fist that also carries the
Frostburn damage and 4 points of Dexterity damage.

Push Into Snow (Su): at level six, the Tsurara-Onna gains the ability to shove people into the snow.
Rather, she spends a Full Round Action designating a 50’ radius Spread within Medium Range, and
the entire area is covered in Heavy Snow, with Whiteout conditions, for a number of rounds equal to
her hit dice. This creates a snow field 1d8x10 feet tall, which lasts for the normal duration before
melting.

Gift of Frost (Su): starting at level eight, the Tsurara-Onna can bestow an icy gift upon her friends.
By holding an ally for a minute, she may elect to bestow the [Cold] Subtype upon them for a year
and a day. They must be willing to accept this, and cannot gain it if they already have the [Fire]
Subtype.

Deathly Chills (Su): the tenth-level Tsurara-Onna may spend a point of Essence with a Full Round
Action to freeze somebody to death. She designates a target within Close Range, and as long as they
are not Immune to Cold, they must attempt a Fortitude Save (DC 6 + half her level + her Charisma
Bonus) or die.

Rejuvenating Essence (Ex): any time the thirteenth-level Tsurara-Onna gains Essence, she gains
the benefits of both Greater Restoration and Regeneration. This happens at a caster level equal to
her hit dice.

Gift of the Mountain Spirits (Su): upon reaching level fourteen, the Tsurara-Onna gains Basic
Access to a single Domain as though it were a Sphere – with a single daily use of each of the Spell-
Like Abilities. Additionally, once per day she may grant a single Wish to another creature, though in
doing so the recipient transfers enough energy that they become Exhausted and she gains a point of
Essence.

You might also like