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Monster Classes 2

The document provides details on two new monster classes: the Stormwing Champion and the Monadic Deva. The Stormwing Champion is a powerful fighter that can boost allies and fly. It gains spell-like abilities, the ability to protect allies, and a damaging stormwing attack. As it levels, it gains more powerful abilities including poison, sphere access, and the ability to inspire rage in large groups. The Monadic Deva is a level 13 angelic creature. As an Elemental Steward, it has innate connections to the elemental planes and can gain abilities related to fire, water, earth, and air depending on its current elemental affinity. It gains spell-like abilities and can heal, banish

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0% found this document useful (0 votes)
431 views99 pages

Monster Classes 2

The document provides details on two new monster classes: the Stormwing Champion and the Monadic Deva. The Stormwing Champion is a powerful fighter that can boost allies and fly. It gains spell-like abilities, the ability to protect allies, and a damaging stormwing attack. As it levels, it gains more powerful abilities including poison, sphere access, and the ability to inspire rage in large groups. The Monadic Deva is a level 13 angelic creature. As an Elemental Steward, it has innate connections to the elemental planes and can gain abilities related to fire, water, earth, and air depending on its current elemental affinity. It gains spell-like abilities and can heal, banish

Uploaded by

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

0 SPLAT BOOK MONSTER CLASSES

ABEIL SOLDIER
CR 6 Level 7 – you should just give it +6 +0 +2 +0 +2 +0 for Ability Scores to be more reasonable

Stormwing Champion

The Stormwing Champion does not unleash the power of BEEEEEES! That’s ridiculous. It
unleashes the power of wasps, which are like bees but bigger, scarier, more dangerous, and utterly
aggressive assholes. The Stormwing Champion specifically is a powerful fighter who can boost and
protect allies, and can also fly, taking care of the “Harpy Archer” problem.

Hit Die: d10


BAB: Good
Saving Throws: Good Will
Skill Points: 4 + Int
Class Skills: Appraise, Concentration, Gather Information, Intimidate, Knowledge (Nature,
Nobility & Royalty), Listen, Perform (Dance), Search, Sense Motive, Spot

1 Tornadowing, Spell-Like Abilities


2 Distracting Drone, Guard the Queen!
3 Wings of Cover
4 Inciting Venom
5 Basic Sphere Access, Extra Special Enemy
6 Karaturan Ox Killer
7 Supernatural Virulence
8 Thunderwing, Super Special Enemy
9 Anaphylaxis
10 Tempestwing, Advanced Sphere Access
11 Fell Stinger, Legion’s Rage
12 For the Queen!, Mightiest Weaponry
13 Expert Sphere Access, Doomwing
Tornadowing (Ex): the Stormwing Champion’s Stormwing ability is better than most. It deals 1d8
damage per hit dice, with a Save DC of 10 + half its hit dice + its Constitution Bonus.

Spell-Like Abilities (Sp): the Stormwing Champion gains a few Spell-Like Abilities, designed for
marking foes out to be targeted. It may cast Bane, Bestow Curse, Curse of Impending Blades and
Doom once each per hour, however any one of these also carries a Faerie Fire effect for the same
duration. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its
Charisma Bonus.

Distracting Drone (Ex): the Drone of the second-level Stormwing Champion is particularly
powerful. Even those who succeed on their saving throw are partially affected, rendered unable to
make Attacks of Opportunity and considered Flanked by all attackers. They must also Concentrate
to cast spells, with a DC of 10 + the Spell Level + the Stormwing Champion’s Constitution Bonus.
These effects last until they leave the area, are Deafened, or effectively plug their ears.

Guard the Queen! (Su): Abeil Soldiers all need to be able to guard their Queen, and the
Stormwing Champion can use this more generally on allies. At second level, it can use a Standard
Action to protect a selected ally within thirty feet, granting the benefits of a Shield Other effect
while they remain in range. The target subtracts the Champion’s hit dice from their share of the
damage received (after halving), but this extra damage is simply lost, it isn’t bestowed upon the
Champion. This can be used at will, but only on one person at a time.

Wings of Cover (Su): starting at level three, the Stormwing Champion can cast Wings of Cover
once per hour. When casting this, it grants Cover to adjacent allies until the start of its next turn, or
until they cease being adjacent, whichever happens first.

Inciting Venom (Ex): whenever the fourth-level Stormwing Champion successfully delivers its
venom, the target is left with a scent that marks it as a target. It anyone fails the save against the
Primary damage of its Poison, they are marked for the next hour. In that time, all Abeil and Vermin
treat all of their attacks against the target as being made with a Bane weapon (+2 to attack rolls,
+2d6+2 to damage), and Vermin with an Intelligence lower than 3 are compelled to attack them.
This also allows Abeil to re-roll any failed Miss Chances against the target for the duration.

Sphere Access: at level five, the Stormwing Champion gains Basic Access to either the Death,
Terror, or Venom Sphere. At level ten, this improves to Advanced Access, and at level thirteen it
improves again, to Expert Access.

Extra Special Enemy (Ex): at level five, the Stormwing Champion’s Special Enemy bonuses all
double, and it doubles all Critical Threat Ranges against that type of enemy.

Karaturan Ox-Killer (Ex): the sixth-level Stormwing Champion is a creature to be feared,


resembling the monsters from Karatur. It grows to Large Size, gaining all the usual changes from
such a growth, and its Poison has an additional [Pain] effect with the Primary Damage: the foe is
rendered Stunned for one round, then Staggered on the following round.

Supernatural Virulence: at level seven, the Stormwing Champion gains Supernatural Virulence as
a Bonus Feat, even though it doesn’t meet the usual requirements for [Fiend] feats.

Thunderwing (Su): at level eight, the Stormwing Champion’s Stormwing attack affects Incorporeal
and Ethereal foes as though they lacked those traits, and completely ignores Hardness.
Super Special Enemy (Ex): the eighth-level Stormwing Champion really hates its Special Enemy.
It doubles its Critical Multiplier against the foe, and increases any Save DC against them by +3.

Anaphylaxis (Ex): at level nine, the Stormwing Champion’s Poison is accelerated – it delivers its
Secondary effect only three rounds after the Primary effects. If the target fails their saving throw
against the Secondary effects, they die outright, as a [Death] effect. If they are immune to [Death]
effects, they still suffer the other Secondary effects.

Tempestwing (Su): at level ten, the radius of the Stormwing Champion’s Stormwing ability is
doubled. Additionally, it can cast Control Weather at will, and Storm of Vengeance once per day.

Fell Stinger (Su): the eleventh-level Stormwing Champion becomes filled with vigour and power
any times it kills someone with its stinger. Any time it uses its stinger or Poison to kill a foe strong
enough to grant it XP, it gains the following effects for a number of rounds equal to the Challenge
Rating of the creature: 1 Temporary Hit Point per level, a +8 Enhancement Bonus to Strength,
doubled reach, and a Haste effect. It also deals damage with all weapons as though one size larger.

Legion’s Rage (Ex): with a Full Round Action at will, the eleventh-level Stormwing Champion can
inspire rage in massive groups. All allies within Long Range gain a Rage effect for five minutes,
though they may elect not to be affected by it.

For the Queen (Ex): at level twelve, the Stormwing Champion gains the ability to sacrifice itself
for the good of the colony, or for its queen specifically, or just in general. Any time it is reduced
below zero hit points, this automatically activates, but it may use a Free Action to choose to activate
it. Doing so places it in a special state for five rounds, during which its speed is doubled, it gains
+5d6 Sneak Attack damage, and is Immune to harmful conditions (as laid out in the “Conditions”
section of the DMG) and even death. When the effect ends, the Champion dies – even if its hit
points have been raised higher or it had elected to activate the ability when healthy. This death from
over-exertion cannot be prevented, however it can be brought back in all the normal ways.

Mightiest Weaponry (Ex): the twelfth-level Stormwing Champion is great at hitting people with
very large weapons. Its Stinger deals damage as though one size category larger, and the Champion
can wield weapons another size larger – as a Large creature already able to wield weapons fit for
Huge creatures, it can now wield weapons sized for Gargantuan creatures. Its upper body actually
grows to allow this, and its stance naturally widens.

Doomwing (Su): at level thirteen, the Stormwing Champion has the most powerful Stormwing
ability ever. The entire area is treated as having Tornado-strength winds until the start of its next
turn, and in the meantime, the Stormwing Champion is immune to projectiles that require an attack
roll – even magical ones. Additionally, once per day, it may cast the Epic spell Beast of a Thousand
Legs as a Supernatural Ability. It still requires ten minutes to cast.
ANGEL: MONADIC DEVA
Level 13

Elemental Steward

Monadic Devas have to spend a lot of time watching over the Elemental and Ethereal Planes. On
the one hand, this grants them a lot of knowledge of these planes, and abilities suited to dealing with
them. On the other hand, it often leaves them bored and looking forward to adventure and combat.
An Elemental Steward is a bit like Kaelik’s Elementalist. Or rather, it’s a lot like it, but with fewer
options for the abilities (being a seven-level class) and various Spell-Like Abilities added.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Balance, Concentration, Craft (any), Disguise, Escape Artist, Gather Information,
Hide, Knowledge (Nature, The Planes, Religion), Listen, Move Silently, Spellcraft, Spot, Swim
Proficiency: Light Armour, and any weapon made of wood, stone, metal, water, lightning or fire

1 Elemental Affinity, Elemental Strike, Elemental Ward


2 Channel Elemental Power, Ethereal Jaunt 1/day
3 Contact Other Plane 1/day (Elemental Planes only), Heal 1/day
4 Combined Elemental Ward, Etherealness 1/day
5 Resurrection 1/day, Banishment 3/day, Elemental Wrath
6 Combined Elemental Power, Etherealness 3/day
7 Monadic Gate, Elemental Transformation, True Resurrection 1/day
Elemental Affinity (Ex): the Elemental Steward has an innate connection to the elements along the
Fire-Water axis and the Earth-Air axis. At any time he is Favoured Earth, Balanced, or Favoured
Air. At any time he is either Favoured Fire, Balanced, or Favoured Water.

If he is not Favoured or Balanced regarding an element, he cannot utilise any of its powers or
wards. Whenever he uses an element, he moves away from Favoured by one step. So a Fire-
Favoured Steward could Channel Fire and in doing so become Balanced on that axis. He could then
use either Fire or Water, each one pushing him Favoured in the opposite direction.

Elemental Strike (Su): once per round, whenever he is Balanced or Favoured towards an element,
the Elemental Steward can augment a melee attack to channel that element. If he chooses to channel
Fire, the target catches fire if hit. If he channels Water, the target is rendered Blind for one round if
hit. If he channels Earth, the target is automatically knocked Prone if hit. If he channels Air, the
target is pushed back 30 feet if hit, and on their next turn approaching him takes twice as much
movement. This is considered a form of Channelling, so uses the rules on Elemental Affinity.

Elemental Ward (Su): the Elemental Steward can equip up to one Elemental Ward for each
Element – as long as he can access that Element (ie is not Favoured in the opposite direction).
Losing the ability to use such a Ward instantly de-activates it if it is active. Activating any number
of Wards requires a Full Round Action – whether to activate only one or completely change them
all. Activating a Ward does not move his position on Elemental Affinity.

Air: +5 Deflection Bonus to Armour Class or constant Wind Wall and Freedom of Movement
Earth: Damage Reduction 15/- or +5 Enhancement Bonus to Natural Armour
Fire: constant Fire Shield (burns up nonmagical projectiles) or Improved Evasion
Water: Mettle or Immunity to anything halted by a Calm Emotions effect

Channel Elemental Power (Sp): starting at level two, the Elemental Steward can Channel various
Elemental Powers – using the rules for Elemental Affinity. Any Save DC is 10 + half his hit dice +
his Intelligence Bonus. He can choose from the following:

Air: cast an invisible Solid Fog or Gust of Wind, or Whirlwind. If Favoured, Greater Whirlwind.
Earth: cast Move Earth or Rock to Mud or Mud to Rock. If Favoured, Earthquake.
Fire: cast Flamestrike or Wall of Fire. If Favoured, Extended Firestorm.
Water: cast watery Evard’s Black Tentacles or Fengut. If Favoured, Drown.

Spell-Like Abilities (Sp): the Elemental Steward gains a few Spell-Like Abilities as he gains
levels. The Caster Level equals his hit dice and any Save DC is 10 + half his hit dice + his Charisma
Bonus.

Combined Elemental Ward (Su): at level four, the Elemental Steward can combine the elements –
instead of using two separate Wards he can use a Combined Ward – for instance if completely
Balanced he could use a Fire Ward, an Air Ward, and a Mud (Water and Earth) Ward. If he then
became Earth Favoured he would lose the Mud Ward.

Fog (Air and Water): constant 50% Miss Chance from Concealment
Lightning (Air and Fire): +30’ Enhancement Bonus to Movement Speed and Uncanny Dodge
Magma (Earth and Fire): Fireball erupts centred on him once per turn when hit. Foes get no save.
Mud (Earth and Water): amorphous and immune to Grappling and Critical Hits
Elemental Wrath (Su): starting at level five, the Elemental Steward’s Elemental Strike lasts for his
entire turn, working for multiple attacks. His Affinity changes at the end of his turn, and only once
regardless of how many attacks he makes. Additionally, if such an attack hits an Elemental of the
opposed element, it is subject to a Banishment effect (DC 10 + half his hit dice + his Intelligence
Bonus).

Combined Elemental Power (Sp): the sixth-level Elemental Steward can combine elements when
channelling powers. Doing so shifts his Affinity on both axis when used. Any Save DC is 10 + half
his hit dice + his Charisma Bonus.

Fog (Air and Water): create a Cloudkill. If at least one of the elements is Favoured, it kills those
below 6 HD with no saving throw, and is “Save or Die” for those below 9 HD.
Lightning (Air and Fire): create a Chain Lightning effect. If at least one of the elements is
Favoured, those who fail their Saving Throw are Stunned and Dazed for one round.
Magma (Earth and Fire): cast Wall of Magma or Scalding Mud. If at least one of the elements is
Favoured, the effects are Extended.
Mud (Earth and Water): cast Mudslide. If at least one of the elements is Favoured, those affected
instantly begin suffocating/drowning as if they had held their breath for twice as many rounds as
their Constitution score.

Monadic Gate (Sp): three times per day, the seventh-level Elemental Steward may cast a travel
version of the Gate spell with the destination of the Ethereal Plane or an Elemental Plane.

Elemental Transformation: at level seven, the Elemental Steward gains all the benefits and
drawbacks of being en Elemental: Immunity to Poison, Sleep, Paralysis, Stunning, Flanking,
Critical Hits, and no need to breathe. However, he is treated as both a [Good] Outsider and an
Elemental for the purpose of things like Favoured Enemy and Bane weapons.
ANGEL: MOVANIC DEVA
Level 10

Worldly Dominion

Movanic Devas are focused on three planes: the Positive Energy Plane, the Negative Energy Plane,
and the Prime Material Plane. Of those, the Prime Material is considered the most interesting (and
is certainly the most hospitable). As such, though they take their tasks seriously, many find
themselves caught up in worldy affairs more often. The Worldly Dominion is an angel dedicated to
overseeing the Material Plane and preventing its destruction. She influences mortals, goes
adventuring, and also deals with problems arising from Positive and Negative energy – nine times
out of ten being Undead. Similarly, she harnesses the innate joy and happiness of the Deva and,
being an equal amongst the greatest, shares this with others. She functions rather like a Cleric with
more social prowess.

Hit Die: d8
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disguise,
Gather Information, Hide, Knowledge (Geography, Local, The Planes), Listen, Move Silently,
Perform (any), Ride, Sense Motive, Spellcraft, Spot

1 Divine Energy, Charm Person at will, Quickened Command at will, Divine Happiness
2 Greater Equilibrium, Animate Objects 3/day, Seeming 1/day, Energy Infusion
3 Positive Energy Sight, Suggestion 3/day, Restoration at will, Slay Living 1/day
4 Greater Dispel Magic 3/day, Quickened Righteous Might 1/day, Joy Domain
5 Overwhelm 3/day, Mass Charm Person 1/day, Energised Light and Darkness
6 Heal 3/day, Harm 3/day, Greater Restoration 1/day
7 Quickened Suggestion 1/day, Heavenly Redirection
8 Brilliance, Spread of Contentment 1/day, Pleasure Domain
9 Disjunction 1/day, True Resurrection 1/day, End to Strife 3/day
10 Mass Heal 1/day, Greater Harm 1/day, Righteous Exile 1/day
Divine Energy (Su): a Worldly Dominion gains a pool of Divine Energy – both positive and
negative – equal to her (Class level + 10), multiplied by her Wisdom Bonus, times two. This energy
can be used to channel positive or negative energy with a simple touch (for a willing target) or a
Touch Attack (for an unwilling target). With a Swift Action she can channel an amount up to her hit
dice, or with a Standard Action she can channel any amount she wishes. Negative Energy heals
Undead and harms the living, and Positive Energy heals the living and harms Undead. In the case of
damage, a successful Will Save (DC 15 + half her class level + her Wisdom Bonus) negates the
damage.

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

Divine Happiness (Ex): the Worldly Dominion is just happier and more fulfilled than a human, to
the point that she is Immune to any emotional effect she doesn’t like, such as [Fear] effects, Rage
spells or Crushing Despair. Note that Confusion, Insanity, Dazing, Stunning, Fatigue and
Exhaustion are typically not Emotions unless specifically caused by a spell effect that says they are.

Greater Equilibrium (Ex): starting at second level, the Worldly Dominion is healed by both
Positive and Negative energy. Additionally, she is immune to Negative Levels/Energy Drain, as
well as Ability Drain.

Energy Infusion (Su): the second-level Worldly Dominion is able to move life energy from one
creature to another at will. She chooses two targets within sixty feet, one that donates the energy
and one that receives. The donor is allowed a Will Save (DC 15 + half her class level + her Wisdom
Bonus) to negate the effect, otherwise they lose an amount of hit points equal to her hit dice total
plus her Wisdom Bonus, and the recipient receives an equal amount. Undead creatures are healed
when donating life energy, and harmed by receiving it (though as a recipient they would receive no
saving throw).

Positive Energy Sight (Su): starting at level three, the Worldly Dominion has Lifesight and a
constant Deathwatch effect. This allows her to pinpoint the position of living or undead creatures,
even if she can’t see their physical forms.

Domains: at level four, the contentment of the Worldly Dominion manifests in the Joy Domain. At
level eight she is so happy as to receive the Pleasure Domain. Upon receiving a Domain, she gains
the Domain Power, and can cast each of the Domain Spells once per day as Spell-Like Abilities.

Energised Light and Darkness (Sp): the fifth-level Worldly Dominion can radiate her choice of
Ravenous Darkness and Rejuvenating Light at will.

Heavenly Redirection (Su): upon reaching seventh level, the Worldly Dominion can not just
deflect projectiles away, but reflect them back at her attacker. If her attack roll would be enough to
hit the attacker’s Armour Class, the attack or Spell hits the attacker rather than simply being
negated. This does not change the types of effects that can be deflected – she still eats Fireballs.

Brilliance (Su): starting at level eight, any weapon wielded by the Worldly Dominion has either the
Ghost Touch or Brilliant Energy property, as she prefers.
ARCHON: SWORD ARCHON
Level 12

Blade of Justice

The Sword Archon is already fairly high level, and doesn’t have that many levels left in his career.
That career is invariably going to be spent stabbing people with swords. Specifically, the swords on
his arms. If you want something that doesn’t involve turning your arms into swords then stabbing
people in the face, I suggest playing literally any other race at all.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Balance, Concentration, Decipher Script, Diplomacy, Gather Information, Hide,
Intimidate, Knowledge (Religion, The Planes), Search, Sense Motive, Survival

1 Armblades, Sharp of Blade and Thought


2 Perfect Two Weapon Fighting
3 Battle Captain, Blade Barrier 3/day
4 Piercing Blade and Insight, Discorporating Dive 4/day
5 Planar Phalanx, Brilliant Aura 1/day
6 Sudden Mercy, Black Blade of Disaster 1/day
7 Reverse Arrows at will, Backlash 3/day
8 Discorporating Dive 5/day, Heavenly Host 1/day
Armblades (Su): the Armblades of the Blade of Justice are even greater than normal for a Sword
Archon. To begin with, they are treated as +4 Holy Flaming weapons. At level two, they upgrade
Flaming to Flaming Burst. At level three, the Enhancement Bonus becomes +5. At level four, they
gain the Ghost Touch property. At level five, they gain the Banishing (MIC) property. At level six
the Enhancement Bonus increases to +6. At level seven, the Holy property improves to Holy Power
(Joke Book). At level eight, the Ghost Touch property increases to Ghost Strike (MIC).

Sharp of Blade and Thought (Su): the Blade of Justice is Immune to Ability Damage and Drain to
his Intelligence, Wisdom and Charisma. Additionally, his Armblades are always sharp, and do not
suffer from Penalties to damage rolls (though reduced bonuses such as wielding a weapon off-
handed still apply), and can’t be affected by things that damage or break weapons.

Perfect Two Weapon Fighting: at second level, the Blade of Justice gains Perfect Two Weapon
Fighting as a Bonus Feat. If he already has this feat, or the Races of War version of Two Weapon
Fighting, he can choose any [Combat] Feat instead.

Battle Captain (Ex): once per turn when the third-level Blade of Justice successfully attacks an
enemy, he may exhort his allies (at least, those within one hundred feet) into greater action. They
may each spend an Immediate Action to either make a five foot step (this does not provoke an
Attack of Opportunity), make a Move Action (this can provoke), attempt a Trip, attempt a Grab,
draw or load a weapon, retrieve a stored item and ready it for use, make a Demoralise or Feint
attempt, or use any ability that normally requires a Swift Action.

Spell-Like Abilities (Sp): over time, the Blade of Justice learns a few extra Spell-Like Abilities.
These have a Caster Level equal to his hit dice, and any Save DC is 10 + half his hit dice + his
Wisdom Bonus.

Piercing Blade and Insight (Su): starting at level four, the Blade of Justice can glance at someone
and, with just a Swift Action, gain the benefits of having focused on that target with any Detect
spell (Good, Evil, Law, Chaos, Poison, Magic, Thoughts, Taint, whatever, providing it actually
exists and isn’t Detect Owls Named Harold or Detect Plot-Relevant Characters and such).
Additionally, his Armblades can deal Piercing or Slashing damage as he pleases, and ignore all
material-based Damage Reduction.

Discorporating Dive (Su): at levels four and eight, the Blade of Justice gains an extra daily use of
his Discorporating Dive special attack.

Planar Phalanx (Su): starting at level five, all allies within the threatened area of the Blade of
Justice benefit from his Aura of Menace. Furthermore, this can then extend out to allies within their
threatened area and so on.

Sudden Mercy (Su): whenever the sixth-level Blade of Justice deals an attack that would normally
be fatal, he may elect to offer mercy. If the foe accepts it (and this decision must be made willingly),
they only suffer Non-Lethal damage, but also receive a Geas/Quest effect with no saving throw,
forcing them to do some form of good deed in line with their former transgressions. If they are
immune to the spell effect or Non-Lethal damage, this ability does not apply and they suffer the
fatal damage normally. Offering mercy is a part of the action of attacking, and accepting it is not an
action.
ARCHON: WARDEN ARCHON
Level 9

Paragon Guardian

The Warden Archon is many things. It is a guardian and protector of important things, places and
people. It is a diviner who gathers knowledge of various kinds. It is also a giant bear that rips people
apart with its claws. Needless to say, this is a gate for endless bear puns, so let’s just accept that and
go ahead with the big angry defender who has puns for abilities, and also divinations.

Hit Die: d12


BAB: Good
Saving Throws: Good Will
Skill Points: 6 + Int
Class Skills: Balance, Climb, Concentration, Diplomacy, Jump, Knowledge (Any), Listen, Search,
Sense Motive, Spot, Survival, Swim
Proficiency: the Paragon Guardian is Proficient with Simple and Martial Weapons, and Light,
Medium and Heavy Armour, as well as Shields (but not Tower Shields)

1 Bearer of Truth, Mass Bear’s Endurance at will


2 Bear Hands, Defensive Stance, Stone Spikes 3/day
3 Unbearable Might, Shield Other at will
4 Gift of the Ursine King
5 Bear in Mind, Stonehold 3/day
6 Unbearably Large, Bear With Me
7 Bear-Faced Nerve, Greater Scrying at will
8 Kuma Shock, Repulsion 1/day
9 Bearer of Wisdom, Foresight 1/day
10 Bear World, Dimensional Lock 1/day
11 Bearer of Bad News, Mass Heal 1/day
Bearer of Truth (Su): the Paragon Guardian is constantly surrounded by a Zone of Truth, as though
cast at a Caster Level equal to his hit dice and a Save DC of 10 + half its hit dice + its Wisdom
Bonus. Furthermore, Invisibility and Invisibility Sphere spells are Dispelled within the area. It
cannot willingly suppress this ability.

Spell-Like Abilities (Sp): the Paragon Guardian has a variety of Spell-Like Abilities available.
These have a Caster Level equal to its hit dice and any Save DC is 10 + half its hit dice + its
Wisdom Bonus.

Bear Hands (Su): starting at level two, the natural weapons of the Paragon Guardian are true magic
weapons, with an Enhancement Bonus of +1 per 3 hit dice (round up).

Defensive Stance (Su): at will, a Paragon Guardian of level two or higher may enter a Defensive
Stance with a Move-Equivalent Action. This lasts for a number of rounds equal to its hit dice plus
three, or until it moves from its space – even a five foot step ends the effect. When it is in effect, the
Guardian gains a +2 Bonus to Strength and Saving Throws, and a +4 Bonus to Constitution and
Armour Class.

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

Gift of the Ursine King (Su): starting at level four, the Paragon Guardian may bestow a spiritual
blessing upon its allies – 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.

Bear in Mind (Su): when enemies see the fifth-level Paragon Guardian, it will remain in their
minds for a great time. Until the next sunrise, they are unable to make Attacks of Opportunity and
for the sake of Concentration are considered to be in “Extraordinarily violent motion”, and if they
have Line of Sight to it, it is treated as adjacent to them (in the closest square) for the purpose of
Flanking.
Unbearably Large (Su): once the Paragon Guardian reaches sixth 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 Paragon Guardian cannot stack this ability upon itself to grow multiple Size Categories.
Growing in this manner does not grant modifiers the same as gaining hit dice, instead it 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 etc.

Bear With Me (Su): upon reaching level six, any time the Paragon Guardian enters its Defensive
Stance, it also shares the benefits with all allies within its natural reach. These benefits end as soon
as they move or the Guardian’s Defensive Stance ends.

Bear-Faced Nerve (Ex): at level seven, the Paragon Guardian becomes Immune to all [Fear]
effects and Penalties caused by the Intimidate skill. Additionally, when it uses the Intimidate skill to
Demoralise others, it may affect all enemies within Line of Sight and cause them to become Shaken,
which can stack to Frightened and then Panicked.

Kuma Shock (Su): the eighth-level Paragon Guardian can shock and awe opponents, terrifying
them. With a Standard Action at will, it may unleash a shout of rage and adopt a scary stance, and
all enemies within thirty feet must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus)
or be Dazed for one round as a [Fear] effect.

Bearer of Wisdom (Su): starting at level nine, the Paragon Guardian is a constant beacon and font
of wisdom. It gains an Enhancement Bonus to Wisdom of +1 per 3 hit dice (round up), as do all
allies within 30 feet. All affected may also use an Immediate Action to make a 5’ step, representing
the foresight to see things coming and make small adjustments.

Bear World (Sp): at level ten, the Paragon Guardian 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 Duration of 2 minutes even if the Guardian does maintain
concentration for longer.

Bearer of Bad News (Su): if the eleventh-level Paragon Guardian views a creature when using
True Seeing, it may focus upon them with a Standard Action to learn a terrible secret of the
creature’s destiny. It may then, within the next minute, use another Standard Action to speak this
secret to the creature. The creature must then make a Will Save (DC 10 + half its hit dice + its
Wisdom Bonus) or die from overwhelming horror. This is a [Mind-Affecting] [Fear] effect, but not
actually a [Death] effect in its own right.
ASURA
Level 9

Righteous Avenger

The Asura are semi-angelic beings that have the potential to become Deva, according to Hindu lore,
so we’ll go with that. Of course, the Asura are human-sized winged angels that run up and kick
people in the face, going for a lot of combat backed up by a bit of spell power, mostly the
supportive detection kind. In fact, they also look a lot like Erinyes but I’m not going to specifically
link them there based on that, I mean, all sort of things look similar to one another. This is going to
be a strong fighter who can fly up to enemies and hit them with fire, rather than gaining additional
magic – sort of. She will gain special attacks still, and abilities from the Book of Weeaboo Fightan
Magic, but these still don’t really fit the usual idea of “spells”.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (The Planes), Listen,
Sense Motive, Spot, Survival, Use Rope
Proficiency: the Righteous Avenger is Proficient with Simple and Martial Weapons, Light Armour,
and Shields (but not Tower Shields)

1 Heatwave, Fiery Wings, Leaping Flame at will


2 Fires of Purity, Asura’s Wrath, Holocaust Cloak at will
3 Meteoric Flight, Fire Reposte at will
4 Searing Heatwave, Flashing Sun at will
5 Wildfire, Desert Tempest at will, Mind Strike 1/minute
6 Cloak of Cinders, Ring of Fire at will, Disrupting Blow 1/minute
7 Eternal Flame, Salamander Charge at will
8 Burning Mind, Rising Phoenix at will, Stance of Alacrity 1/minute
9 Eyes of Fire, Immortal Fortitude 1/minute
10 Overheat, Strike of Righteous Vitality 1/minute
11 Realised Potential, Time Stands Still 1/3 rounds
Heatwave (Su): the Righteous Avenger’s Burning Wings are mightier than normal, unleashing a
powerful wave of superheated air. It deals 6d6 Fire damage to all creatures within thirty feet.

Fiery Wings (Ex): the Righteous Avenger can swing her wings around to hit foes and set them
afire. She gains two Secondary Wing attacks that deal 1d6 + half her Strength Bonus in damage.
They are also Magic Weapons with an Enhancement Bonus of +1 per 3 hit dice (round up) and the
Flaming Property.

Maneuvers and Stances (Su): the Righteous Avenger learns various Maneuvers and Stances from
the Book of Weeaboo Fightan Magic as she gains levels. These are used with an Initiator Level
equal to her hit dice, and any Save DC is 10 + half her hit dice + her Wisdom Bonus. Mostly she
draws these from the school of Desert Wind, usable at will, however she learns some abilities from
Diamond Mind and Devoted Spirit, with a limit of once each per minute. She can always use these
with her Natural Weapons.

Fires of Purity (Su): starting at second level, any time the Righteous Avenger deals Fire damage to
an Evil creature or a creature with the [Evil] Subtype, the creature catches fire. This results in them
taking 2d6 damage per round – half Fire and half Good/Holy – until they spend a Full Round
Action dousing the flames or are immersed in water. While burning, they also do greatly reduced
damage, suffering a Penalty to the damage of non-spell attacks equal to her hit dice.

Asura’s Wrath (Ex): whenever the second-level Righteous Avenger is damaged by an enemy, she
may enter a Rage as a Free Action, even if it isn’t her turn. The Rage will last until it has been at
least three rounds since the last time she hit an enemy or suffered damage, and in the meantime she
gains a +2 Morale Bonus on Attack and Damage rolls, a -2 Penalty to Armour Class, gains a +10’
Bonus to all of her movement forms, and the ability to make a Full Attack when charging. She may
still use Martial Stances and Maneuvers in a Rage, but not Spells or Spell-Like Abilities.

Meteoric Flight (Su): starting at level three, the Righteous Avenger may wreath herself in flames
then hurl herself at a foe, creating an explosion of flame. This requires her to make a Charge attack
while flying, and if at least one attack hits, the foe suffers an extra 1d6 Fire damage per hit die she
has. Adjacent creatures suffer half this amount, with a Reflex Save (DC 10 + half her hit dice + her
Dexterity Bonus) for half again. However, the recoil from this careless attack causes her to lose HP
equal to her hit dice.

Searing Heatwave (Su): the Heatwave of the fourth-level Righteous Avenger can cause rapid
heatstroke to enemies. They suffer an amount of Non-Lethal Damage equal to the Fire damage
suffered, and must pass a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus) or
become Fatigued. Fatigued enemies become Exhausted until they next rest and rehydrate.
Exhausted enemies suffer 2d4 points of Constitution and Intelligence Damage.

Wildfire (Ex): starting at level five, whenever the Righteous Avenger is in a Rage, she has Evasion
and Freedom of Movement.
Cloak of Cinders (Su): the sixth-level Righteous Avenger constantly sheds smoke, sparks and
small burning cinders, making her hard to accurately target. Any time she moves more than ten feet,
she gains Concealment until the start of her next turn. Any foe who misses due to the Miss Chance
offered by this suffers 1d6 points of Fire damage.

Eternal Flame (Su): starting at level seven, as long as the Righteous Avenger is in her Rage, she is
completely Immune to Stunning, Constitution Damage/Drain and to [Death] effects.

Burning Mind (Su): whenever the eighth-level Righteous Avenger is in a Rage, she is Immune to
[Mind-Affecting] effects. Furthermore, any creature that makes mental contact by attempting to
Detect her presence or thoughts or affect her with a [Mind-Affecting] effect, suffers Intelligence
Damage equal to a third of her hit dice (round up).

Eyes of Fire (Su): starting at level nine, any time the Righteous Avenger has True Seeing active, her
eyes radiate flames. She may use a Swift Action each round to intensify these flames out to a 120’
Cone, with all in the area needing to succeed on a Reflex Save (DC 10 + half her hit dice + her
Wisdom Bonus) or take 3d6 Fire damage and catch fire (as Fires of Purity, above).

Overheat (Su): the tenth-level Righteous Avenger can straight-up kill people with fire when she
focuses her Heatwave against them. She designates just one target within range, and if they fail the
Fortitude Save, they die instantly – not as a [Death] effect, but as a [Fire] effect. Even if successful,
they still suffer 2d6 Fire damage per hit die and catch fire (as Fires of Purity).

Realised Potential: at level eleven, the Righteous Avenger reaches her true potential and becomes a
Deva. This grants her the full traits of a Deva: Immunity to Acid, Cold and Electricity, a +4 Racial
Bonus on Saving Throws against Poison, Low-Light Vision, a Protective Aura, and the ability to
communicate with any creature as though with a Tongues spell. It also grants additional uses of her
Martial Maneuvers and Stances and Spell-Like Abilities: anything that could previously be used
once per minute can now be used once per three rounds, and anything that could previously be used
once per day can now be used once per hour.
AVOLAKIA
CR 10 Level 11 – Regeneration, mass minion creation

Necrocrafter

Necrocrafters specialise in the power over undeath – they make special undead servants to send into
battle for them, and can tweak them after the fact. They still have other powers to use on those who
insist on being alive – including effects to turn them into dead (and then, undead).

Hit Die: d8
BAB: Poor
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Diplomacy, Disguise, Escape Artist,
Intimidate, Knowledge (any), Ride, Sense Motive, Spellcraft, Spot

1 Contagion at will, Seed of Undeath 1/day, Undead Grafts


2 Waves of Exhaustion 3/day, Control Undead at will, Necrotic Cyst
3 Finger of Death 1/day, Touch of the Graveborn 3/day
4 Create Greater Undead 3/day, Fiendish Grafts
5 Plague at will, Avascular Mass 1/day, Retributive Enervation at will
6 Wail of the Banshee 1/day, Vile Death 1/day
7 Energy Drain 3/day, Greater Seed of Undeath 1/day, Aberrant Grafts
8 Plague of Undead 1/day, Awaken Undead 1/day
9 Polymorph Any Object 1/day, Undead Monstrosities
Spell-Like Abilities (Sp): the Necrocrafter gains various Spell-Like Abilities over time. The Caster
Level equals its hit dice, and any Save DC is 7 + half its hit dice + its Charisma Bonus.

Undead Grafts (Su): the Necrocrafter has the ability to create and bestow Undead Grafts at
reduced cost – not needing to spend money or XP – it only needs dead (or undead) parts that
vaguely resemble the grafts. It still requires the standard crafting time to imbue them with
necromantic energy, however, and these can only be bestowed upon Undead creatures.

Necrotic Cyst (Ex): the second-level Necrocrafter grows a mother cyst. This allows it to cast each
of the associated spells (Necrotic Cyst etc) once per day, as Spell-Like Abilities (same CL and Save
DC as above). It can only cast any of these that a Cleric or Wizard with the feat and equal level to
its hit dice could cast (so when the ability is gained, as a 12HD creature it could cast any of 6th level
or lower).

Fiendish Grafts (Su): at level three, the Necrocrafter can create bestow Fiendish Grafts without
spending money or XP, but again, only bestowing them upon Undead.

Aberrant Grafts (Su): at level seven, the Necrocrafter chooses another type of Graft: Silithilar,
Beholder, or Illithid. It gains the ability to create and apply them, again only to Undead creatures,
and again without spending XP or money.

Undead Monstrosities (Su): whenever the ninth-level Necrocrafter creates an Undead that is
produced by a template (such as a Vampire or Skeleton as opposed to a Wraith or Ghoul), it may
jam multiple corpses together to create a “super beast”. All the corpses must be of the same Size
Category, but because it only uses the choice bits of two or three of these, the final Size Category is
not altered – there is a lot of waste. It uses the better Strength, Dexterity and Natural Armour values
of the bunch, the best Move Speed of each kind that is available to any of the creatures, all assorted
Natural Weapons of the different creatures, all Special Attacks of all of the creatures (of those that
are normally kept by the template), and the Multi-headed template – one extra head if one extra
body is supplied, two extra heads if two extra bodies are supplied. If any of the creatures lacks a
head, they do not add to the number of heads gained.

Alternatively, if the player can justify a special-case monster based on stacking enough appropriate
corpses together, they may be allowed to create things like Charnel Hounds (requiring at least 27
Medium corpses) or Necronauts (requiring around 50 tonnes of corpses).
Herald of Kyuss

Avolakias are highly valued by Kyuss, and many revere the trapped Worm King. Some take on
Clerical roles and devote time to leading cults of slave races towards freeing Kyuss. The Herald is
sort of an evil cleric, not much for healing but great at killing and controlling – and leading suckers.

Hit Die: d6
BAB: Medium
Saving Throws: Good Will
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy, Disguise,
Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (Dungeoneering, Religion),
Listen, Perform (Oratory), Sense Motive, Spellcraft, Spot
Proficiencies: Light Armour, Simple Weapons, Scythe

1 Bestow Worm, Faint Sign of the Infestation, Mind Blank 3/day


2 Death Domain, Mass Inflict Light Wounds at will, Speak With Dead at will
3 Moderate Sign of the Infestation, Raise Ulgurstasta, Harm 3/day
4 Trickery Domain, Mass Charm Person 3/day
5 Strong Sign of the Infestation, Veil 3/day, Demand 1/day
6 Raise Hideous Leechwalker, Mass Inflict Critical Wounds 3/day
7 Overwhelming Sign of the Infestation, Screen 1/day, Detect Scrying 1/day
8 Raise Century Worm, Contact Kyuss, Dominate Monster 1/day
9 Raise Worm That Walks, Fate Domain
Bestow Worm (Ex): the Herald of Kyuss produces an almost endless supply of disgusting worms
of Kyuss – writhing, bright green maggot-like creatures. With a Standard Action at will, it may
attempt to bestow one of these on a target, willing or otherwise. Doing so requires either a Melee
Touch Attack, or a Ranged Touch Attack out to ten feet. If it hits, the worm will start to burrow into
a creature – before then, the target may take a Standard Action to remove it, or anyone else may
destroy it by dealing 1 or more points of damage (AC 10) or touching it with silver.

Otherwise, at the start of the Herald’s next turn, the worm burrows into the host’s flesh unless they
have a Natural Armour Bonus of +5 or more, in which case they are immune. The worm deals 1
point of damage per round for 1d4+1 rounds, during which time it may be destroyed with a Remove
Curse or Remove Disease effect, or its progress delayed for 10d6 minutes with a Dispel Evil or
Neutralize Poison effect. A successful Heal check (DC 20) can also extract and kill the worm in this
time.

If the worm is left free to roam for the entire duration, however, then it reaches the brain. Each
round it deals 1d2 points of Intelligence damage, until either the worm is killed, or it reduces the
host to 0 Intelligence – at which point they are slain. A Small, Medium, or Large creature slain by a
worm rises as a Spawn of Kyuss (MM2 page 186) 1d6+4 rounds later. Tiny or smaller creatures
simply putrify, and Huge or larger creatures turn into regular Zombies. Although newly created
Spawn are not innately under the control of the Herald, they will not attack it either and will
generally follow it around until they find something hostile to attack – before going about their
merry way causing strife in the world.

Faint Sign of the Infestation (Su): just as part of existing, the Herald brings about the Faint Sign
of the Elder Evil it represents. Vermin begin to swarm out from wherever Kyuss might be trapped
(typically Wormcrawl Island) and start making their way to inhabited lands. Adventuring parties
within ten miles of the Herald have a 10% chance every week of encountering a group of four
Medium monstrous centipedes or one Centipede Swarm.

Spell-Like Abilities (Sp): as it gains levels, the Herald of Kyuss gains Spell-Like Abilities. These
have a Caster Level equal to its hit dice, and any Save DC is 7 + half its hit dice + its Charisma
Bonus.

Domains: at level 2, the Herald of Kyuss gains the Death Domain – gaining the Domain Power as a
Cleric of equal hit dice, and able to cast each of its Spells once per day as a Spell-Like Ability,
providing its Caster Level (see Spell-Like Abilities, above) as a Cleric would be enough to cast
Domain spells of that level. At level four, it gains the Trickery Domain. At level nine, it gains the
Fate Domain.

Moderate Sign of the Infestation (Su): at level three, the Signs of Infestation grow stronger. At
this stage, it affects adventuring parties and towns within one hundred miles, and the check is made
every single day. Furthermore, the creatures found are either three Centipede Swarms or six
Gargantuan Monstrous Centipedes.

Raise Ulgurstasta (Sp): once per week, the third-level Herald of Kyuss may summon forth an
Ulgurstasta (Fiend Folio), seemingly from nothingness. It lasts for one hour per class level before
collapsing into foul-smelling ichor, but in the meantime it serves the Herald with complete loyalty.
At level six, it may instead be summoned once per day and gains a +2 Bonus on all Attack rolls and
Saving Throws, and a +1 Bonus to the Save DC of any effect. At level eight, the control lasts for
one hour per level, but after that it still exists, indifferent to the Herald and wandering off to cause
havoc in the world, and during the time of its control, the Bonuses granted are doubled.
Strong Sign of the Infestation (Su): at level five, the Sign of Infestation is particularly strong and
the entire continent is affected. The check must be made every 1d4 hours, and the creatures are
either three Purple Worms or six Remorhaz. By this stage, the Herald should be used to
encountering towns and cities devoid of life (other than still-feeding vermin) and half-eaten
adventuring parties – it is the new normal.

Raise Hideous Leechwalker (Sp): once per week, the sixth-level Herald of Kyuss may raise a
Hideous Leechwalker (Monster Manual 2/Elder Evils) seemingly from nothingness. It serves as a
loyal minion for one hour per class level before collapsing into decomposing ichor. At level eight, it
can be summoned once per day and enjoys a +2 Bonus on all Attack rolls and Saving Throws, and a
+1 Bonus to the Save DC of any effect. At level nine, the control lasts for one hour per level, during
which time the Bonuses increase by 1, but after that it doesn’t collapse, it just wanders off to cause
havoc in the world, indifferent to the Herald.

Overwhelming Sign of the Infestation (Su): at level seven, the Sign of Infestation is
overwhelmingly powerful and the world is reaching its end stages. The checks are made every
single hour, all over the world, and the chance increases to 20%.

Raise Century Worm (Sp): once per week, the eighth-level Herald of Kyuss may summon a
Century Worm (Fiend Folio/Elder Evils). It serves as a loyal minion for one hour per class level
before collapsing into decomposing ichor. At level nine, it may be summoned once per day.

Contact Kyuss (Sp): starting at level eight, the Herald of Kyuss may cast Commune once per day
with just a Full Round Action, however it always contacts Kyuss. Each question and answer
happens on another round, though taking no actions of the Herald, merely requiring Concentration.
Additionally, it may choose to outright share the contact with any other creatures within one
hundred feet, who must make a Will Save (DC 16 + the Herald’s Charisma Bonus) or be afflicted
by Insanity.

Raise Worm That Walks (Sp): once per week, the ninth-level Herald of Kyuss may conjure forth a
Worm That Walks (Elder Evils), which serves it loyally for nine hours before collapsing into a pile
of wriggling worms and maggots. They scuttle away shortly thereafter, causing no more harm to the
world.
CELESTIAL: CERVIDAL
CR 3 Level 4

Blessed of the Adamant Horn

The Blessed of the Adamant Horn are the greatest of Cervidals, enhancing their hooves and horns
for great close combat prowess. At the same time, they have even more magical powers to channel
through their horns, making them function similarly to Paladins.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Diplomacy, Disguise, Heal, Hide, Intimidate,
Knowledge (Geography, The Planes), Listen, Move Silently, Spellcraft, Spot

1 Magic Iron Strike, Horn Powers (Remove Fear)


2 Mountain Climber, Horn Powers (Remove Blindness/Deafness)
3 Trample, Cure Moderate Wounds 3/day
4 Horn Powers (Shout, Moment of Clarity)
5 Holy Strike, Denounce 1/day
6 Horn Powers (Lesser Restoration), Shattering Kick
7 Horn Powers (Mark of Doom, Exorcism)
8 Horn Powers (Holy Smite), Silverhair
9 Silvered Strike, Horn Powers (Greater Shout)
10 Stunning Headbutt, Cure Critical Wounds 3/day
11 Horn Powers (Dispel Evil), Angelskin 1/day
12 Horn Powers (Banishment), Healing Spirit 1/day
13 Adamant Strike, Meteoric Strike 1/day
14 Horn Powers (Restoration)
15 Earthquake at will
16 Horn Powers (Righteous Exile)
Magic Iron Strike (Su): the natural weapons of the Blessed are actual Magic Weapons, with an
Enhancement Bonus of +1 per 3 hit dice (round up), and are considered to be Cold Iron for the
purpose of things like Damage Reduction and Regeneration. Furthermore, the Butt attack’s base
damage is increased to 1d6, and simply deals triple damage on a Charge.

Horn Powers (Su): as the Blessed of the Adamant Horn gains levels, he gains new abilities to
“cast” through contact with his horns. The Save DC becomes 10 + half his hit dice + his Charisma
Bonus. Any ability that would normally affect an area or a number of targets instead only affects the
creature touched.

Mountain Climber (Ex): the second-level Blessed can climb like the greatest of goats. He has a
30’ Climb Speed and, if next to a vertical surface when falling, can choose to fall at full speed or a
lesser, harmless speed that doesn’t involve crashing face-first into the ground.

Trample (Ex): upon reaching level three, the Blessed of the Adamant Horn gains a Trample attack.
This deals double its Slam damage and the Save DC is 10 + half his hit dice + his Strength Bonus.

Spell-Like Abilities (Sp): the Blessed gains a variety of Spell-Like Abilities as he gains levels. The
Caster Level equals his hit dice, and any Save DC is 10 + half his hit dice + his Charisma Bonus.

Holy Strike (Su): upon reaching fifth-level, the natural weapons of the Blessed of the Adamant
Horn are Good aligned, and automatically confirm Critical Threat rolls against Evil-aligned
creatures and creatures with the [Evil] Subtype. Finally, the Butt attack’s base damage is increased
to 1d8.

Shattering Kick (Ex): at level six, the Blessed becomes especially good at kicking things apart
with his diamond-hard hooves. With a Standard Action he may make a single Slam attack. If it hits,
a target that is alive must make a Fortitude Save (DC 10 + half his hit dice + his Strength Bonus) or
be knocked Prone, in addition to taking an automatic Critical Hit. If a non-living target is hit
(including Undead, Objects and Constructs), it must make a Fortitude Save (Same DC) or be
reduced to zero hit points and completely destroyed.

Silverhair (Ex): at level eight, the hair coat of the Blessed of the Adamant Horn becomes thicker,
more luxurious, and nigh-impossible to damage. His Natural Armour gains an Enhancement Bonus
of +1 per 3 hit dice (round up), his Cold Resistance gains a bonus equal to his hit dice, and he gains
Damage Reduction 10/Evil.

Silvered Strike (Su): upon reaching level nine, the Blessed’s natural weapons can also pierce
Damage Reduction, Regeneration and similar as though made of Silver. Furthermore, the base
damage of his Butt attack increases to 2d6.

Stunning Headbutt (Ex): whenever the tenth-level Blessed of the Adamant Horn succesfully hits a
foe with his Butt attack, the foe must attempt a Fortitude Save (DC 10 + half his hit dice + his
Strength Bonus). If failed, they are Stunned for 1d2 rounds.

Adamant Strike (Su): the natural weapons of the thirteenth-level Blessed bypass Damage
Reduction, Regeneration and Hardness as though made of Adamantium. Additionally, the Butt
attack increases its Critical Multiplier to x4 (when Charging, that would increase in the normal way
for stacking multipliers, making it x6), and the Slam attacks increase to x3.
DARKWEAVER
CR 10 Level 11 – hideous monster, no thumbs

Horror

The Darkweaver is a proper monster – it isn’t “basically a Rogue” or “basically a Sorcerer” or


similar. The Horror sticks to this theme of being a monster, keeping it stealthy, scary in a grapple,
and good at locking people down so they can’t act. It also continues to affect people’s minds with
Spell-Like Abilities. After several shots it might resemble a sort of Rogue/Beguiler/Assassin thing.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Hide, Listen, Move Silently, Search, Spot, Tumble

1 Trap Finding, Trap of Strands, Mass Charm Person 1/day


2 Shadow Gloom, Creepy-Crawly, Damning Darkness 1/day
3 Shadow Jump (380 feet per day), Crushing Despair 3/day
4 Improved Shadowstuff Armour, Charm Monster 1/day
5 Slicing Strands, Quickened Shadow Well 1/day
6 Shadow Jump (440 feet per day), Choking Cobwebs 1/day
7 Vampiric Strands, Evard’s Black Tentacles 3/day
8 Greater Shadowstuff Armour, Dominate Monster 1/day
9 Shadow Jump (500 feet per day), Quickened Solipsism 1/day
Trap Finding (Ex): just like a Rogue, the Horror is able to use the Search skill to find traps, even
magical ones and those with a Search DC higher than 20.

Trap of Strands (Su): with a Full Round Action at will, the Horror can weave some of its Shadow
Strands into a trapping web. It cannot have its Strands deployed at the time, and foes are allowed to
see it placing this trap with a Spot check (DC 10 + its hit dice + its Intelligence Bonus), otherwise it
must later be found with the Search skill (same DC, requires the Trap Finding ability). Any creature
that enters the trapped square must pass a Reflex Save (DC 10 + half the Horror’s hit dice + its
Constitution Bonus) or become Paralyzed for three rounds. Any given trapping web can remain for
up to eight hours, and on any given day it may weave a number equal to its Constitution Bonus.

Spell-Like Abilities (Sp): the Horror learns various 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.

Shadow Gloom (Su): the Shadow Strands of the second-level Horror are scarier than normal.
Affected creatures must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be
Shaken while in the area, and suffer a further -4 Penalty on Saving Throws against spells and effects
from the school of Enchantment.

Creepy-Crawling (Su): starting at level two, whenever the Horror has deployed its Shadow
Strands, it can climb through them weightlessly – even though the strands move with it. In essence,
it can float through the air as though benefiting from an Air Walk effect.

Shadow Jump (Su): at every third level, the Horror adds sixty feet to its daily distance limit of
Shadow Jump.

Improved Shadowstuff Armour (Su): at level four, the Shadowstuff Armour of the Horror is better
than normal. The Deflection Bonus improves to +5, and it gains Evasion and a 20% Miss Chance
(from Concealment) against all attacks. It still does not apply in daylight.

Slicing Strands (Su): the Shadow Strands of the fifth-level Horror damage people within them,
slicing them open and allowing it to attack from any angle. Creatures in the area suffer 1d6 points
of damage every round from a Magic Slashing Natural Weapon, and it may unleash its Bite attack
against any creature within the area, not needing to actually reach them normally.

Vampiric Strands (Su): at level seven, the Shadow Strands don’t just slice foes open, they siphon
the blood directly towards the Horror, feeding it with the life of its victims. Any time any creature
in the area (other than the Horror itself) suffers hit point damage, the Horror regains half that
amount in healing (round down).

Greater Shadowstuff Armour (Su): at level eight, the Horror’s Shadowstuff Armour improves yet
again. The Deflection Bonus becomes +6, grants Improved Evasion, and the Miss Chance improves
to 50%. The usual restrictions still apply, and the Miss Chance is still from Concealment.
DEMON: JOVOC
CR 5 Level 5

Karmic Corruptor

Jovocs are usually sent as basic scouts and sacrificial minions – their auras of retribution tearing
enemy ranks apart before any real combat begins. Karmic Corruptors, however, are built to last.
They can still allow enemies to dash themselves to death, however they are better at surviving the
process, and furthermore, they cast a variety of spells to turn foes’ abilities against themselves.

Hit Die: d10


BAB: Medium
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Bluff, Craft (any), Hide, Knowledge (The Planes), Listen, Move Silently, Search,
Sense Motive, Spot, Tumble
Proficiency: All Simple Weapons, Short Sword, Sickle, Kukri, Kama, Rapier, Scimitar

1 Greater Aura of Retribution, Used to Abuse, Self-Awareness


2 Karmic Aura at will, Arcane Turmoil 1/day, Urchin’s Spines 3/day
3 Wings of Evil, Touch of Years 3/day, Blade of Blood at will
4 Improved Summoning (1d4 Jovocs, 45%), Steal Summoning 1/day
5 Aura Transmission, Karmic Backlash 3/day, Death Armour 1/day
6 Bestow Curse at will, Fire Shield 2/day, Backlash 3/day
7 Reciprocal Gyre at will, Electric Vengeance 3/day
8 Improved Summoning (2d10 Jovocs, 65%), Black Karma Curse at will
9 Karmic Retribution 2/day, Slashing Dispel at will
10 Retributive Enervation 1/day, Skin of the Cactus at will
11 Necrotic Curse 1/day, Sonic Shield 1/day
12 Improved Summoning (7d12 Jovocs, 85%), Aura of the Destiny Bond
13 Mind of the Labyrinth at will, Acid Sheath at will
14 Reaving Dispel 1/day, Greater Electric Vengeance 3/day
15 Improved Summoning (25d6 Jovocs, 100%), Unbinding 1/day
Greater Aura of Retribution (Su): the Karmic Corruptor’s Aura of Retribution is better than
normal for a Jovoc. It reaches out to sixty feet, with a Save DC of 10 + half its hit dice + its
Constitution Bonus. Additionally, any time it is subject to a [Mind-Affecting] effect, other than a
Harmless one, all non-Demon creatures within the Aura must pass a Will Save (same DC as the
Aura normally has) or suffer the same effect.

Used to Abuse (Ex): being built for rough treatment, the Karmic Corruptor is tougher than normal.
It gains an Enhancement Bonus to its Natural Armour, Damage Reduction and Fast Healing equal to
a third of its hit dice (round up).

Self-Awareness: the Karmic Corruptor becomes smarter and more sure of itself – all the way to the
level of your average human. Its Intelligence and Charisma scores improve by 4 points each, and
skill points are gained retroactively.

Spell-Like Abilities (Sp): over time, the Karmic Corruptor gains access to various Spell-Like
Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its
Wisdom Bonus.

Wings of Evil: at level three, the Karmic Corruptor gains Wings of Evil as a Bonus Feat.

Improved Summoning (Sp): at levels four, eight, twelve and fifteen, the Karmic Corruptor’s
ability to summon more of its own kind improves, according to the table above.

Aura Transmission (Su): upon reaching fifth level, the Karmic Corruptor enhances the Aura of
Retribution of any other Jovoc nearby – including those it summons. Any overlapping auras simply
become the same Aura, sharing targets and using the best Save DC and other effects – and this can
chain out so that if each is within 30 feet of one or more other Jovocs (and at least one is within
sixty feet of the Corruptor), a huge area is affected.

Aura of the Destiny Bond (Su): if the twelfth-level Karmic Corruptor is ever killed, all non-
Demon creatures within its Aura of Retribution must attempt a Fortitude Save (same DC as
normal). On a failed save, they are instantly slain, as a [Death] effect. This happens at the same time
as the creature dies but just before the aura ceases to function, otherwise the ability would be
pointless.
DEMON: PALRETHEE
CR 8 Level 9

Burning Overlord

The Palrethee flew too close to the sun and got burned. But not all suffer in eternal misery, their
flames a constant reminder of failure. Instead, there are some that choose to rule fiery domains – not
necessarily becoming Balors, but being leaders nonetheless. They specialise in killing people with
fire and being war captains in the Abyss, bossing little men about.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Bluff, Diplomacy, Hide, Intimidate, Knowledge (any), Listen, Sense Motive, Search,
Spellcraft, Spot

1 Incinerating Strikes, Fiery Grasp, Fiery Aegis


2 Basic Sphere Access (Fire), Burning Hex
3 Fiery Torment, Army of Demons
4 Horrifying Blows
5 Basic Sphere Access (Pyre)
6 Devouring Flames, Fortress of Flames
7 Mass Hysteria, Searing Wings
8 Advanced Sphere Access (Fire)
9 Fearfeast, Doomfire Legion
10 Hope Wanes, Maw of the Abyss
11 Blazing Rebirth, Advanced Sphere Access (Pyre)
Incinerating Strikes (Su): the Palrethee’s natural weapons are on fire innately, however the
Burning Overlord extends this to all weapons and attacks – they all gain the Flaming property.
Furthermore, any time he deals a Critical Hit, a burst of hateful fire is unleashed out to ten feet,
dealing 1d6 plus the weapon’s Enhancement Bonus (if any) in Fire damage to all in the area. The
target of the attack and the Burning Overlord are not subject to this, and everyone else is allowed a
Reflex Save (DC 10 + half his hit dice + his Wisdom Bonus) to negate this extra damage.

Finally, any time he deals Fire damage to a target, they catch fire. The ongoing damage and DC to
extinguish the flames both increase by 1 per 3 hit dice (round up), and if maximum burning damage
is rolled on a given round, they become Fatigued.

Fiery Grasp (Su): the Burning Overlord gains the ability to conjure giant hands of fire to trouble
his enemies. He may cast a Quickened Bigby’s Slapping Hand at will, adding his Wisdom Bonus to
the Concentration DC, and causing the target to suffer 1d6 Fire damage. He may also cast Earthen
Grasp, except with no restriction on the surface area from which to summon it, and dealing an
additional 1d6 Fire damage on a successful Grapple check. Casting any of these suppresses his
Spell Resistance until the start of his next turn.

At level two, the first-level abilities no longer suppress his Spell Resistance. From this point on,
only the most recent effect granted by this ability suppresses his Spell Resistance. He may also cast
a fiery version of Bigby’s Interposing Hand. If somebody tries to push past it, they suffer 1d6 Fire
damage. At level four he may cast a fiery Bigby’s Forceful Hand which deals the fire damage to
anybody it successfully bullrushes.

At level six, he may cast a fiery Bigby’s Grasping Hand, dealing 3d6 Fire damage on a successful
Grapple check. At level eight, he may cast a fiery Bigby’s Clenched Fist – any time it successfully
strikes, Bullrushes or Grapples an opponent, they suffer 3d6 Fire damage.

At level ten, he may cast a fiery Bigby’s Crushing Hand, with each successful Grapple check
dealing an additional 6d6 Fire damage. Unlike the other effects, every time this deals Fire damage
the burning condition’s damage stacks – so three successful Grapple checks would result in the
target taking an ongoing 3d6 Fire damage (plus Enhancement Bonus).

Any Save DC is Wisdom-based.

Fiery Aegis (Su): with a Standard Action, the Burning Overlord can shield himself even more with
the very flames he created on others. All creatures within 20 feet that are on fire (and not slain) have
their flames extinguished, and then he gains a Shield Bonus to Armour Class, even against
Incorporeal Touch Attacks. This Shield Bonus is 2, with an Enhancement Bonus equal to the
number of creatures that were on fire (with a maximum total Shield Bonus equal to half his hit dice,
round up). Additionally, he gains Temporary Hit Points equal to twice this amount. These both last
for five rounds (or until he runs out of Temporary Hit Points, whichever comes first), after which
the fiery shield erupts. All creatures within 20 feet suffer a number of d6 of Fire damage equal to
the Shield Bonus, with a Reflex Save for half (DC 10 + half his hit dice + his Wisdom Bonus).

Sphere Access: at level two, the Burning Overlord gains Basic Access to the Fire Sphere. At level
five he gains Basic Access to the Pyre Sphere. At level eight, he gains Advanced Access to the Fire
Sphere, and at level eleven he gains Advanced Access to the Pyre Sphere.
Burning Hex (Su): the second-level Burning Overlord is able to hex his foes such that they suffer
greatly every time they try to cast spells or use other powers. With a Full Round Action, he may
unleash this hex as a 10’ radius Burst out to Medium Range. All in the area must pass a Will Save or
be afflicted for the next three rounds. During this time, any time they use a resource (Spell Slots,
Prepared Spells, limited-use Spell-Like Abilities, Power Points, Readied Manouevres, whatever),
they suffer Fire damage equal to the Overlord’s hit dice plus 1d10. Abilities which are used
basically at will but have some form of cooldown or delay between uses measured in rounds will, if
used during this time, have the delay increased by a number of rounds equal to his Wisdom Bonus.

Fiery Torment (Su): when the Burning Overlord reaches level three, he may wreath himself in
deadly energies that tear at people’s resistances – even his own. With a Swift Action, he may
activate this, suppressing his Spell Resistance until the start of his next turn. Until then, all of his
melee attacks will, if they hit, reduce the target’s Fire Resistance by 10 for 3 rounds – with multiple
hits stacking. This has no effect on Fire Immunity. Keep track of all excess if Resistance is reduced
below zero: they don’t take bonus damage for a negative resistance, but at the end of the three
rounds, this excess is suffered as Fire damage just before their Fire Resistance returns.

Army of Demons: at level three, the Burning Overlord gains Army of Demons as a Bonus Feat.

Horrifying Blows (Ex): the fourth-level Burning Overlord is able to channel the Abyss into a form
of terror. Beginning or ending this effect is a Swift Action. While it is in effect, his Spell Resistance
is suppressed, but each time he strikes a foe, he may make a free Demoralise attempt against them,
taking ten on the check, which can stack from Shaken to Frightened to Panicked. He may only
attempt this once per round per target.

Devouring Flames (Su): the sixth-level Burning Overlord likes it when other people are on fire,
and as such he tries to make this happen as much as possible. At the beginning of each of his turns,
he regains 1d6 Hit Points per burning enemy within 30 feet (maximum 1d6 per 3 hit dice, round
up). Furthermore, when this happens, all enemies within 10 feet of any of his burning enemies must
pass a Reflex Save (DC 10 + half his hit dice + his Wisdom Bonus) or also catch fire.

Fortress of Flames (Su): at level six, the Burning Overlord’s stronghold – wherever and whatever
it may be – is always on fire. Its outer walls (and if he wishes, the inner walls as well) are layered
with permanent Walls of Fire, and every entrance/exit has an Incendiary Cloud centred upon it, not
moving away. Finally, anybody who attempts to attack it in any way is immediatelly hit with a
retaliatory Flamestrike effect. In all cases the Caster Level equals his hit dice and any Save DC is
10 + half his hit dice + his Wisdom Bonus.

Mass Hysteria (Su): the Burning Overlord learns the arts of exacerbating fear at seventh level.
Once per 3 rounds, he may designate an enemy in Medium Range as a Standard Action and, if that
enemy already suffers from a [Fear] effect or is Demoralised, he may make a Demoralise attempt
against them. If it succeeds and they were already Shaken or suffering from a similar Penalty, that
condition spreads to all other enemies within 30 feet of the target (providing the Demoralise attempt
would normally succeed against them), and that target’s fear increases to Frightened. If they were
Frightened and the check succeeds, they Cower and enemies within 30 feet become Frightened if it
would affect them. If they were Cowering or Panicked and the check succeeds, the condition passes
to affected enemies within 30 feet and that target becomes Comatose for one minute.

Searing Wings (Su): whenver the seventh-level Burning Overlord flies, all enemies within fifteen
feet of either his starting or ending position must pass a Fortitude Save (DC 10 + half his hit dice +
his Wisdom Bonus) or suffer 3d6 non-lethal damage and become Fatigued by heatstroke.
Fearfeast (Ex): at level nine, the Burning Overlord realises he can just eat the fear of others in a
rather literal sense. With a Standard Action, he may consume all [Fear] effects within 30 feet. These
effects immediately end, however for each effect he regains hit points: 5 for each instance of
Shaken or a similar penalty, 10 for each instance of Frightened, 15 for each instance of Panicked or
Cowering, and 20 for each instance of Comatose or similarly powerful effects.

Doomfire Legion (Su): upon reaching level nine, the Burning Overlord rules over a mighty legion
of fiends and from a mountain of fire and terror. All of his Followers have a constant Fire Shield
effect (immunity to Fire), and his Fortress of Flames improves: attackers are hit with a retaliatory
Fire Storm effect rather than Flamestrike. Additionally, the fortress and everything within one mile
is at roughly 190 degrees – Unearthly Heat.

Hope Wanes (Su): at level ten, the Burning Overlord is able to bring his power over fear fully to
bear. With a Full Round Action, he may glare at a target. If they are Immune to [Fear] effects for
any reason other than being [Mindless], they must pass a Will Save (which is not a [Mind-
Affecting] effect) or be cursed with the ability to suffer from [Fear] effects until they receive a
Break Enchantment or Dispel Evil effect. If they are not Immune, it has no effect unless they were
already Cowering, Panicked or suffering from a similar serious [Fear] effect greater than
Frightened. If this is the case, they must pass a Will Save (DC 10 + half his hit dice + his Wisdom
Bonus) or be permanently Petrified. This is ended as normal by using Fearfeast, in which case 20
hit points are restored and he gains the benefits of having consumed a Heroes’ Feast.

Maw of the Abyss (Su): the tenth-level Burning Overlord can bring the Abyss to wherever he
happens to be. With a Full Round Action, he may suppress his Spell Resistance to create a
temporary Sphere of Annihilation within Close Range, controlling it as though he held the Talisman
of the Sphere. This lasts only as long as he focuses on it – once he stops, his Spell Resistance
resumes and the Sphere becomes a regular Travel Gate to an Abyssal layer of his choice, lasting for
one minute. However, each round, a tendril will lash out at a non-Demon up to 100 feet away,
making a Ranged Touch Attack with his Base Attack Bonus, no Size Modifier or Enhancement
Bonus and his own Dexterity Bonus. If it touches a creature, they are grabbed and pulled through,
with all magical attempts to leave the Abyss blocked until the next new moon.

Blazing Rebirth (Su): at level eleven, the Burning Overlord is close to his initial goal. With a
Standard Action at will, he may grant himself a Heal effect. However, at the start of his next turn,
the amount of damage healed is suffered again, but if at least one enemy within thirty feet is on fire,
he only suffers half that damage, the other half instead being suffered by each burning enemy within
thirty feet. This is Untyped damage that can’t be resisted and bypasses Regeneration and Hardness.

Furthermore, if he is ever actually slain, then one week later he returns as either a Balor or a
Molydeus – his choice. This rebirth happens back in the Abyss, regardless of where he died, and all
class levels are traded in, leaving little in the way of original abilities. Skills and Feats must be re-
selected, and he only has the equipment in the monster entry for the creature chosen. If he selects
Army of Demons, he keeps his followers and fortress. Otherwise, the magical effects of the fortress
die out and it is just another structure, and his followers go their own way.
DEMON: SHADOW DEMON
CR 8, Level 10 – Incorporeal and Light-Powerlessness

Hidden Overlord

The Hidden Overlord is perhaps more of an Underlord, ruling over undead (shadows) as well as
fiends in its lower demi-plane of choice. As an Incorporeal Tanar’ri, it already makes a good
assassin of sorts, so that’s the path it takes – with a side of fiendish rulership and control of
Shadows.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Diplomacy, Hide, Intimidate, Knowledge (Arcana, The Planes),
Listen, Move Silently, Search, Spot

1 Sneak Attack +1d6, Shadow Legion


2 Strength Drain, Shadow Gate
3 Sneak Attack +2d6, Shadow Well at will
4 Corrupting Influence, Scry 1/day
5 Sneak Attack +3d6, Paralysis
6 Pall of Twilight at will, Darkness World
7 Sneak Attack +4d6, Greater Dispel Magic 3/day
8 Darkness Falls, Energy Drain 1/day
9 Sneak Attack +5d6, Gaze of the Underworld
10 King of Darkness, Implosion 1/day
Sneak Attack (Ex): at every odd level, the Hidden Overlord gains 1d6 Sneak Attack damage, just like a
Rogue.

Shadow Legion (Su): the Hidden Overlord is able to summon Shadows. Each day, it can summon a total
equal to two per class level, but it need not summon all of them at once. They remain for one hour and
cannot spawn more of their own kind. Starting at level four, it may also summon Greater Shadows, with each
Greater Shadow being treated as four regular ones for the purpose of the number that can be summoned in a
day.

Furthermore, Shadows and Greater Shadows will never attack the Hidden Overlord without its violent
provocation, even if compelled to do so by another. It may also attempt to direct and control them (which
does not count as provocation), using a Standard Action to make an opposed check of 1d20 + hit dice +
Charisma Bonus. If it succeeds, the Shadow follows its instructions for three rounds.

Strength Drain (Su): every time the second-level Hidden Overlord deals damage with a natural weapon, it
deals 2 points of permanent Strength Drain to its target. A creature reduced to zero Strength by this is slain. If
it had at least three hit dice, it rises one round later as a Shadow. If it had at least nine hit dice, it rises one
round later as a Greater Shadow instead.

Shadow Gate (Su): starting at level two, the Hidden Overlord can open a Travel version of the Gate spell at
will. It may only use this to travel between the Abyss, the Negative Energy Plane, and the Plane of Shadow.

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

Corrupting Influence (Su): starting at level four, the Hidden Overlord can unleash a wave of corruption
three times per day. This extends out to a hundred foot radius, and it may choose any or all of the following
effects each time:
-All liquids in the area become poisonous as though dosed with arsenic
-The area becomes Desecrated
-All creatures in the area are subject to a Morality Undone effect
-All food in the area carries Filth Fever but does not appear to be spoiled or taste any different
Any Save DC caused by this effect is 10 + half its hit dice + its Charisma Bonus.

Paralysis (Su): whenever the fifth-level Hidden Overlord delivers a successful Sneak Attack to a target, they
must attempt a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus). Failure results in the target
being Paralyzed for 2d6 rounds.

Darkness World: at level six, the Hidden Overlord gains its own Incorporeal shadowy fortress on an
Abyssal layer of its choice. It can use its Shadow Gate to go there regardless of the initial location, and
creatures can only interact with the fortress if they can interact with the Incorporeal. However, anybody
inside is also protected from attacks from outside – an attack that cannot affect the fortress also cannot harm
those inside. Finally, all Shadows and Greater Shadows within the area are automatically under its control.

Darkness Falls (Sp): once per day, the eighth-level Hidden Overlord can bring down a two hundred foot
radius deluge of evil shadows from the sky with a Full Round Action. Once cast, and at the end of its next
three turns, the area is completely dark (though the Overlord can see through this), and living creatures in the
area suffer 10d6 Negative Energy damage and 1d4 Negative levels.

Gaze of the Underworld (Su): at level nine, the Hidden Overlord gains a Gaze Attack that reaches out to a
ninety foot cone – though if a creature cannot see it, they cannot meet its gaze. This [Fear] effect causes
Paralysis for 1d6 rounds if a creature fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus).

King of Darkness (Sp): once per day, the tenth-level Hidden Overlord can cast Monstrous Thrall, but only
on a creature that is already Evil.
DEMON: URIDEZU
CR 6, Level 7

Sneaky Rat

Uridezu are clearly supposed to be rogues and assassins. So basically, the Sneaky Rat is precisely
that. A rogue, except tweaked towards being a rat demon. It trades in some Sneak Attack and Use
Magic Device as a class skill, in exchange for the better Ability Scores, better ability to actually
fight without relying on flasks, Damage Reduction and other abilities.

Hit Die: d6
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Disable Device, Escape Artist, Gather Information,
Hide, Listen, Move Silently, Search, Sleight of Hand, Spot, Swim, Tumble

1 Wild Empathy, Trap Finding, Sneak Attack +1d6


2 Perfect Multi-Weapon Fighting
3 Sneak Attack +2d6
4 Summon Swarm 3/day (Rats only)
5 Sneak Attack +3d6
6 Infectious Ambush
7 Sneak Attack +4d6, Pall of Twilight 3/day
8 Deadly Surprise
9 Sneak Attack +5d6
10 Damning Darkness 3/day
11 Sneak Attack +6d6
12 Crippling Strike
13 Sneak Attack +7d6, Plague 3/day
Wild Empathy (Ex): a Sneaky Rat can improve the attitude of an animal just like a Druid. It rolls
1d20 and adds its total hit dice and Charisma Bonus to determine the Wild Empathy check result.

Trap Finding (Ex): the Sneaky Rat can find traps with the Search skill, even magical ones, just like
a Rogue can.

Sneak Attack (Ex): when the Sneaky Rat attacks an opponent that it flanks or that is denied their
Dexterity Bonus to Armour Class, it can deal additional damage just like a Rogue can. Every odd
level, it gains 1d6 Sneak Attack.

Perfect Multi-Weapon Fighting (Ex): the Sneaky Rat has Perfect Two Weapon Fighting – it can
make as many attacks with its off-hand weapon, at no penalty (though reduced bonuses still apply),
as its on-hand weapon. Furthermore it may also make one attack with each Natural Weapon at no
penalty when it does this. Instead of making Tail attacks, it may wield a Light melee weapon with
its tail, in which case it may make as many attacks as with its primary weapon.

Spell-Like Abilities (Sp): as it gains levels, the Sneaky Rat gains access to a few Spell-Like
Abilities. It has a Caster Level equal to its hit dice, and any Save DC is 10 + half its hit dice + its
Charisma Bonus.

Infectious Ambush (Su): starting at level six, the Sneaky Rat can spread disease when it catches
someone off guard – a magical attack that allows it to hit exactly where the foe’s natural defences
against infection. As long as at least one of its attacks hits and is a Sneak Attack (even if the foe
does not suffer extra damage from Sneak Attacks), they must attempt a Fortitude Save (DC 10 +
half its hit dice + its Constitution Bonus) against contracting Filth Fever. For every Sneak Attack
that hits beyond the first, the DC increases by 1 – for instance, if it successfully delivers three Sneak
Attacks, they would make one save, at +2 to the Save DC. If a target has already contracted the
disease, a failed saving throw causes damage as though a day had passed and they had failed the
save against the disease’s progression.

Deadly Surprise (Ex): if an eighth-level Sneaky Rat spends two consecutive turns studying a foe
who is unaware of its presence, and then delivers a Sneak Attack to that foe after studying them but
before the foe becomes aware of its presence, it potentially kills them outright: they must pass a
Fortitude Save (DC 10 + half its hit dice + its Intelligence Bonus). For every additional Sneak
Attack that hits the foe in that same round, the DC increases by 1. If the foe fails the saving throw,
they are killed outright.

Crippling Strike (Ex): at level twelve, the Sneaky Rat gains the Crippling Strike special ability
that Rogues can select.
DESMODU
CR 9 Level 10

Desmodu Warmaster

The greatest Desmodu need to be good at many things. They need to be masters of sonic prowess,
screeching to affect the minds of others. They need to be excellent close combat fighters. They need
to be good leaders. They need to be good alchemists. And they need to work well with bats.
Luckily, the Warmaster can do all of that, so they can call themselves the greatest Desmodu.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Craft (Alchemy), Handle Animal, Intimidate, Jump, Listen,
Move Silently, Ride, Sense Motive, Spot, Tumble, Use Rope
Proficiency: Light and Medium Armour, Simple and Martial Weapons, and Shields

1 Animal Companion, Warcry, Mounted Combat


2 Superior Alchemy, Unbalancing Strike
3 Distracting Screech, Erratic Charge
4 Grenadier, Delayed Cleave
5 Overwhelming Screech, Brew Alchemical Potion
6 Bloodletting Strike, Battlefield Insight
7 Coordinating Screech, Suppressive Strike
8 Sonic Eruption, Blood Drain
9 Supercharged Alchemy
10 Lethal Screech
Animal Companion: in a lot of ways like a Druid, the Desmodu Warmaster has an Animal Companion. It is
a Desmodu War Bat, and for the purpose of additional hit dice and so on, treat it as a regular “starting
option” animal and the Desmodu’s Druid level as being equal to his class level.

Warcry (Su): the Desmodu Warmaster gains a new sonic shriek, a great warcry that resonates scarily in foes
and bolsters his friends. This emanates out to sixty feet from the Warmaster, and afflicts all enemies with a
Fear effect (Save DC 10 + half his hit dice + his Charisma Bonus) and all allies with Immunity to [Fear]
effects for the same duration. The Caster Level equals his hit dice.

Mounted Combat: the Desmodu Warmaster gains Mounted Combat (the Tome version) as a Bonus Feat at
first level. If he already has Mounted Combat, he instead can choose any Feat that has Mounted Combat
(probably the PHB version) as a prerequisite, even if he doesn’t meet the requirements.

Superior Alchemy (Ex): alchemical goods created by a second-level Desmodu Warmaster are more
powerful. If they deal damage, the damage increases in size by one die and all splash damage is doubled –
and if there is ongoing damage, it keeps going for one extra round (unless extinguished or otherwise
negated). If they do not deal damage but have a duration, the duration is doubled. If none of the above
applies but it has an area of effect, the area is increased by 50%. If that also doesn’t apply, this has no effect.

Unbalancing Strike (Ex): starting at level two, the Warmaster can hit a foe in such a way as to unbalance
them and leave them vulnerable to his allies. With a Standard Action he makes a melee attack, and if it hits
the foe, it damages them as normal but also renders them Flat-Footed until their next turn, denying them their
Dexterity Bonus to Armour Class. On a Critical Hit, the target also provokes an Attack of Opportunity.

Distracting Screech (Su): with a Standard Action at will, the third-level Desmodu Warmaster can unleash
an almost subsonic screech that distracts and disrupts enemies within one hundred feet. Foes trying to
concentrate on spells must pass DC 20 Concentration checks or lose the spell. Furthermore, no affected
enemy may make any Attacks of Opportunity until his next turn.

Erratic Charge (Ex): starting at level three, the Warmaster can charge any target, not just the closest one,
and doesn’t have to move in a straight line.

Grenadier (Ex): upon reaching fourth level, the Desmodu Warmaster becomes better at throwing explosive
alchemical items at people. Any time he damages someone with an Acid Flask, Alchemist Fire or similar
grenade-like weapon, he simply deals maximum damage rather than rolling. This does not affect ongoing
damage. Furthermore, until the start of his next turn, the target suffers a -5 Penalty to Armour Class and
Damage Reduction (which cannot reduce DR below zero).

Delayed Cleave (Ex): at level four, the Warmaster learns how to make exceptional cleave attacks. Any time
he reduces a foe below zero hit points with a melee attack, he may spend an Attack of Opportunity to make
an immediate “Cleave” attempt at another foe within range. If his attack does not finish the opponent off but
one of his allies does do so in the same round, he may make the Cleave attack anyway.

Overwhelming Screech (Su): once per five rounds, a fifth-level Desmodu Warmaster can screech in a 30
foot cone to overwhelm the senses of his enemies. All in the area must make a Will Save (DC 10 + half his
hit dice + his Charisma Bonus). The effects depend on how well the target rolls, as well as their Constitution
score – foes with no Constitution are outright immune. Foes with a Constitution score less than his hit dice
suffer the added effect in brackets as well as the listed effect.
Passed: no effect (Deafened 3 rounds).
Failed by up to 3: Deafened for one minute (Dazed for one round).
Failed by 4-6: Blind and Deaf for one minute (Dazed for three rounds).
Failed by 7-10: Confused for three minutes (Dazed for three rounds).
Failed by more than 10: Dazed for three rounds (Stunned for one round, Blind and Deaf for one minute).
Brew Alchemical Potion (Su): a fifth-level Warmaster can brew potions of any spell of up to third level on
the Cleric spell list, just using Alchemical know-how. It uses the same amount of time and money, but no
experience. The spells still have to be single-target ones and not rays, area-effects, summoning or whatever.

Bloodletting Strike (Ex): upon reaching level six, the Desmodu Warmaster learns how to make all of his
attacks cause serious blood loss just as bad as his bite. All melee attacks that deal hit point damage result in
the target taking one point of damage per turn from blood loss (two in the case of his Bite attack), which will
happily stack from multiple hits, and is stopped by receiving a DC 20 Heal check or any amount of magical
healing.

Battlefield Insight (Ex): a sixth-level Warmaster is able to direct allies around very quickly when he acts,
calling out instructions and providing advice to get everyone in position. When combat starts and Initiative is
rolled, as long as the Warmaster is not surprised, he may shout a warning (not an action and before turns are
established) to allow all of his allies to make a 5’ step. Furthermore, with a Standard Action he may make a
single carefully placed attack while keeping an eye on the battlefield and calling instructions: all of his allies
within earshot may use an Immediate Action to move up to their Movement speed.

Coordinating Screech (Su): the seventh-level Desmodu Warmaster can not only weaken an enemy with his
sonic waves, but specifically leave them vulnerable to the attacks of his allies – and shake them about such
that his allies know their target. He can unleash this Ray out to sixty feet with a Standard Action, using a
Ranged Touch Attack to deal 1d12 points of Sonic damage, plus his Constitution Bonus. For the next three
rounds, the foe moves at half speed, is unable to Concentrate on spells, and is considered Flanked by all
enemies that attack (providing the bonus and also allowing Sneak Attack damage). Additionally, if the target
is Immune or Resistant to Critical Hits, or has Regeneration, these traits are suppressed for the duration.

Suppressive Strike (Ex): whenever the seventh-level Warmaster hits an enemy with a melee attack, he
drives them back and off balance a little, protecting his allies. This grants his allies half Cover against all
attacks from that enemy until the start of his next turn.

Sonic Eruption (Su): upon reaching level eight, the Desmodu Warmaster is able to bring his screeches to
bear for explosive bursts of noise at will. With a Standard Action, he designates a 20’ radius Burst within one
hundred feet, and all in the area take 1d6 Sonic damage per hit die with a Fortitude Save for half (DC 10 +
half his hit dice + his Charisma Bonus). This deals full damage to unattended objects and ignores Hardness,
even doing enough damage to the ground to make it Difficult Terrain.

Blood Drain (Ex): the fangs of the eighth-level Warmaster are even more vicious, and he is better at
drawing blood from enemies. Any time he successfully Bites a foe that can bleed, they suffer 2 points of
Constitution damage.

Supercharged Alchemy (Ex): at level nine, the Desmodu Warmaster makes even better alchemy than
before. He can brew alchemical potions of Cleric spells of up to level four, and if he makes an alchemical
grenade-like weapon, it deals double damage (including ongoing and splash).

Lethal Screech (Su): once per day, the tenth-level Desmodu Warmaster can replicate a Wail of the Banshee
effect with his deadly shriek. The Caster Level equals his hit dice and the Save DC is 10 + half his level + his
Charisma Bonus.
DEVIL: ADVESPA
CR 3 Level 6 (difficult Regeneration)

Baatorian Swarmlord

Normally, Advespa are swarm enemies – rather literally – designed to fight without a great deal of
critical thinking of their own. Instead, they generally follow generals or simply fight with
Regeneration and overwhelming numbers seeing them through. However, every now and then, one
takes on the role of a Baatorian Swarmlord, a powerful summoner and Cleric-like spellcaster who
also is a great close combat fighter.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Diplomacy, Hide, Intimidate, Knowledge (Tactics), Listen,
Perform (any), Sense Motive, Spellcraft, Spot

1 Darkness at will, Deeper Darkness 1/day, Summon (1d3 Advespas 35%)


2 Summon Swarm (Wasps) 3/day, Boneswords (1)
3 Summon (1d6 Advespas 40%), Early Twilight 3/day
4 Basic Sphere Access (Venom), Supernatural Virulence, Animate Legion 1/day
5 Summon (2d6 Advespas 45%), Boneswords (2)
6 Summon Swarm (Fiendish Wasps) 3/day, Paralitic Venom
7 Summon (3d10 Advespas 50%), Huge Fiend, Prayer 3/day
8 Mass Haste 3/day, Vigorous Circle 3/day, Boneswords (3)
9 Summon (3d20 Advespas 55%), Shield of Law at will
10 Summon Swarm (Hellwasps) 3/day, Deadly Venom, Firestorm 1/day
11 Summon (1d100 Advespas 60%), Boneswords (4), Mass Fire Shield 3/day
12 Advanced Sphere Access (Venom), Hellish Horde 1/day
13 Summon (25d6 Advespas 75%), Righteous Burst at will, Utterdark 1/day
14 Summon Swarm (Hellwasps) at will, Mass Restoration 1/day, Legion’s Aid at will
Spell-Like Abilities (Sp): the Baatorian Swarmlord gains various Spell-Like Abilities. The Caster
Level equals her hit dice, and any Save DC is 10 + half her hit dice + her Charisma Bonus. In the
case of Summon Swarm, when first gained it can only summon Wasp swarms rather than the normal
choices. At level six it summons Fiendish Wasp Swarms. At level ten it can summon swarms of
Hellwasps.

Summon (Sp): at every odd level, the Swarmlord’s Summon ability has a better chance of success
and also summons more of its kind when successful. It still only summons basic Advespa, and can
still only be used once per day.

Boneswords (Ex): at level two, one of the Swarmlord’s Claw attacks is replaced with a Bone
Sword – its chitin growing out in a long deadly blade that channels its power. It is treated as a
Shortsword (sized for a Large creature) made from Boneblade, with an innate Enhancement Bonus
of +1 per 3 hit dice (round up). These traits last even if hacked off and wielded by another.
Additionally, when wielded by the Swarmlord (ie in its normal state) it has the Defending property.

At levels five, eight and eleven, another Claw is replaced by another Bone Sword. If the Defending
property is used for any of the Bone Swords, they all suffer the reduced bonus however the total
bonus to Armour Class improves by +1 for each additional Bone Sword – ie if 2 points of Weapon
Bonus are transferred to Armour Class, at level five the AC Bonus would be +3, at level eight it
would be +4, and at level eleven it would be +5.

Note that these are Natural Weapons, so they cannot make Iterative Attacks for a high Base Attack
Bonus, but they do benefit from anything that affects Natural Weapons and if it grows larger, so do
they.

Venom Sphere Access: at level four, the Swarmlord gains Basic Access to the Venom Sphere. At
level twelve this improves to Advanced.

Supernatural Virulence: it is important to sting people and fill them with venom. It is also
important to cast baleful spells at people. At level four the Baatorian Swarmlord gains Supernatural
Virulence as a Bonus Feat.

Paralitic Venom (Ex): the venom of the sixth-level Baatorian Swarmlord is particularly potent,
rendering people unable to move. The Primary and Secondary damage of its venom becomes 1d10
Strength and Dexterity damage. Additionally, the Primary damage also reduces the target’s
Movement Speed by 10’ (until all the Ability Damage is removed) and bestows a 20% Spell Failure
chance for all Spells with Somatic Components (similar to Arcane Spell Failure of Armour), again
until the damage is healed. These can stack up over multiple stings.

Huge Fiend: at level seven, the Baatorian Swarmlord grows Huge in size, with all the normal
changes that entails.

Deadly Venom (Ex): the venom of the tenth-level Baatorian Swarmlord is lethal – people find
themselves unable to breathe. Failure to save against the primary damage also Stuns the target for
one round and renders them unable to breathe for 1d10 minutes. In the meantime they cannot speak,
cast Spells with Verbal Components, or use Breath Weapons, and might very well suffocate (similar
to Drowning). Failure against the Secondary effects results in Death – but if a target is immune to
[Death] effects, the Ability Damage still applies.
DREAD GUARD
CR 2 Level 4 – must be Awakened first, or somehow be an Intelligent item

Angry Armour

The Draed Guard are supposed to be mindless animated suits of armour that function similarly to
golems. However some of them have a malevolent force possessing them and driving them to
commit acts of great violence while still probably protecting their makers. Maybe. They are well-
armoured and mostly fight by hitting people with swords, but gain a few extra tricks on the side.

Hit Die: d12


Base Attack Bonus: Good
Saving Throws: Good Will
Skill Points: 2 + Int
Class Skills: Balance, Concentration, Craft (Leather, Metal), Disguise, Jump, Listen, Search, Spot
Proficient: Simple and Martial Weapons and all Shields

1 Accursed Life, Secrets Unlocked


2 Stalwart Defender, Accursed Steed
3 Lesser Magic Quality
4 Metal Sphere
5 Bump in the Knight
6 Moderate Magic Quality
7 Fast Healing, Attunement
8 Aegis Sphere
9 Greater Magic Quality
10 Demon Armour, Knight Rider
Accursed Life (Ex): the Angry Armour is an actual living creature. Its Type changes to Aberration,
though its hit dice are unaltered. It gains a Constitution score, and that score is 15 though it can be
changed in all of the normal ways, and has an Enhancement Bonus of +1 per 3 hit dice (round up).
It retains the following Immunities: Fatigue, Exhaustion, Poison, Disease, Ability Damage/Drain to
Physical Ability Scores. It even has a soul and can regain hit points in the normal ways. It is still
treated as a Construct for the purpose of things like Favoured Enemy or Bane weapons.

Secrets Unlocked (Ex): the Angry Armour’s Armour Bonus has an Enhancement Bonus to one
third its hit dice (round up). Furthermore, it ignores the usual requirements and flat-out has all of
the abilities offered by its type of armour, depending on the system you are using – so for the typical
Full Plate using basic Book of Gears rules, it would gain DR 10/Critical Hits, Universal Energy
Resistance 3 and furthermore ignores the first five points of Nonlethal damage from all attacks.
Alternatively if made from Umlaut Plate using Josh Kablack’s rules, it would have DR 20/-.

Stalwart Defender (Ex): the second-level Angry Armour is immune to [Fear] effects. Additionally,
it protects its allies – every adjacent ally gains Evasion if they don’t already have it, and have any
[Fear] effects removed at the start of their turn.

Accursed Steed (Sp): at second level, the Angry Armour can summon a ghostly steed once per day.
It is a Phantom Steed clad in ghostly steel that remains as long as it does (providing an Armour
Bonus of 8, with the same Enhancement Bonus that the Angry Armour itself has) and a total HP of
10 + 3 per hit die of the Angry Armour.

Lesser Magic Quality (Su): at level three, the Angry Armour gains a Lesser Magic Quality, applied
to its own armour/body. It is considered to be its own wearer for this purpose.

Sphere Access: at level four, the Angry Armour gains Basic access to the Metal Sphere. At level
eight, it gains Basic access to the Aegis Sphere.

Bump in the Knight (Ex): a fifth-level Angry Armour can slam into people at great speeds, not
needing fear for its own safety. When charging, it gains a bonus attack – a Slam using its armoured
body. This uses an Enhancement Bonus of +1 per 3 hit dice (round up) to the attack and damage
rolls, and deals 2d6 base damage for a Medium creature, plus one and a half times its Strength
Bonus. If the foe is denied their Dexterity Bonus to AC against this attack, they are knocked Prone
upon being hit.
Moderate Magic Quality (Su): at level six, the Angry Armour can upgrade its Lesser Magic
Quality to instead provide a Moderate one. It can hold off doing this, but once the choice is made to
do so, there’s no going back.

Fast Healing (Su): thanks to the innate magic of its metal, the seventh-level Angry Armour gains
Fast Healing equal to its hit dice divided by four (round up).

Attunement (Ex): at level seven, the Angry Armour can choose a single Weapon and Shield. These
attune to it and forever become part of its body – always wielded and equipped. They cannot be
Disarmed, Sundered and so on, and gain the constant Enhancement Bonus that its “Armour” does.
They also each get a special quality of the same grade as the armour – a Moderate Quality when this
ability is gained, then upgraded to a Greater Quality at level nine.

Greater Magic Quality (Su): at level nine, the Angry Armour can upgrade its innate Moderate
Magic Quality to instead provide a Greater one. It may do the same for its attuned Weapon and
Shield.

Demon Armour (Ex): at level ten, the Angry Armour transforms into a suit of Demon Armour. Its
Basic Armour Bonus becomes +9 (before taking the Enhancement Bonus into account) with a
Maximum Dexterity Bonus of +5. It replaces the special armour abilities with the following: all of
its attacks are [Evil] aligned, it can see souls (able to view living and undead creatures within 120’
regardless of concealment, terrain and visibility), it regains 10 Hit Points whenever it kills
something, and Outsiders with a CR more than 8 lower than its own cannot approach closer than 30
feet unless it allows them to. It also actually gains the [Tanar’ri] Subtype, but not the Summon
ability. Finally, it automatically ignores all Requirements for Bone Rider, Death Knight (its race
does not change, however), and Demon Samurai (ignore the bit about its armour changing). It
doesn’t gain the Required feats and so on, it merely ignores the need for them so may enter those
Prestige Classes freely.

Knight Rider (Sp): when the tenth-level Angry Armour summons its Accursed Steed, it may
choose to instead summon a Nightmare.
EYE OF FEAR AND FLAME
CR 8, Level 9

Burning Terror

The Eye of Fear and Flame is notable for two specific forms of power it can utilise. The first is fear.
The second is flame. It’s rather convenient that it is named such. As a result of this, it makes sense
for the Burning Terror to be better at both of these, focusing on being an offensive caster.

Hit Die: d12


BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Climb, Concentration, Hide, Knowledge (Arcana, Dungeoneering, Religion), Listen,
Move Silently, Spot

1 Evil Eye at will, Dread Word 1/hour


2 Scorching Ray at will, Dimension Door 2/day
3 Wall of Fire 1/hour, Extended Fear
4 Eyebite 1/three rounds, Blazing Horror
5 Incendiary Cloud 1/hour, Air Walk 1/hour
6 Blackfire 1/hour, Greater Deflection
7 Phantasmal Killer 1/three rounds
8 Weird 1/hour, Terrifying Flames
9 Soul’s Treasure Lost 2/day, Theft of Sight
10 Utterdark 2/day, Empowered Fire
11 Wail of the Banshee 1/hour, Quickened Deadly Lahar 1/3 rounds
Spell-Like Abilities (Sp): the Burning Terror learns a variety of Spell-Like Abilities as it gains
levels. The Caster Level for all Spell-Like Abilities equals its hit dice, and any Save DC is 10 + half
its hit dice + its Charisma Bonus. Should it ever be relevant, [Fear] effects use its black gem-eye,
and [Fire] effects use its red gem-eye.

Extended Fear (Su): starting at third level, the Burning Terror doubles the duration of all of its
[Fear] effects.

Blazing Horror (Su): whenever the fourth-level Burning Terror targets someone with a [Fear]
effect, if they area already suffering from a [Fear] effect and it succeeds, they use the greater
duration and effect of the two and also catch on fire, suffering 2d6 damage per round until the fear
ends or the flames are put out. If they are already on fire, it instead deals Fire damage equal to its hit
dice (as well as causing the greater duration and effect).

Greater Deflection (Su): starting at level six, the Burning Terror can reflect more effects back upon
the original users. This applies to all Gaze Attacks, Eye Rays, and effects that are described as
originating from the eyes (Evil Eye, Glare/Glance attacks and so on).

Terrifying Flames (Su): whenever the eighth-level Burning Terror targets someone with Fire
damage, they become Shaken for three rounds (this does not in turn cause Blazing Horror to take
effect). If they are already on fire or the effect causes them to catch fire (other than through Blazing
Horror), they instead Panic for three rounds.

Theft of Sight (Su): starting at level nine, the Burning Terror is able to reach out to those afflicted
by its powerful abilities and steal not only their sight but their actual eyes. This requires a Standard
Action which can be performed once per hour on a creature within one hundred feet and currently
on fire or suffering from a [Fear] effect. The creature is allowed a Reflex Save to avoid this (DC 10
+ half its hit dice + its Charisma Bonus), but if they fail, their eyes vanish from their head (or
wherever else for creatures with bizarre anatomies) and appear in the hands of the Burning Terror.
The target is rendered completely Blind until restored via Greater Restoration or Regeneration, and
also loses access to any abilities relying on their eyes (such as Gaze Attacks or Eye Rays). Using
this allows the Burning Terror to select a single Spell-Like Ability that is “on cool-down” and
instantly refresh it – whether it is normally used once per three rounds, once per hour, twice per day
or once per century.

Empowered Fire (Su): all Fire damage dealt by the tenth-level Burning Terror, even that caused by
creatures catching fire from its effects, is Empowered. Any rolled damage is multiplied by one and a
half (round down). Static damage remains unchanged, as normal for an Empowered effect.
FLAME SNAKE: LESSER
CR 7, Level 8 – No thumbs

Life Burner

Flame Snakes all tend to be evil (and fiery). Lesser ones tend to be the most aggressive and ill-
mannered of the bunch (and also fiery). This class keeps to that theme of being fiery and bad-
natured, while also strengthening its ties to the Negative Energy Plane rather like the Greater Fire
Snakes.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Bluff, Climb, Hide, Intimidate, Listen, Move Silently, Search, Spot

1 Fiery Aura, Basic Sphere Access (Fire)


2 Magma Breath
3 Improved Grab, Lesser Searing Trail
4 Basic Sphere Access (Death)
5 Negative Energy
6 Corpsefire Creator
7 Spite Domain
8 Monstrous Growth, Greater Sering Trail
9 Swallow Whole
10 Hatred Domain
11 Serpent’s Glare
12 Overwhelming Negative Energy
Fiery Aura (Su): the Life Burner is wreathed in flames, and any creature within 5 feet of it at the end of
their turn suffers an amount of Fire damage equal to its Constitution Bonus plus 1d10.

Sphere Access: the Life Burner has Basic Access to the Fire Sphere. At level four, it gets Basic Access to the
Death Sphere as well.

Magma Breath (Su): the second-level Life Burner can exhale a wave of magma out to a 50 foot Cone once
per four rounds. All in the area suffer 1d6 Fire damage per hit die, with a Reflex Save for half (DC 10 + half
its hit dice + its Constitution Bonus). Creatures that fail their save take another 3d6 points of Fire damage on
the Life Burner’s next turn. It may also use its Spittle at will, except for the three rounds following the use of
its Breath Weapon.

Improved Grab (Ex): starting at level three, any time the Life Burner hits with a Bite attack it may attempt
to grab its foe and establish a grapple as a Free Action, without provoking an Attack of Opportunity.

Lesser Searing Trail (Su): the third-level Life Burner constantly leaves a trail of flames behind itself. Any
square through which it moves burns for one full round, dealing damage as a Wall of Fire to any who move
through it. Additionally, it may Fly at a 30’ Speed with [Average] Manoeuvrability, and gains a 30’ Burrow
Speed.

Negative Energy (Ex): starting at level five, any time the Life Burner deals any amount of Fire damage it
also deals an equal amount of Negative Energy damage.

Corpsefire Creator (Su): the Life Burner is a creature of both Fire and Negative Energy. Once it reaches
sixth level, any creature it kills of at least eight hit dice rises as a Large Fire Necromental.

Domains: at level seven, the Life Burner gains the Spite Domain. It gains the Domain Power and can cast
each of the Domain Spells as a Spell-Like Ability once per day, with a Caster Level equal to its hit dice and a
Save DC of 10 + half its hit dice + its Charisma Bonus. At level ten, it also gains the Hatred Domain in the
same way.

Monstrous Growth: at level eight, the Life Burner grows to Large Size. Its Strength and Constitution each
increase by four points, its Dexterity decreases by two, and its Natural Armour increases by two. Its Reach
also increases by five feet, and its Movement Speed by ten feet.

Greater Searing Trail (Su): at level eight, the Life Burner burns even through reality. Its Burrow Speed is
equal to its normal movement speed and it may tunnel through the ground, Disintegrating every space it
moves through. Furthermore, with a Full Round Action it may tunnel between planes as though by casting
Planeshift. It cannot use this to target another creature, though it may bring willing creatures with it.

Swallow Whole (Ex): the ninth-level Life Burner can swallow creatures whole. If it ever has a creature
smaller than itself held in a Grapple, it may attempt to swallow them with a Standard Action. This requires
an opposed Grapple check, and if successful it swallows them. Each turn they remain in its stomach they
suffer 1d10 points of damage, plus 3d6 Fire damage. They may escape via Escape Artist checks or dealing at
least 50 points of damage with a Slashing or Piercing weapon.

Serpent’s Glare (Su): starting at level eleven, the glare of the Life Burner can terrify people such that they
stand rigidly still. With a Standard Action at will, it may glare out to a 60 foot Cone. All in the area must
attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be Paralyzed for 2d6 rounds. This is
a [Mind-Affecting] [Fear] effect.

Overwhelming Negative Energy (Su): whenever the twelfth-level Life Burner deals Fire damage to another
creature, it also delivers a Negative Level to them. This Negative Level lasts until the sun next rises.
GENIE: DAO
CR 7, Level 8 – Grants Limited Wishes

Earthen Khan

The Dao is a Large, solid, strong Outsider that can disguise itself, turn invisible at will, make
magical illusions and grant limited wishes. So it has a mixed bag of abilities that include “being an
Earth Genie” but also lean toward tricks that help it get in close for smashing people with a
warhammer. As ab Evil Outsider, it probably wants to be a Blackguard sort of thing, but it’s
important that, as a Genie, it still emphasize Genie abilities. In this case, being a slaver of mining
communities.

Hit Die: d10


BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Decipher Script, Forgery, Intimidate,
Knowledge (Nobility & Royalty, The Planes), Listen, Sense Motive, Spellcraft, Spot

1 Dark Blessing, Detect Minerals, Smite Mortals


2 Invisibility Sphere 3/day, Flaywind Burst at will
3 Summon Steed, Haboob at will, Command Undead 3/day
4 Scrying 1/day, Find the Path at will, Aura of Despair
5 Self-Serving Wishes, Dominate Person 1/day
6 Improved Invisibility 1/day, Suggestion at will
7 Earthquake at will, Widened Auras
8 Entombing Smite, Create Undead 1/day
9 Flesh to Stone 1/day, Divine Splendor
10 Limit Break, Overwhelming Aura
11 Create Greater Undead 1/day
12 Ocean of Earth, Minion of Soil and Stone
Dark Blessing (Su): the Earthen Khan is protected by profane forces. He adds his Charisma Bonus
to all Saving Throws. Furthermore, if a foe within ten feet subjects him to an effect that allows a
Saving Throw and he passes the save, the foe becomes Sickened for one minute. This is considered
an Aura.

Detect Minerals (Sp): any time he is standing on unworked ground, the Earthen Khan may spend a
Full Round Action to reach out and sense the minerals around him. He becomes aware of the
presence of precious stones or metals or even oil and coal within one mile per class level, providing
it has not already been dug up. After a minute of concentrating, he can locate specific minerals and
pinpoint their locations. In the case of caves and mines, tunnels alone do not count as worked
ground unless they are paved or similar effort has been put in to making the floor flat and even.

Smite Mortals (Su): once per minute, the Earthen Khan may deliver a deadly Smite attack against
mortal creatures – Humanoids, Animals, Monstrous Humanoids, Giants, Magical Beasts, Plants,
Fey and Oozes. This is declared before making an attack roll, but is considered part of the attack
and not an action in its own right. He adds his Charisma Bonus to the attack roll and, if it hits, it
deals additional damage equal to his hit dice total. Against a creature not of the types listed, he gains
none of these bonuses.

Spell-Like Abilities (Sp): the Earthen Khan learns a number of Spell-Like Abilities as he gains
levels. The Caster Level equals his hit dice, and any Save DC is 10 + half his hit dice + his
Charisma Bonus.

Summon Steed (Sp): starting at level three, the Earthen Khan can summon a Fiendish Bulette once
per day. It lasts for one hour per hit die or until slain, and loyally follows the commands of the Khan
as though through summoned by a Summon Monster spell. Every level he gains beyond third, it
gains an additional hit die, and +1 to its Natural Armour and Strength. Furthermore, it has the Earth
Glide ability, and bestows it upon its rider at all times.

Aura of Despair (Su): all enemies within fifteen feet of the fourth-level Earthen Khan suffer from
a feeling of dread and despair. They suffer a -2 Penalty to all Saving Throws while they remain in
the area, and if they attack the Khan but miss, they are overcome with despair, treated as Dazed for
one round.
Self-Serving Wishes (Sp): starting at level five, the Earthen Khan has no need to be generous to
mortals and may grant itself its Limited Wishes.

Widened Auras (Su): at level seven, all of the Earthen Khan’s Auras are doubled in radius – its
Dark Blessing and Aura of Despair, along with any others it may have picked up through other
abilities.

Entombing Smite (Su): whenever the eighth-level Earthen Khan uses its Smite Mortals ability
against a valid target and hits, the target must attempt a Fortitude Save (DC 10 + half his hit dice +
his Charisma Bonus). If failed, they sink into the ground beneath them and are entombed.
Suffocation can follow from this, and how they escape is entirely their problem.

Divine Splendor (Su): anybody who wishes to attack the ninth-level Earthen Khan must first
attempt a Will Save (DC 10 + half his hit dice + his Charisma Bonus). If they fail, they cannot
attack him until the next sunrise. If they pass, they are immune until the next sunrise.

Limit Break (Sp): at level ten, the Earthen Khan’s Limited Wishes instead become regular Wishes.

Overwhelming Aura (Su): the penalties caused by the tenth-level Khan’s Aura of Despair are
doubled. Furthermore, the duration of its Dazed effect, and of Dark Blessing’s Sickened effect, are
also doubled.

Ocean of Earth (Su): an Earthen Khan of level twelve may manipulate the very ground so that it
swallows people like liquid: with a Full Round Action at will, he transforms all unworked earth and
stone such that it has the properties of water, and anybody inside must either sink, swim, or use
Earth Glide. Creatures with the [Earth] Subtype can breathe just fine, others treat it like normal
creatures underwater. This lasts for ten minutes.

Lord of Soil and Stone (Sp): at level twelve, the Earthen Khan may cast Summon Elemental
Monolith once per day with a Caster Level equal to its hit dice. It can only summon an Earth
Monolith in this manner, but need not concentrate on the effect.
GENIE: MARID
CR 9, Level 10 – Grants Limited Wishes

Rainmaker

The Rainmaker is a direct reference to “Rainmaker” Kazuchika Okada. However, Okada is leader
of the Chaos faction, and all Genies aspire to be factional leaders and royalty and the Marid is, by
virtue of its watery nature, Chaotic, so it just stands to reason for a Marid to truly advance to a
Rainmaker. It has a variety of powerful attacks in close combat, but also brings watery Chaos across
the world to destroy things for it and spread its wet influence.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Balance, Concentration, Craft (any), Escape Artist, Intimidate, Listen, Move Silently,
Sense Motive, Spot, Spellcraft, Swim, Tumble, Use Rope

1 Storm Warning, Rain Maker, Transformation of the Deeps 3/day


2 Strength of Chaotic Water, Jig of the Waves at will
3 Aura of Influence, Siren’s Call at will
4 RAIN MAKER!, Waterspout 3/day
5 Ocean Strider, Acid Fog 1/hour
6 Raining Money, Heavy Rain, Depthsurge 3/day
7 RRRRRAINMAKER!!!, Red Tide 2/day
8 Chaos Captain, Flowsight at will, Flashflood 1/hour
9 Crashing Waves of Chaos, Maelstrom 2/day
10 Ocean of Chaos, Doom of the Seas 1/day
Storm Warning (Su): wherever the Rainmaker goes, he brings the rain. He is treated as the central
casting point of Control Weather, always in effect, but only to create more rain than was otherwise
going to fall. This still won’t make weather occur indoors.

Rain Maker (Ex): the Rainmaker’s signature attack is a mighty clothesline that knocks people over
and potentially concusses them. Any time he flanks an opponent or is grappling them, he may use a
Standard Action to make a Slam attack. This has a base damage of 6d6, and is considered a Magic
Weapon with an Enhancement Bonus of +1 per three levels (round up). The target, if hit, is knocked
Prone and must pass a Fort Save (DC 10 + half his hit dice + his Wisdom Bonus) or be Dazed for
one round.

Spell-Like Abilities (Sp): as he gains levels, the Rainmaker gains access to a variety of Spell-Like
Abilities. These have a Caster Level equal to his hit dice, and any Save DC is 10 + half his hit dice
+ his Charisma Bonus.

Strength of Chaotic Water (Su): starting at level two, the Rainmaker is hard to predict, injure and
impede, his body flowing like actual water. He gains Immunity to Critical Hits and Sneak Attack as
though he were an Elemental (this can be bypassed in the same way as for Elementals), and can
move as though he has Freedom of Movement, though he can still be Grappled.

Aura of Influence (Su): Chaotic allies of the third-level Rainmaker are enhanced by his charisma,
wealth and kingly might. All allies within thirty feet of him, providing they have a Chaotic
alignment or the [Chaotic] Subtype, are blessed with great evasiveness: they gain Evasion, and may
use an Immediate Action to take a 5’ step or a Move Action. The Rainmaker himself benefits from
this.

RAIN MAKER! (Ex): at level four, the Rainmaker’s signature attack becomes even better. Its
Critical value becomes 18-20/x4, and a target that fails the Saving Throw is Stunned for 3 rounds
and Dazed for one round (which only applies if the target is immune to the former but not the
latter). On a Critical Hit, a failed Saving Throw results in them being knocked out for one minute.

Ocean Strider (Su): starting at level five, the Rainmaker can teleport through the ocean. Both the
starting point and destination must be some part of the sea, but otherwise it functions as Teleport
Without Error, the water not counting as an object for the purpose of “teleporting into an object”.

Raining Money (Su): a sixth-level Rainmaker can summon wealth at will. With a Standard Action,
he may conjure gold from the sky, depositing 15,000 gold pieces across a thirty foot radius area. All
other creatures in the area are affected as though by Glitterdust until the end of his next turn and
suffer 3d6 points of Piercing/Bludgeoning damage, and the ground becomes Difficult Terrain until
the money is scooped up.
Heavy Rain (Ex): starting at level six, if the Rainmaker Lifts a foe in a grapple, he may make a
Trip attempt as a Swift Action. If successful, he hurls them onto their back, dealing damage as
though landing a Critical Hit with his Slam and leaving them Fatigued. If they are already Fatigued,
they become Exhausted until they rest.

RRRRRAINMAKER!!! (Su): at level seven, the Rainmaker’s signature move becomes


supernaturally powerful. Creatures with the [Lawful], [Earth] or [Fire] Subtype that fail their saving
throw are, if [Extraplanar], subject to a Banishment effect, or reduced to -1 Hit Points if not
[Extraplanar].

Chaos Captain (Su): creatures with the [Chaotic] Subtype do not attack the eighth-level
Rainmaker unless he attacks them first – they just innately acknowledge his superiority.
Additionally, once per day he may Summon four Anarchic Greater Water Elementals or two
Anarchic Elder Water Elementals or one Waterveiled Assassin (MMV). This works as the standard
Summon ability of Fiends and other Outsiders.

Crashing Waves of Chaos (Su): starting at level nine, when the Rainmaker charges someone, he
smashes into them like a wave of water. He may deliver his Charge attack to all creatures in a 15x15
foot square, providing one of the squares is in the normal reach for his weapon. He makes one
attack roll and applies it against all in the area. Furthermore, those struck are knocked Prone.

All allies that benefit from the Rainmaker’s Aura of Influence may also use this ability, and may do
so even if he uses this ability and doing so moves the Aura away from them – providing they were
within the Aura before he charged.

Ocean of Chaos (Su): once per hour, the tenth-level Rainmaker can flood his surroundings with
water directly from the Ocean of Chaos that predates creation – or possibly from Pandemonium. It
is treated as a Wall of Water effect, except it covers two hundred 5’ cubes that do not have to be in a
straight line, merely one contiguous mass. Furthermore, all in the area that lack the [Chaotic]
Subtype must pass both a Fortitude Save and a Will Save (DC 10 + half his hit dice + his Charisma
Bonus) every round. Failing the Fort Save results in being Blinded until the creature leaves the
water, failing the Will Save results in them being Confused until they leave the water.
IRONMAW
Level 13 – Plant, Huge, no thumbs… there are quite a few problems with massive trees

Ferocious Flora

The Ironmaw is an evil tree with a face and basic understanding of the world around it. At
Intelligence 4 it’s a bit dumb for general use, so this class helps with that, but other than that, as
long as you don’t need to go into building sized for Ogres or smaller, and don’t need to use
thumbs… okay yes, there are drawbacks. But you’re walking into this deal with the desire to play a
giant evil tree, so you’re aware of the drawbacks and Mister Cavern has said it will be fine. Here
you are: a big evil tree that mostly works as a damage-absorbing grapple monster that stomps and
eats people, but also has a few “boss monster” traits available so you can be a proper villain.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort
Skill Points: 6 + Int
Class Skills: Balance, Handle Animal, Hide, Intimidate, Listen, Move Silently, Spot, Survival

1 Malevolence, Abyssal Avatar, Bestow Curse at will


2 Life Drain, Vile Thorn
3 Forest Bindings, Bestow Greater Curse 3/day
4 Herald of Ruin, Agony Stinger
5 Vile Spores, Black Karma Curse 3/day
6 Forbidden Fruits, Evil Weather 1/week
7 Seeds of Betrayal, Imprison 1/day
Malevolence: the Ferocious Flora’s Intelligence score increases by six points, and skill points are
gained retroactively for this now Intelligence. It also has an Evil Aura as though it were a Cleric,
with levels equal to its hit dice total, dedicated to an Evil deity. Beyond this, all of its natural
weapons are treated as Magic, Wood, Cold Iron, and Evil, for the purpose of bypassing Damage
Reduction and Regeneration and being able to hit Incorporeal creatures. They also deal Vile
damage.

Finally, the Ferocious Flora can be worshipped and grant spells to its mad followers. It grants access
to the Plant, Bestial and Corruption Domains, however it does not itself have access – it is merely a
conduit for others.

Abyssal Avatar: the Ferocious Flora cannot change itself into something small and socially
acceptable, but it does have a herald it can send to do its bidding. This is not an effective Cohort,
and should not join it on adventures, but on the other hand, if it dies, another will grow within one
week. The herald is one of the standard races, however with the Plant Type, and three levels of
Adept. It also has constant Telepathic contact with the Flora and is completely subservient to it.

Spell-Like Abilities (Sp): the Ferocious Flora gains a small number of baleful Spell-Like Abilities
to use on people it doesn’t like. These have a Caster Level equal to its hit dice, and any Save DC is
10 + half its hit dice + its Charisma Bonus.

Life Drain (Su): not only do the tendrils of the second-level Ferocious Flora cause illness and
blood loss and attach to people, they also sap the life force from those hit, sucking blood out. Every
successful hit from a tendril restores 5 lost hit points to the Flora. Furthermore, until all of their
Constitution Damage is removed, it can use a Swift Action every turn to steal another 10 hit points
from them, whether it maintains contact or not. They lose ten hit points and it regains them,
regardless of distance between them. If multiple targets are afflicted with the Illness, the one Swift
Action can drain health from all of them.

Vile Thorn (Ex): starting at level two, the Ferocious Flora is better at reaching out and harming
people. The reach of its tendrils increases to ninety feet, and it may unleash them as Line attacks: 5’
Wide and 90’ Long, with the attack roll applying to the Armour Class of every creature within the
Line. Note that if a creature is behind a larger creature in this Line, it will typically gain a bonus
from Cover.

Forest Bindings (Su): the third-level Ferocious Flora can cause vines to spring from the ground
and strangle people, slowly enveloping them and turning them to lumps of wood and mush. With a
Standard Action at will, it may designate a creature standing on earth within two hundred and fifty
feet. The target must pass a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be
Anchored in place and Entangled for one round per hit die. During that time, they lose 1d10 hit
points every round, which are transferred across to the Ferocious Flora similar to its Life Drain
ability.

Herald of Ruin (Su): if a fourth-level Ferocious Flora spends a full week in the exact same spot, it
blights the surrounding land: all plant life in a ten mile radius grows larger, denser, more menacing
and harder to cut or tame. Assassin Vines constantly form. Animals in the area gain the Fiendish
template. Humanoids in the area must save every day against contracting Red Ache (DC 10 + half
its hit dice + its Constitution Bonus). This lasts until a year after it leaves the area, or the area is
subject to a Dispel Evil effect.
Agony Stinger (Ex): starting at level four, the leaves and tendrils of the Ferocious Flora are
covered in almost invisible barbs, more like toxic hairs. A creature that is affected by its Illness is
rendered Helpless with pain for 1d6 rounds, then Dazed for another minute. For the next 1d6 days
they suffer from intense pain causing a -4 Morale Penalty to all rolls they make, and sleep is
impossible without the use of magic. This is treated as a Poison, so can be negated or cured by the
same means. Additionally, any creature merely climbing in the tree must save as though hit by a
tendril or suffer the same effects.

Vile Spores (Su): once per hour, a fifth-level Ferocious Flora may unleash a burst of spores out to a
fifty-foot radius with a Full Round Action. All in the area must save against its Illness and Agony
Stinger as though hit by a tendril.

Forbidden Fruits (Su): upon reaching level six, the Ferocious Flora grows particularly evil acorns
that are highly-prized by those who seek power and aren’t too picky about the source: it produces
enough for six “doses” per day, and these are treated as a drug with the following properties:

Ingested (DC 10 + half its hit dice + its Constitution Bonus)


Price: 15,001 GP
Alchemy DC: 0
Extreme Addiction
Initial Effect: 1d10 points of damage are suffered
Secondary Effect: Half-Fiend Template is gained until the next sunrise
Side Effects: the character feels a surge of energy and power, as well as constant temptations to do
evil – momentary ideas springing to mind when opportunities for Evil acts are present and easy to
pull off. These can be errant thoughts “I just realised I could push him off that cliff” to violent
urges.
Overdose: None

Seeds of Betrayal (Su): when the seventh-level Ferocious Flora hits a foe with a tendril, they must
pass a Will Save (same DC as for Illness). If they fail, they are Dominated until the next new moon.
If they pass, they are immune to this effect for the rest of the day.
JACKAL LORD
Level 9

Jackal Baron

While a Jackal Lord could happily continue life as a Cleric, and many do, plenty of them prefer to
also advance their racial abilities, at the cost of resiliency and combat prowess – and also at the cost
of whatever they would be gaining from other Cleric-based Prestige Classes. These are great at
commanding and enslaving others.

Hit Die: d6
BAB: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Balance, Concentration, Diplomacy, Disguise, Gather Information,
Hide, Intimidate, Jump, Knowledge (Nature, The Planes, Religion), Move Silently, Ride, Search,
Sense Motive, Spot, Use Rope

1 Drift Magic, Dire Transformation +1 Cleric Caster Level


2 Desert Heat +1 Cleric Caster Level
3 Curse of Parching Heat +1 Cleric Caster Level
4 Desert Call +1 Cleric Caster Level
5 Enslavement +1 Cleric Caster Level
6 Sandstrider +1 Cleric Caster Level
7 Servitude Beyond Death +1 Cleric Caster Level
8 Ghostly Companion +1 Cleric Caster Level
9 Deadly Heat +1 Cleric Caster Level
10 True Psychopomp +1 Cleric Caster Level
11 Greater Enslavement +1 Cleric Caster Level
Drift Magic (Su): the Jackal Baron has access to Drift Magic from It’s Hot Outside. It also gains
Priest of the Waste as a Bonus Feat without needing to meet the requirements.

Dire Transformation (Su): whenever the Jackal Baron curses someone and they fail the saving
throw, they transform into a Dire Jackal and are automatically Dominated by the Baron.

Spellcasting: every level, the Jackal Baron’s Cleric spellcasting ability improves by another level.

Desert Heat (Sp): the weather within one mile of the second-level Jackal Baron is always one stage
hotter and dryer than normally.

Curse of Parching Heat (Su): the third-level Jackal Baron can cast Searing Exposure at will. The
Caster Level equals its hit dice and the Save DC is 10 + half its hit dice + its Charisma Bonus.

Desert Call (Sp): starting at level four, the Jackal Baron can summon 2d6 Fiendish Dire Jackals for
one minute per hit die, three times per day. Additionally, once per day it may summon a pack of
eight Sand Hunters for one minute.

Enslavement (Sp): the fifth-level Jackal Baron can cast Dominate Person at will. The Save DC is
10 + half its hit dice + its Charisma Bonus, and the duration is permanent… sort of. It may only
exert control via this ability over a number of concurrent creatures equal to its Charisma Bonus.
After that, it must release a creature from its control (typically upon selling them to another) in
order to enslave more.

Sandstrider (Ex): at level six, the Jackal Baron gains several Bonus Feats without needing to meet
the requirements: Heat Endurance, Improved Heat Endurance, Sand Camouflage, Sandskimmer.
Sandskimmer grants the benefits of having been selected twice.

Servitude Beyond Death (Su): beginning at seventh level, if a Humanoid that is Dominated by the
Jackal Baron is slain, it rises as a Forlorn Husk that is still under the Baron’s control (as though by
Command Undead or a suitably powerful Rebuke Undead, counting against the total hit dice it may
control), no longer counting against its limit of Dominated creatures. The control only ends once the
Husk is destroyed or resurrected (or voluntarily released).

Ghostly Companion (Ex): at level eight, the Jackal Baron gains the services of a loyal companion,
a Spirit Jackal. This is a Dire Jackal with twelve hit dice and the Ghost Brute and Evolved Undead
templates applied – the player of the Jackal Baron may select the Special Attack gained as a Ghost
Brute, and the Spell-Like Ability gained from the Evolved Undead template. If it is ever destroyed,
it returns in 1d6 days, none the worse for wear.

Deadly Heat (Sp): the ninth-level Jackal Baron can cast Ashen Union at will. The Save DC is 10 +
half its hit dice + its Charisma Bonus.

True Psychopomp (Sp): at level ten, the Jackal Baron can step freely from one Plane to another –
it can cast the travel version of Gate at will.

Greater Enslavement (Su): there is no limit to how many people the eleventh-level Jackal Baron
may control via its Enslavement ability – both in life and death. Forlorn Husks created from dead
slaves no longer count against its Undead hit dice limit, and it can have as many living slaves as it
likes. Additionally, at will it may cast Imprisonment on an enslaved creature, with no Saving Throw
allowed.
MARRASH
CR 5 Level 6 – Spawning

Blight of Yeenoghu

Marrash are largely creations and servants of Yeenoghu. They are also complete jerks who like to
shoot people full of arrows from the sky (a defensible life choice) and create more of their own
kind. The Blight of Yeenoghu gains a variety of archery techniques and special arrow types that
makes it good at combat but also a nuisance in the long-term. Like a great skirmisher enemy.

Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Balance, Craft (Alchemy), Escape Artist, Jump, Knowledge (The Planes, Religion),
Listen, Search, Spot, Tumble

1 Imbue Taklif Arrow, See Invisibility


2 Arcane Arrows, Suppressive Fire
3 Imbue Infectious Arrow
4 Death From Above, Warning Shot
5 Imbue Lycanthropy Arrow
6 Overhead Arrow, Faster Infection
7 Imbue Stunning Arrow
8 Rain of Death
9 Imbue Terror Arrow
10 True Seeing
11 Imbue Death Arrow
12 Blindsight
13 Imbue Implosion Arrow
14 Meteoric Arrows, Limitless Infection
Imbue Taklif Arrow (Su): once per day, with just a Standard Action, the Blight of Yeenoghu can
infuse an arrow with evil energy, transforming it into a Taklif arrow until the sun next rises. The
Save DC is 10 + half his hit dice + his Wisdom Bonus.

See Invisibility (Su): the Blight of Yeenoghu has a constant See Invisibility effect.

Arcane Arrows (Su): starting at level two, the Blight of Yeenoghu constantly enhances any arrow
he fires. It becomes a Magic arrow with an Enhancement Bonus of +1 per 2 class levels (round up).

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

Imbue Infectious Arrow (Su): five times per day, the third-level Blight of Yeenoghu can use a
Standard Action to imbue an arrow with any non-supernatural disease until the sun next rises. The
Save DC becomes 10 + half his hit dice + his Wisdom Bonus.

Death From Above (Ex): starting at level four, whenever the Blight of Yeenoghu is at a higher
elevation than his target all of his successful ranged attacks become automatic confirmed Critical
Hits.

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

Imbue Lycanthropy Arrow (Su): starting at level five, the Blight of Yeenoghu may three times per
day imbue an arrow with Lycanthropy, with struck targets needing to save (DC 10 + half his hit dice
+ his Wisdom Bobus) or become a Were-Hyena. The arrows last until the sun next rises.

Overhead Arrow (Ex): as long as the sixth-level Blight is at a higher elevation than his target, his
ranged attacks ignore Cover.

Faster Infection (Su): starting at level six, any time the Blight of Yeenoghu shoots someone who is
already infected with a disease, they must save again as though a full day had passed. On the plus
side, this can allow them to get over the disease more quickly. If the disease kills them, corruption
bursts from their corpse, forcing all adjacent creatures to save against contracting the disease.

Imbue Stunning Arrow (Su): once per day, a seventh-levl Blight of Yeenoghu can use a Standard
Action to imbue an arrow with stunning energy until the sun next rises. Anybody hit by the arrow
must pass a Fortitude Save (DC 10 + half his hit dice + his Wisdom Bonus) or be Stunned for 1d6
rounds.
Rain of Death (Su): at level eight, the Blight gains the ability to shoot everyone in range. With a
Full Round Action, he may make a single ranged attack roll, and as long as he has sufficient arrows
on hand, he applies that attack against every enemy within the first Range Increment, comparing
against the Armour Class of all enemies.

Imbue Terror Arrow (Su): five times per day, the ninth-level Blight of Yeenoghu can use a
Standard Action to imbue fear into an arrow until the sun next rises. Anybody struck must pass a
Will Save (DC 10 + half his hit dice + his Wisdom Bonus) or Panic for five rounds. This is a
[Mind-Affecting] [Fear] effect.

True Seeing (Su): the tenth-level Blight constantly benefits from True Seeing.

Imbue Death Arrow (Su): starting at level eleven, the Blight of Yeenoghu may three times per day
imbue an arrow with death until the sun next rises. Anybody struck must pass a Fortitude Save (DC
10 + half his hit dice + his Wisdom Bonus) or die. This is a Necromantic [Death] effect.

Blindsight (Ex): upon reaching level twelve, the Blight gains Blindsight out to sixty feet.

Imbue Implosion Arrow (Su): once per day, a thirteenth-level Blight of Yeenoghu may imbue an
arrow with distructive planar energy until the sun next rises. This functions the same as a Death
Arrow, except it is not a Necromantic [Death] effect, and even objects and Undead are not immune
– they can just be destroyed outright.

Meteoric Arrows (Su): at level fourteen, the Blight can fire out Meteors (as Meteor Swarm) or
Comets (as Comet Fall) instead of arrows. He can choose to fire arrows normally (including his
special ones gained from this class), or individual meteors or comets, on a shot-by-shot basis.

Limitless Infection (Su): at level fourteen, there is no longer any limit on the Taklif, Lycanthropy
and Infectious Arrows of the Blight of Yeenoghu. He can imbue as many as he likes. Additionally,
he can even imbue them with supernatural diseases like Mummy Rot. Furthermore, any creature
killed by a disease he bestows releases corruption out to a fifteen foot radius.
MOON DOG
Level 13

Very Good Dog

There are plenty of clever dog monsters already, but dogs are awesome so they get disproportionate
coverage in the Prestige Classes. That said, the Moon Dog actually has opposable thumbs and also
has an array of dog noises and magical healing slurps so it makes a decent player character with an
advancement schedule. There aren’t that many levels available, but there are enough that the Very
Good Dog is worthwhile.

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

1 Soothing Ministrations (Cure Serious Wounds), Shadow Fang


2 Soothing Ministrations (Remove Poison), Mighty Howl
3 Soothing Ministrations (Restoration), Bone Crunch, Greater Mirror Image 3/day
4 Soothing Ministrations (Break Enchantment), Shadow Snarl
5 Soothing Ministrations (Heal), Roar of Tempests, Greater Shadow Conjuration 1/day
6 Soothing Ministrations (Greater Restoration), Howling Doom
7 Soothing Ministrations (True Resurrection), Shades 1/day
Soothing Ministrations (Su): every level, the Very Good Dog gains another Spell it can replicate
with its Soothing Ministrations ability. This works the same as the others, with the same limits. The
Caster Level equals its hit dice.

Shadow Fang (Su): the bite of the Very Good Dog is particularly dangerous. It is a Magic Weapon
with an Enhancement Bonus of +1 per 3 hit dice (round up), and also has the Ghost Touch property.

Mighty Howl (Ex): the second-level Very Good Dog can raise its spirit when it howls, increasing
its own strength. Any time it uses its Bark, Howl or Bay abilities, it gains an Enhancement Bonus to
its Strength score for the next minute. This Bonus is +1 per 3 hit dice (round up).

Bone Crunch (Ex): whenever the third-level Very Good Dog bites someone, it crunches in and
shatters their bones. Its Bite attack deals 2 points of Constitution Damage each time, and reduces
the enemy Natural Armour and Damage Reduction by an equal amount – this heals at the same rate
as the Ability Damage.

Spell-Like Abilities (Sp): at certain levels, the Very Good Dog gains new Spell-Like Abilities. All
of its Spell-Like Abilities have a Caster Level equal to its hit dice and any Save DC is 10 + half its
hit dice + its Charisma Bonus.

Shadow Snarl (Su): starting at level four, the Very Good Dog may use a Standard Action once per
three rounds to snarl with righteous fury, unleashing a wave of lunar shadows and illusions as it
rants about things. All adjacent creatures suffer 1d6 damage per hit die – half Sonic, half Divine –
with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save
also take 4 points each of Intelligence Damage and Charisma Damage. This is a [Sonic] effect, and
creatures Immune to [Mind-Affecting] effects suffer half damage (or one quarter on a successful
Save) and do not suffer the Ability Damage.

Roar of Tempests (Su): the fifth-level Very Good Dog may unleash a mighty roar at will. This
reaches out to a 60’ Cone, and all in the area are subject to Tornado-level winds for one round.
Creatures that are moved backwards any distance by the wind are first moved to the very edge of
the Cone, then an equal distance again, and then the distance normally rolled. For instance, if
someone is 25’ from the Very Good Dog and rolled 20’ of distance, they would move 35’ to the
edge of the effect, and then another 35 + 20 feet after that.

Howling Doom (Su): starting at level six, those who fail to save against the Very Good Dog’s Howl
or Bay ability must immediately make a Fortitude Save against the same DC or die on the spot.
MOONRAT
Level 0 “PC race” (Change Strength and Intelligence to 10 with a “Lack-of-Moon” Penalty)

Saboteur

The Saboteur is a class which accentuates the Moon Rat’s abilities to remain unseen as well as their
propensity to fiddling with and undermining the achievements of others. The Saboteur takes the
place of Rogue levels for the Moon Rat, and after taking five levels of Saboteur, a Moon Rat can be
seamlessly run into the later Rogue levels. This class is by Frank Trollman.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Climb, Craft (any), Decipher Script, Disable Device, Disguise,
Escape Artist, Forgery, Hide, Jump, Listen, Move Silently, Search, Sense Motive, Sleight of Hand,
Spot, Swim, Tumble, Use Rope
Proficiency: None, but does not suffer a non-Proficiency penalty for Tiny or Diminutive weaponry

1 Trap Finding, Carry the Moon -2, Sneak Attack +1d6


2 Evasion, Carry the Moon -4
3 Sneak Attack +2d6
4 Carry the Moon -6
5 Carry the Moon (eliminated), Sneak Attack +3d6, Rogue Training

Trap Finding (Ex): the Saboteur can find and disable traps like a Rogue.

Carry the Moon (Ex): a Saboteur carries the power of the moon with them as they travel. As such,
they are stronger and more coherent when the moon has waned than are other Moon Rats. At first
level, the Saboteur reduces all Lunar penalties by 2. At second level, the Lunar penalties are
reduced by a total of 4, at level four the penalties are reduced by a total of 6 and at 5th level the
penalties are negated entirely. Lunar penalties cannot be reduced below zero, no matter the current
state of the moon.

Sneak Attack (Ex): a Saboteur gains Sneak Attack just like a Rogue – one die at every odd level.

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

Rogue Training: after completing the Saboteur class, a Moon Rat can bypass the first 5 levels of
Rogue, taking instead level 6 as the “first” level of Rogue. Sneak Attack gained from the Rogue
stacks directly onto the Sneak Attack of the Saboteur class as if the Saboteur were the first five
levels of Rogue.
Tide Master

The Tide Master is a class that ties the Moon Rat firmly into the natural cycles which dominate its
life. The Tide Master casts spells in a similar fashion to that of a Druid, and has no patron deity.
Unlike a Druid, the Tide Master does not have animal companions, but nonetheless is able to
achieve later levels of Druid without strain. This class is by Frank Trollman.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Craft (any), Hide, Heal, Knowledge (Arcana, Nature),
Move Silently, Profession (any), Spellcraft, Swim, Survival

1 Carry the Moon -2, Spellcasting, Prestige Domain: Moon +1 Spellcaster Level
2 Carry the Moon -4, Prestige Domain: Ocean +1 Spellcaster Level
3 Trackless Step, Prestige Domain: Water +1 Spellcaster Level
4 Carry the Moon -6, Prestige Domain: Darkness +1 Spellcaster Level
5 Carry the Moon (eliminated), Wild Shape 1/day, Druidic Training +1 Spellcaster Level

Carry the Moon (Ex): a Tide Master carries the power of the moon with them as they travel. As
such, they are stronger and more coherent when the moon has waned than are other Moon Rats. At
first level, the Saboteur reduces all Lunar penalties by 2. At second level, the Lunar penalties are
reduced by a total of 4, at level four the penalties are reduced by a total of 6 and at 5th level the
penalties are negated entirely. Lunar penalties cannot be reduced below zero, no matter the current
state of the moon.

Spellcasting: a Tide Master casts spells off the Druid list, but treats Druidic spells of the
Enchantment school as an opposed school. As such, Druidic spells of the Enchantment school are
not considered to be on the Tide Master’s normal spell list. Taking levels of Druid (or Prestige
Classes that advance Druid spellcasting) does not make these spells appear on the Tide Master’s
spell list. The Tide Master gains a level of Druidic Spellcasting for every level of Tide Master.

Prestige Domains: the Tide Master gains a number of Prestige Domains. Because the Tide Master
is a Divine Caster, it can prepare one extra spell of every spell level it can cast, chosen from one of
its available Domain spells, in the same manner as a Cleric. At first level it gains the Prestige
Domain of Moon.At second level it gains Ocean. At third level it gains Water, and at fourth level it
gains Darkness.

Trackless Step (Su): at third level, the Tide Master gains the Druid class feature Trackless Step.

Wild Shape (Sp): the Tide Master gains Wild Shape as the ability of a fifth-level Druid, except it
can also assume Tiny forms.

Druidic Training: after completing the Tide Master class, a Moon Rat can bypass the first five
levels of Druid, instead taking level 6 as the “first” level of Druid. When the Druid class would
normally allow the Tide Master to transform into a Tiny creature, it instead gains the ability to
transform into a Diminutive creature.
MYCONID SOVEREIGN
CR 7 Level 7

Mushroom King

I am not calling this class the Fun Guy. Nor am I saying that there isn’t Mush Room for abilities,
because there are thirteen levels remaining. Anyway, the obvious thing to do aside from giving
leadership abilities is to grant more spore usage while still mostly sticking with action denial status
effects. So we’ll do that. It also gets abilities that mushroom Pokemon have.

Hit Die: d8
BAB: Poor
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
Class Skills: Craft (any), Concentration, Diplomacy, Hide, Intimidate, Knowledge (any), Listen,
Move Silently, Profession (any), Sense Motive, Spot, Survival

1 Sleep Spore, Endless Rapport, Spore Field 1/day


2 Healing Spore, Growth
3 Stun Spore, Repel Vermin 1/day
4 Clear Spore, Limitless Hallucination
5 Sweet Spore, Crumble 1/day
6 Panic Spore, Pulpy Mush
7 Control Spore, Limitless Pacification
8 Dehydration Spore, Grassy Terrain
9 Acid Spore, Deadly Deluge
10 Flammable Spore, Limitless Sleep
11 Toxic Spore, Shadow Landscape 1/day
12 Aromatherapy Spore, Psychotropic Contact
13 Exalted Spore, Unyielding Roots 1/day
Spore (Ex): although the Mushroom King does not gain additional uses of his Spore ability, his
“Caster Level” continues to improve every level, and each level he gains a new Spore ability. The
number of uses per day still equals his racial hit dice (typically six), and any Save DC is 10 + half
his hit dice + his Charisma Bonus.

Sleep Spore: at first level, the Mushroom King can release Sleep spores out to affect all within
fifteen feet. Targets are allowed a Fortitude Save, but if they fail they fall Asleep for one minute per
hit die.
Heal Spore: at second level, he can release healing spores out as a sixty foot Ray. If he hits with a
Ranged Touch Attack, the subject instantly regains 1d6 hit points per hit die, then has Fast Healing
5 for one round per hit die.
Stun Spore: at third level, the Mushroom King can release Stun spores out to affect all within a 5’
radius Spread within Close Range. Targets that fail a Fortitude Save are Stunned for 1d4 rounds.
Clear Spore: at fourth level, the Mushroom King can release a cloud of spores out in a fifteen foot
radius. All in the area are instantly cured of [Fear] effects, Poison, Disease, Sleep, Dazing,
Stunning, Paralysis, Confusion, Rage, Charm and Ability Damage.
Sweet Spore: at level five, the Mushroom King can unleash sweet-smelling spores out to a sixty
foot radius. This disables the Scent ability within the area for the next minute, but more importantly,
those in the area when the ability is used must pass a Will Save or be Charmed for one day.
Panic Spore: the sixth-level Mushroom King can release spores out in a sixty foot radius. All in the
area must pass a Will Save or Panic for one round per level.
Control Spore: at level seven, the Mushroom King can throw spores out with a Ranged Touch
Attack out to sixty feet. If it hits, the target must pass a Will Save or be Dominated for one hour per
level as fungal spores take over their brain. At the end of the effect, they suffer 1d6 Intelligence and
Wisdom damage.
Dehydration Spore: the eighth-level Mushroom King can use a Melee Touch Attack to spread water-
absorbing spores into a creature. They suffer 1d6 Desiccation damage per level and 1d8 Con
damage, become Fatigued. On a successful Fort Save, they suffer half damage, and only 1 point of
Con damage, and are not Fatigued.
Acid Spore: at ninth level, the Mushroom King can release a cloud of spores identical to Acid Fog.
Flammable Spore: upon reaching tenth level, the Mushroom King can release a cloud of spores
identical to Solid Fog. If subjected to bright lights (daylight or brighter) or any kind of flame, they
ignite into an effect identical to Incendiary Cloud.
Toxic Spore: at level, eleven, the Mushroom King can spit highly toxic spores out as a Ranged
Touch Attack out to sixty feet. If it hits, the target must pass a Fort Save against Poison every round
for one minute. Each failed save results in them suffering 1d6 points of Constitution damage.
Aromatherapy Spore: upon reaching level twelve, the Mushroom King can release medical spores
out to a ten foot radius. All in the area gain the benefits of both Heal and Greater Restoration.
Exalted Spore: the thirteenth-level Mushroom King can release a cloud of spores that provides his
choice of Sublime Revelry or End to Strife.
Endless Rapport (Ex): the Mushroom King can use his Rapport Spores at will, no longer needing
to abide by a limit of uses per day.

Spell-Like Abilities (Sp): as he gains levels, the Mushroom King gains access to various Spell-
Like Abilities. These have a Caster Level equal to his hit dice, and a Save DC of 10 + half his hit
dice + his Charisma Bonus.

Growth (Su): once per hour, the second-level Mushroom King may use a Standard Action to grow
Large in size. This lasts for one minute per level, and provides the changes to Ability Scores and
Natural Armour as though it had grown larger through gaining hit dice.

Limitless Hallucination (Ex): upon reaching level four, the Mushroom King can use his
Hallucination Spores at will.

Pulpy Mush (Su): starting at level six, the Mushroom King has Fast Healing as long as he is not in
direct sunlight. When in any other kind of light that allows people to see normally, his Fast Healing
is 1. If properly underground and in enough darkness to provide Concealment, it increases to 3. If it
absolute darkness, it increases to 5.

Limitless Pacification (Ex): upon reaching level seven, the Mushroom King can use his
Pacification Spores at will.

Grassy Terrain (Su): starting at level eight, the Mushroom King can once per hour use a Standard
Action to make grass sprout from the ground (even from wood and stone floors), rising ten feet high
and providing Concealment. It spreads out to one hundred feet and lasts until killed or cut down.
Any creature in the area regains 10 Hit Points per round if they have the Plant Type or the [Earth]
Subtype.

Deadly Deluge (Su): once per day, the ninth-level Mushroom King can create a Red Tide effect.
The Save DC is 10 + half his hit dice + his Charisma Bonus.

Limitless Sleep (Ex): upon reaching level ten, the Mushroom King can use his Sleep Spores at will.

Psychotropic Contact (Ex): starting at level twelve, the Mushroom King constantly secretes mind-
influencing oils. Any creature that touches him must pass a Will Save (DC 10 + half his hit dice +
his Charisma Bonus) or become Confused for one minute.
ADULT NEOGI
CR 4 Level 5

Neogi Powermonger

The worst outcome for a Neogi is to live to old age. As such, many take up adventuring to avoid
that fate. The Powermongers make use of their psionic powers and enslavement of “lesser” beings
in order to make others do most of the heavy lifting while they enjoy the rewards.

Hit Die: d6
BAB: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Bluff, Climb, Concentration, Gather Information, Hide, Jump, Knowledge (any),
Listen, Move Silently, Ride, Sense Motive, Spellcraft, Spot, Use Magic Device

1 Potent Poison, Mind-Fuelled Prime, Enslaver


2 Telepathy, Quickened Command, Mind Thrust
3 Accelerate Slave, Detect Thoughts
4 Rejuvenate Slave, Mass Suggestion
5 Hold Monster, Polymorph Slave
6 Share Pain, Psychic Poison
7 Hostile Empathic Transfer, Brain Lock
8 Empathic Feedback, Shatter Mind Blank
9 Ego Whip, Psionic Revivify 1/week, Detonate Slave
10 Overwhelm, Planar Binding 1/day
11 Truly Horrid Slaves, Restore Extremity 3/day
12 Crisis of Life 1/day, Mind Probe 3/day
13 Overload Slave, Mass Ectoplasmic Cocoon 1/day
14 Mind Seed 1/week, Recall Death
15 True Mind Switch 1/week, Microcosm 3/day
Potent Poison (Ex): the Neogi Powermonger has awesome poison. The Save DC increases to 13 +
half its hit dice + its Constitution Bonus.

Mind-Fuelled Prime (Ex): thanks to its incredible psychic energy, the Neogi Powermonger does
not age. This means it won’t turn into a Great Old Master, and is outright immune to ageing effects.

Enslaver (Su): the Neogi Powermonger is an overachiever. Its Enslave ability becomes a
Supernatural Ability with a Save DC of 10 + half its hit dice + its Charisma Bonus.

Psionics (Sp): as it gains levels, the Neogi Powermonger gains access to various Spell-Like
Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its
Charisma Bonus. In the cose of those that are actual Psionic Powers, assume they were fully
augmented to the Powermonger’s hit dice. If no limit is listed, an ability can be used at will. In the
case of Share Pain, it is always one of the two targets – the one that shares its pain with another.
Typically, it just lets slaves suffer damage in its place.

Accelerate Slave (Sp): starting at level three, the Neogi Powermonger can cast Haste at will, but
only on a creature it currently Dominates. A creature that benefits from this suffers a single point of
damage at the start of each of its turns.

Rejuvenate Slave (Sp): the fourth-level Neogi Powermonger is able to cast False Life and Cure
Critical Wounds once each per hour, but only on a creature it currently Dominates.

Polymorph Slave (Sp): starting at level five, the Neogi Powermonger can transform any creature it
Dominates at will. With a Full Round Action and a touch, it starts the process. Over the course of
the next minute, the target changes completely into an Umber Hulk – exactly as the Monster
Manual entry states – with no trace of the original’s abilities, though still under the Powermonger’s
control. At level thirteen and above, it may instead transform them into a Truly Horrid Umber Hulk,
although the transformation process takes an hour.

In either case of transformation, if the Powermonger’s concentration is interrupted before the effect
ends, it fails and must try again later.

Detonate Slave (Sp): at level nine, the Neogi Powermonger can cast Finger of Death once per day
on a creature it Dominates. The creature gets no Saving Throw and just dies, overloaded with
psychic energy. This causes it to explode in a 30’ radius Blast. All in the area suffer 2d6 Force
damage per hit die of the exploded creature or the Powermonger (whichever is lower), with a
Reflex Save for half (DC 10 + half the Powermonger’s hit dice + its Charisma Bonus).

Necrotize Slave (Sp): the eleventh-level Neogi Powermonger can slay a Dominated creature and
raise it as an Undead at will. The enslaved creature instantly dies and has the most appropriate basic
undead template applied to it (typically Zombie, never anything like Lich or Vampire). It remains
under the permanent control of the Neogi Powermonger after this.
NERRA: SILLIT
CR 6, Level 8

Reflection

The Sillit is similar to an illusionist, so the Reflection focuses on that. It is still all right with a
Mirror Blade and its Shard Spray, and has a few Divinations available, but for the most part this
class focuses on Illusions, making them better at weaving spells that fool the senses.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Bluff, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Knowledge (any),
Listen, Move Silently, Search, Sense Motive, Spot, Survival

1 Improved Shard Spray, Dream at will, False Vision at will, Illusory Wall at will
2 Retributive Image 1/day, Fever Dream 1/day, Seeming at will, Phantasmal Killer 1/day
3 Scrying 1/day, Shadow Form 1/day, Shadow Conjuration 1/day, Blinding Strike
4 Mislead 3/day, Shadow Evocation 1/day, Mask of the Ideal 1/day
5 Permanent Image 1/day, Veil 1/day, Mirage Arcana 3/day, Mirror Mirror
6 Mass Invisibility 1/day, Friend to Foe at will, Vertigo Field at will, Deceptive Facade at will
7 Simulacrum 1/day (self only, 4 hour duration), Nightmare Terrain 1/day
8 Greater Shadow Evocation 1/day, Mystery Assailant, Major Image at will
9 Scintillating Pattern 3/day, Greater Mirror Image at will, Wall of Gloom 3/day
10 Screen at will, Greater Shadow Conjuration 3/day, Shadow Double at will, Vision 1/day
11 Shades 1/day, Project Image at will, Hall of Mirrors, Greater Scrying at will
12 Weird 1/day, Superior Invisibility 1/day, Hindsight 1/day, Foresight 1/day, Mirror’s Edge
Improved Shard Spray (Su): the Shard Spray of the Reflection has no upper limit to the number
of damage dice it may inflict – it is simply 1d6 per hit die (with a saving throw as normal).
Additionally, any creature in the area begins to bleed for 1d10 damage per round unless they
succeed on the saving throw. When not in complete darkness, creatures in the area must also
attempt a Will Save (same DC) or be Confused for 1 round per 3 hit dice of the Reflection.

Spell-Like Abilities (Sp): at every level, the Reflection learns a number of Spell-Like Abilities. The
Caster Level always equals his hit dice, and any Save DC is 10 + half his hit dice + his Charisma
Bonus.

Blinding Strike (Su): starting at level three, any time the Reflection hits someone with a Mirror
Blade and is not in complete darkness, he potentially blinds his foes. They must pass a Fortitude
Save (DC 10 + half his hit dice + his Dexterity Bonus) or be Blinded for 1d4 rounds. Any given
creature need only attempt to save once per round.

Mirror Mirror (Su): the fifth-level Reflection is able to serve as a link to the planes for any who
wish to stare deeply enough into his eyes. Once per day, if somebody else looks in his eyes for the
whole duration and they both will it, he may cast Contact Other Plane on their behalf. He knows
the questions they ask and the answers they receive, and they gain the answers directly without
needing him to speak them. However, they also suffer any potential downsides, whereas the
Reflection is exempt.

Mystery Assailant (Su): starting at level eight, any time the Reflection attacks a foe that has at
least one empty adjacent space, he may suddenly strike from such an empty space, Teleporting to
and from that position in an instant. As long as he is able to make this attack, they are denied their
Dexterity Bonus to Armour Class.

Hall of Mirrors (Su): once per hour, the eleventh-level Reflection may banish a foe to an
extraplanar realm of mirrors, shadows and reflections. He may cast Maze with a Caster Level equal
to his hit dice and a Save DC of 10 + half his hit dice + his Charisma Bonus, and until they escape,
the target is attacked by Phantasmal forces every round, needing to make a Will Save to Disbelieve
(same DC) or suffer 1d6 Constitution damage. A target that fails even one of these saves before it
can escape suffers from Confusion for an hour after leaving the Maze.

Mirror’s Edge (Su): starting at level twelve, any Mirror Sword wielded by the Reflection has both
the Keen and (Tome) Vorpal properties, that’s how thin and sharp the blades are.
NETHERSIGHT MASTIFF
CR 8 Level 9 – No thumbs

Astral Fang

Being super-effective against ghosts, the Nethersight Mastiff is obviously a Dark-Type dog monster.
So it’s like Mightyena and Absol. The Astral Fang improves on this, but keeps with the general
theme of doing a lot of damage with its Bite and grappling even ghosts. It’s just a close combat
fighter with only a few options available, however it also has planar travel as a thing it can do.

Hit Die: d10


BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Balance, Climb, Jump, Knowledge (Nature, The Planes), Listen, Spot, Survival, Swim

1 Clever Dog, Magic Fangs


2 Planar Tracking, Horrifying Bite
3 Ether Crunch, Air Walk 3/day
4 Lockjaw, Ether Snarl
5 Plane Shift at will, Ice Fang
6 Planar Pursuit, Forcecage 1/day
7 Astral Gate, Shadow of the Mind
8 Throat Chomp, Gaseous Form 3/day
9 Glare of Terror, Astral Projection 1/day
10 Etherealness 3/day, Planar Wanderer
11 Black Hole Eclipse
Clever Dog: the Astral Fang is smarter than a normal Nethersight Mastiff. Its Intelligence score
increases by four. Skill Points are gained retroactively.

Magic Fangs (Su): the Bite attack of the Astral Fang is considered to be a Magic Weapon. It has an
Enhancement Bonus of +1 per 3 hit dice (round up). Furthermore, it is able to make multiple attacks
based on its Base Attack Bonus, just like wielding a manufactured weapon.

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

Horrifying Bite (Ex): the Bite of the second-level Astral Fang can make people flinch from the
pain and shock. Any time it hits with its Bite attack and deals damage, the target must pass a
Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. If it
instead delivers a Critical hit and the target fails the saving throw, they are Stunned for one round.
This also applies when dealing automatic Bite damage to a grappled foe.

Ether Crunch (Su): whenever a third-level Astral Fang Bites a grappled foe (including dealing
automatic Bite damage to something held in its mouth), it deals even more damage as it snaps bones
and tears flesh apart. The target suffers 2 points of Constitution damage. Furthermore, an
[Incorporeal] or [Ethereal] creature suffers a number of d6 of extra damage equal to the Bite’s
Enhancement Bonus.

Spell-Like Abilities (Sp): the Astral Fang learns a small number of Spell-Like Abilities. These have
a Caster Level equal to its hit dice. Any Save DC is 10 + half its hit dice + its Charisma Bonus.

Lockjaw (Ex): starting at level four, the Astral Fang can clench its jaws tight and hold onto people
just like that. When just using its mouth to grapple a bitten foe (and not treating itself as grappled),
it no longer takes the -20 Penalty to Grapple checks.

Ether Snarl (Su): once per minute, the fourth-level Astral Fang can unleash a snarl, making noises
as though ranting about things. All enemies within thirty feet, regardless of which Plane they are on,
must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or Cower for one round then
be Shaken for one round per hit die. Furthermore, for the duration of this, they suffer a -4 Penalty to
their own Caster Levels and the Save DC for any of their Spells, Spell-Like Abilities or
Supernatural Abilities.

Ice Fang (Su): starting at level five, the Astral Fang can use a Standard Action once per minute to
deliver a Bite attack that is imbued with deadly ice. It deals an extra 3d6 damage, and half the total
damage is Cold. Furthermore, the target must attempt a Fortitude Save (DC 10 + half its hit dice +
its Strength Bonus). If they pass, they take one point of Dexterity damage. If they fail by 1-5 points,
they take 1d6 points of Dexterity damage and are Dazed for one round and Slowed for three more
rounds. If they fail by more than this, they take 2d6 points of Dexterity damage and are also
Paralyzed for one minute. This ability ignores Horrifying Bite – targets are not forced to make two
Fortitude Saves.
Planar Pursuit (Ex): upon reaching sixth level, the Astral Fang gains the ability to make Attacks of
Opportunity against foes that move using dimensional travel – whether being Teleported by
someone else, Blinking, stepping away with a Shadow Jump or similar. It doesn’t matter if the
ability would normally Provoke or not (such as casting a spell), the form of movement itself
provokes this attack. On a successful hit, the attack becomes an automatic Critical Hit.

Astral Gate (Su): a seventh-level Astral Fang can actually swallow ghostly foes and drag them
kicking and screaming into an extra-dimensional space. If it succeeds on a Grapple check against an
[Incorporeal] or [Ethereal] creature that it is already grappling, it may elect to swallow them. They
are then trapped as though in a Pocket Dimension – they can only escape if they have some form of
Planar travel ability such as a Planeshift spell.

Shadow of the Mind (Ex): the mind of the seventh-level Astral Fang seems to be a void of shadow
and fog. Nothing about it can be Detected in any way – not Magic, Alignment, Thoughts or
presence. Attempts to Scry on it fail (though it is still revealed by attempts to scry on items it carries
or places it happens to occupy), and it can only be contacted by Telepathy if it wishes to be. This
does not confer immunity to [Mind-Affecting] effects or similar.

Throat Chomp (Ex): starting at level eight, the Astral Fang may attempt to crush the throats of
foes in its powerful jaws. It may use a Standard Action to make a single Bite attack, and if it hits
and deals damage, the foe must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength
Bonus). On a successful save, they are simply rendered unable to speak, shout, growl, roar, or use
breath weapons until they receive any form of Restoration (including Greater and Lesser versions),
or a Regenerate effect. If they fail the save, they not only lose the ability to speak and similar, they
also lose the ability to breathe so must start holding their breath and will eventually suffocate. If
they fail the save and it is a Critical Hit, they just die instantly. This ability precludes the use of
Horrifying Bite – they do not need to make two Fortitude Saves.

Glare of Terror (Su): the ninth-level Astral Fang can halt people in place just by glaring at them.
This requires a Standard Action and can be used once per minute. It targets a single creature within
two hundred feet, and if they fail a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they
become Paralyzed for 2d4 rounds.

Planar Wanderer (Sp): upon reaching tenth level, the Astral Fang is able to open a travel-version
of the Gate spell at will. Furthermore, it can close a Gate effect, even somebody else’s, with a Swift
action at will.

Black Hole Eclipse (Su): once per day, the eleventh-level Astral Fang can open a planar vortex of
doom, drawing foes in to their obliteration. With a Standard Action, it unleashes this effect, pulling
creatures towards itself. Physical creatures on its own plane that are within one hundred feet are
pulled thirty feet closer (minus 10 feet for every Size above Large), while [Incorporeal] and
[Ethereal] creatures within two hundred feet are pulled sixty feet closer. Any creature that makes
contact with it when this happens is entitled to a Fortitude Save (DC 10 + half its hit dice + its
Charisma Bonus). Those that fail are destroyed utterly. This is not a [Death] effect, and Undead,
Constructs and simple objects are all just as vulnerable as anyone else.
OREAD
CR 7, Level 8 – Location Bound

Mountain Whisperer

Just like the Oread is a (more powerful) Dryad of the mountains, the Mountain Whisperer plays a
similar role to the Tree Speaker. It allows the Oread to go adventuring at all, taking extended
adventures away from her mountain, talking with the earth and calling upon the aid of the ice and
land of the mountains.

Hit Die: d8
BAB: Poor
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Concentration, Craft (any), Climb, Diplomacy, Escape Artist, Handle Animal, Heal,
Hide, Knowledge (Geography, Nature), Listen, Move Silently, Sense Motive, Spot, Survival, Swim
Proficiency: Light Armour, Light Pick, Heavy Pick, Light Hammer, Warhammer, Maul

1 Separation (2 months), Silent Image 1/day, Hold Person 1/day, Speak With Animals
2 Locate Object 1/day, Move Earth 3/day, Quickened Tremor at will, Earthbind 3/day
3 Separation (6 months), Mirage Arcana 1/day, Teleport 1/day, Speak With People
4 Meld Into Stone at will, Ice Storm 1/day, Sudden Stalagmite 3/day, Speak With Minerals
5 Separation (1 year 1 day), Speak With Anything, Call Avalanche 1/day, Freeze 1/day
6 Ice Flowers at will, Call Lightning Storm 1/day, Hallucinatory Terrain at will
7 Independence, Wall of Stone 3/day, Wind Walk 1/day, Mudslide 3/day, Stoneskin 1/day
8 Ice Rift 3/day, Nightmare Terrain 1/day, Veil 1/day, Whiteout 1/day, Entomb 1/day
9 Whirlwind 1/day, Glacier 1/day, Conjure Ice Beast IX 1/day, Bones of the Earth 1/day
10 Shadow Landscape 1/day, Cometstrike 3/day, Cloudwalkers at will, Cast in Stone 1/day
11 Greater Whirlwind 1/day, Towering Thunderhead 1/day, Frostfell 1/day
12 Screen 3/day, Storm of Elemental Fury 1/day, Earthquake at will, Stonehold at will
Separation (Ex): as she gains levels, the Mountain Whisperer can spend more and more time away
from her mountain before she begins to suffer the effects (although even then, it takes 4d6 days
before she dies). This starts at two months, and progresses to six months at level three, then a year
and a day at level five.

Spell-Like Abilities (Sp): the Mountain Whisperer learns a lot of Spell-Like Abilities. They all
have a Caster Level equal to her hit dice and a Save DC of 10 + half her hit dice + her Charisma
Bonus. If a given Spell-Like Ability is listed more than once, the new limit replaces the old one. In
the case of Teleport, as long as she is headed towards her home mountain, it instead functions as
Teleport Without Error.

Speak With Animals (Ex): the Mountain Whisperer can speak with animals as the spell. This is not
magic, however – she can just speak with them and they understand each other.

Speak With People (Ex): at level three, the Mountain Whisperer can speak any language as though
she had a Tongues effect active, but not in a magical way. She can just converse with any creature
that has a language.

Speak With Minerals (Ex): a Mountain Whisperer of fourth level can speak with earth, metal and
stone. This is not a magical ability, but basically works as Commune With Nature, limited to those
substances and environments. Natural underground settings are just as good as overland ones,
however, working for the full mile per hit die. This also grants the Stone Cunning ability of a
Dwarf.

Speak With Anything (Ex): at level five, the Mountain Whisperer can speak with any object or
terrain, even fully man-made ones. It still basically works as Commune With Nature, although with
a greater variety of subjects.

Independence: at seventh level, the Mountain Whisperer has true independence and need not ever
return to her mountain and will not sicken and die regardless of how much time is spent away. She
is even unaffected it the mountain is utterly destroyed, though she might be saddened or angered by
this.
ORMYRR
CR 6 Level 7

Magic Seeker

Although there are those Ormyrr that seek to develop their own form of magic, that is not the Magic
Seeker. Instead, the Seeker exists to look for magic items – and to use them like a proper
adventurer. The main benefit is that he can basically grab and use any magic item lying around as
long as it isn’t keyed to things like “Only works in the hands of elves”.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Climb, Knowledge (Arcana, Dungeoneering), Listen, Search, Spellcraft, Spot, Swim
Proficiency: All Weapons, Armour and Shields

1 Sense Magic, Use Magic Items (Scrolls and Wands)


2 Any Weapon Wielder, Dispelling Strike (Below 3rd Level)
3 Adaptive Weapon Style
4 Use Magic Items (Staves), Understand Magic, Dispelling Strike (Below 4th Level)
5 Supreme Multiweapon Fighting
6 Adaptive Insight, Dispelling Strike (Below 5th Level)
7 Adjust Magic Properties
8 Shifting Styles, Dispelling Strike (Below 6th Level)
9 Greater Magic Senses, Doom Tunnel
10 Combat Arts, Dispelling Strike (Below 7th Level)
11 Grasp of Giants
12 Perfect Multiweapon Fighting, Dispelling Strike (Below 8th Level)
13 Hi-Jack Magic
Sense Magic (Su): the Magic Seeker can actually sense magic, he can sniff it out. He has a constant
Detect Magic effect running, except it radiates out in all directions, and he can adjust its range
anywhere from 30 feet out to one mile, based on whether he wants to sniff out “any magical gear in
the local area” or figure out exactly what stuff is being wielded by the person in front of him.

Use Magic Items (Su): Magic Seekers can use magic items without needing to use the Use Magic
Device skill. To begin with, he can just use Scrolls and Wands as though he had the spell on his
Class List. At level four, he can also use Staves as though he had a Caster Level in the relevant
class(es) equal to his hit dice, with the spells on his Class List.

Any Weapon Wielder (Ex): the Magic Seeker is good at wielding all sorts of weapons, based on
the best magic weapon he happens to find at a time. Any time a second-level Magic Seeker wields a
bow, he benefits from Point-Blank Shot, Far Shot, Rapid Shot and Precise Shot. Any time he uses a
throwing weapon, he benefits from Perfect Two Weapon Fighting, Far Shot and Brutal Throw. Any
time he wields more than one melee weapon, he benefits from Two-Weapon Rend or Multi-Weapon
Rend. Any time he wields a Reach weapon, he benefits from Stand Still, Awesome Blow, Combat
Reflexes and Short Haft. Any time he wields any other kind of two-handed weapon not covered
above, he benefits from Whirlwind Attack, Awesome Blow and Great Cleave. Because he’s an
Ormyrr, he likely has multiple of the above wielded at a time, in which case he can benefit from all
of them but any given wielded weapon only benefits from one of these options.

Dispelling Strike (Su): starting at second level, the Magic Seeker can use a Standard Action to
deliver an attack that, if it hits, automatically Dispels all spells below third level that are affecting
the target. Every two levels beyond this, the attack removes spells one level higher, until at level
twelve it Dispels all spells below eighth level.

Adaptive Weapon Style (Ex): the third-level Magic Seeker has access to the various Weapon Style
feats from Complete Warrior and other books. As long as he wields the correct weapons, he can use
a Swift Action to gain the effects of one of these feats, gaining access to all of its options, until he
spends a Swift Action to choose a different valid feat, or ceases to wield the correct weapons.

Understand Magic (Su): by spending a Full Round Action, the fourth-level Magic Seeker can
Identify a magic item he holds. He can do this at will.

Supreme Multiweapon Fighting (Ex): starting at level five, the Magic Seeker suffers no penalty at
all for attacking with multiple weapons (although Secondary/Off-Hand attacks still have only half
his Strength Bonus to Armour Class). Even if he wields no Light Weapons, there is no penalty.

Adaptive Insight (Su): a Magic Seeker that reaches sixth level is able to harness innate magic
depending on how he chooses to fight. Any time he takes a Total Defence action, he gains Spell
Resistance of his hit dice + 8, lasting 1 round per class level (or until he gains another benefit from
this ability). Any time he makes a Full Attack, he gains True Seeing (overcome by Nondetection),
lasting 1 round per class level (or until he gains another benefit from this ability) – starting at the
end of the turn in which he makes the Full Attack. Any time he Charges an opponent within the
normal charging range, he may move to the relevant point of attack via Teleportation – even
appearing next to an airborne enemy and attacking (before falling) if he wishes. Any time he
attempts a Trip, Grapple, Disarm, Bullrush or Overrun, he grows one Size category larger (replacing
the “standard” Ability Score/Natural Armour bonuses with +4 Strength, -2 Dexterity, +2 Natural
Armour, +5’ reach and +10’ Speed) for three full rounds, starting just before attempting the
manoeuvre.
Adjust Magic Properties (Su): once per day, a seventh-level Magic Seeker can use a Full Round
Action to change the magical properties of an Attuned item. Any one property may be changed to an
equally strong one (changing an Enhancement Bonus to Wisdom into an equal Enhancement Bonus
to Strength, swapping a Minor Property for another Minor Property, changing a Wand of Fireball to
a Wand of Cure Serious Wounds and so on). The change lasts until the next sunrise or sunset.

Shifting Styles (Ex): the eighth-level Magic Seeker improves his ability at wielding whatever
weapon happens to be on hand. When using a bow, he ignores magical impediments that
specifically block projectiles (such as Wind Wall, but not a conjuration that happens to create a brick
wall). When using thrown weapons, he gains the Really Throw Anything ability of the Hulking
Hurler, plus the Knockdown Blow ability. When wielding more than one melee weapon, he gains
+4d6 Sneak Attack damage. When wielding a reach weapon, he gains the Massive Swing ability of
the War Hulk. When wielding other kinds of two-handed weapon not mentioned above, he gains the
ability to use the Maneuvers Disrupting Blow, Bloodletting Strike and Mountain Avalanche once
each per three rounds. Because he’s an Ormyrr, he likely has multiple of the above wielded at a
time, in which case he can benefit from all of them but any given wielded weapon only benefits
from one of these options.

Greater Magic Senses (Su): when the Magic Seeker reaches level nine, his ability to sense magic
increases even further: he is instantly aware of magical auras, even with his eyes closed, to the point
that if something is magically Invisible (or Invisible but also carrying a magic item), he can
effectively see them just fine. Likewise he can pick out the real target amongst Mirror Images. He
can also tell that any Illusion is indeed an Illusion (though not necessarily ignore its effects – he
knows a wall is an illusion but must Disbelieve it normally in order to see through it, and a Blurred
opponent still has a Miss Chance). If a creature’s shape is magically changed, he knows that its
shape is magically changed – but not what its original shape was.

Doom Tunnel (Su): at level nine the Magic Seeker gains a special Soldier technique that can be
used once per three rounds. With a Standard Action, he hacks a corridor through whatever happens
to be in the way – rock, air or other people. He moves out to his full Charge range, even through
terrain or as though flying, and resolves a Charge against every foe in his path. Anyone who is not
killed is shoved to the side so he can keep moving, and objects and terrain are Disintegrated.

Combat Arts (Ex): a tenth-level Magic Seeker is able to turn his universal weapon aptitude into a
grasp of the various special fighting arts, and can use a variety of Maneuvers once each per three
rounds. They are as follows: Strike of Righteous Vitality, Time Stands Still, Strike of Perfect Clarity,
Mountain Tombstone Strike, Feral Death Blow, War Master’s Charge.

Grasp of Giants (Ex): starting at level eleven, the Magic Seeker can automatically grab or deflect a
number of incoming projectiles per round equal to his Intelligence Bonus (minimum 1).

Perfect Multiweapon Fighting (Ex): upon reaching level twelve, the Magic Seeker can use all of
his equipped weapons equally well: for every attack he makes with his primary weapon, he can
attack with each of the others as well. So when making a Standard Attack Action or a Charge, he
can attack once with each weapon, and when making a Full Attack, he can make up to four attacks
with each weapon.

Hi-Jack Magic (Su): the thirteenth-level Magic Seeker can actually steal magic effects (or rather,
share those of others). He may select any five spells and any time anybody within one hundred feet
casts any of those spells, he may choose to gain the benefits as though he were the caster (such as
for Time Stop) or the target (such as for Heal).
REASON STEALER
Level 6 – Ooze and all the problems that entails

Face Wearer

Of all the oozes out there, the Reason Stealer is actually pretty reasonable as a player character.
After all, they sometimes have humanoid minds and can take on humanoid forms. They have the
potential to have an Intelligence score every now and then, so all you need to do is say that in this
case it has “enough remnants to always have a personality” and you’re good to go. Obviously this is
going to be a shapeshifting spy type who can also bust out various class features – you don’t get to
go Illithid Savant here, but can do something like the Tome Soldier.

Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Ref
Skill Points: 8 + Int
Class Skills: all Skills that the game actually uses (so don’t just assume Iaijutsu Focus is in)
Proficiency: the Reason Stealer is Proficient with all Weapons, Armour and Shields

1 Digested Personality, Memories


2 Secrets of Battle, Hardened Survivor
3 Mighty Memories, Wearing Shoes
4 Digested Experience
5 Fantastic Memories
6 Slow Digestion, Reserve Essence
7 Right Face for the Place
8 Magnificent Memories
9 Repository of All Knowledge
10 Sudden Recollections
11 Finest Memories
12 Swallowed Secrets
13 Greater Recollections
14 Nexus of Memories
Digested Personality: the Face Wearer manages to hold a personality beyond whatever it has most
recently eaten. It has a basic Intelligence Score of 10 whenever it isn’t using the intellect of a
consumed victim, along with its own Skill ranks, Alignment and so on. Skill Points and Feats are
gained retroactively for this newfound intelligence. It is no longer immune to [Mind-Affecting]
effects, however any time it has devoured a mind and adopted that personality, it can choose to shed
that personality in order to negate an incoming [Mind-Affecting] effect.

Memories (Ex): when the Face Wearer is not flatfooted, it may draw forth an established memory
of a former victim by spending a Swift Action. The Memory lasts until the start of its next turn, and
is typically drawn from the fighting style of an army, race, or frequent adventurer type. Memories
are procedurally generated, and it generates two of these per level. All Memories grant a Basic
Bonus, and an ability from the list based on the type of creature.

Basic Bonuses:
• Add Intelligence Bonus to Armour Class
• Add Intelligence Bonus to all Saving Throws
• Add Intelligence Bonus to Strength and Dexterity based Skill Checks
• Gain Spell Resistance of 5 + hit dice + Intelligence Bonus

The ability is chosen from the Basic Race List for Soldier Stances. Replace all instances of
“Soldier” with “Face Wearer” and “Stance” with “Memory”.

Secrets of Battle: there are a lot of tricks to fighting that a lot of people barely notice, but when you
constantly eat the thoughts of fighters you stay aware of them. Starting at level two, the Face
Wearer may add its Intelligence Bonus – including that gained by eating someone else’s mind – to
attack rolls. This bonus may not exceed its hit dice.

Hardened Survivor (Ex): thanks to its supreme resilience, the second-level Face Wearer may add
its Constitution Bonus to Survival checks. It may also add its ranks in Survival to its death margin –
the number of negative hit points one must reach before dying.

Mighty Memories (Ex): at level three, the Face Wearer gains access to Memories that are even
better. The Basic Bonuses are still the same, but now the abilities are chosen from the Mighty Races
list for Soldier Mighty Stances. As it has no Maneuvers available, it may not select Bugbear.

Wearing Shoes (Ex): by the time the Face Wearer reaches third level, it is good at taking on the
features of anyone it meets, not just those it eats. After assuming a Grotesque Form, it can use a
Standard Action to “fix” its appearance to look like that person did in life, and from then on it can
disguise itself as others of the target’s species without penalty. It also adds its ranks in Disguise as a
Competence Bonus to Disguise checks (effectively doubling the value of all ranks placed in the
Disguise skill).

Digested Experience (Ex): at level four, the Face Wearer’s swallowed memories bubble up to
provide extra brainpower. Whether using its “natural” Intelligence score or an assumed one, it gains
an Enhancement Bonus to this Intelligence Score of +1 per 3 hit dice (round up).

Fantastic Memories (Su): at level five, the Face Wearer gains access to truly fantastic Memories.
The Basic Bonuses are the same, but the abilities are chosen from the Fantastic Races list for
Soldier Fantastic Stances. As it has no Maneuvers available, it may not select Yuan-ti.
Slow Digestion (Ex): starting at level six, the Face Wearer can access the intellect and abilities of a
devoured creature for up to 48 hours.

Reserve Essence (Ex): the sixth-level Face Wearer can keep swallowed intellect in reserve to
preserve its own life: when it has adopted a persona, it may negate an incoming [Death] effect or
any amount of Negative Levels, but in doing so lose access to the consumed persona.

Right Face for the Place (Ex): starting at level seven, the Face Wearer can put its intelligence to
work and fool people with logic and eaten memories rather than trying to empathise with them. It
may use its Intelligence Bonus in place of its Charisma Bonus for Bluff, Diplomacy, Gather
Information, Handle Animal, and Intimidate checks. If it eats the persona of someone with a better
Charisma than Intelligence, it can still opt to use the larger Charisma score.

Magnificent Memories (Su): at level eight, the Face Wearer’s Memories become better still. The
abilities are chosen from the Giant Races list for Soldier Giant Stances. For any effect that mentions
a Maneuver, instead let it apply to any attack.

Repository of All Knowledge: there is very little in the world that is unknown to everyone, and
chances are that if some group of people know it, the Face Wearer has eaten one of them. At level
nine, it may add its Constitution Bonus to all Knowledge checks, and there is no limit to the level of
information that may be gained through an untrained check.

Sudden Recollections (Ex): starting at level ten, three times per day the Face Wearer may delve
into the depths of its stomach for ideas, and treat a single skill as having the maximum ranks for the
purpose of one skill check. Using this ability is part of the action (or non-action) of using the skill.

Finest Memories (Su): the eleventh-level Face Wearer can use the greatest Memories yet. The
abilities are chosen from the Epic Races list for Soldier Epic Stances. If a Stance references the use
of a Maneuver, let it instead apply to any attack.

Swallowed Secrets (Su): there are true secrets out there that, nonetheless, are still available to the
twelfth-level Face Wearer simply because of what ideas it has eaten. Once per day, it may cast
Vision. This has no XP Cost, and a Caster Level equal to its hit dice.

Greater Recollections (Ex): three times per day, a thirteenth-level Face Wearer may use a Skill
Trick or Feat it doesn’t actually have. Using this is not an action, but has to be performed on its own
turn and the Trick or Feat only lasts until the end of its turn – so gaining extra Hit Points from
Toughness would be considerably less useful than suddenly having Whirlwind Attack, for instance.

Nexus of Memories (Ex): at level fourteen, the Face Wearer knows the answer to just about any
question. Any time it needs to make a Knowledge check, it is treated as having rolled a 20 on the
die. It may also cast Analyze Dweomer, Discern Location, and Contact Other Plane at will, with a
Caster Level equal to its hit dice.
SIRINE
CR 5 Level 6

Mind Changer

The Mind Changer is a specialist in two fields: doing things to peoples’ minds by touching them,
and singing at them to adjust their moods and abilities. While they also get a few weather-focused
powers, they are mostly debilitation-and-restoration-focused Bards in the way they play.

Hit Die: d4
BAB: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Knowledge
(any), Listen, Move Silently, Perform*, Ride, Search, Sense Motive, Speak Language, Spot, Swim,
Survival, Tumble, Use Magic Device, Use Rope
*The Mind Changer always has maximum ranks in Perform without spending skill points. She uses
the D&D 3.0 rules for the Perform skill, and the first rank grants Perform (Song).

1 Restore Intellect, Charming Song, Fey Power


2 Restore Mind, Fascinating Song, Solid Fog 2/day
3 Restore Memories, Discordant Song
4 Restore Soul, Amnesia, Fey Power
5 Suppress Mind, Soothing Song, Harmonic Song
6 Morality Selector, Freezing Fog 3/day
7 Brain Leech, Resistance, Fey Power
8 Suppress Soul, Dispelling Song, Seeming 4/day
9 Terrifying Song, Hallucinatory Terrain 4/day
10 Adjust Loyalties, Restore Essence, Fey Power
11 Transfixing Song, Screen 5/day
12 Id Craft, Shadow Landscape 5/day
13 Song of Joy, Fey Power, Naturally Invisible
14 Fatal Song, Blinding Glory 6/day, Prismatic Deluge 6/day
Restore Intellect (Su): with a single touch to the forehead, the Mind Changer can restore all
Intelligence Damage or Intelligence Drain a target has suffered, no matter what the cause was.

Charming Song (Su): the Mind Changer’s Charming Song becomes a Supernatural Ability, and
upgrades its effect to that of a Charm Monster spell. The Save DC is 10 + half her hit dice + her
Charisma Bonus. However, it becomes a [Sonic] [Language-Dependent] effect, and takes effect a
round after she begins singing – her concentration can be disrupted in the meantime to stop it from
working.

Fey Power (Sp): at level one, and every three levels thereafter, all of the Mind Changer’s Spell-
Like Abilities that she currently has each gain an additional daily use. This affects Spell-Like
Abilities gained from her Race, Class(es), Feats and anything else that might grant them.

Restore Mind (Su): starting at second level, the Mind Changer’s touch can also restore any amount
of Ability Damage or Drain to Wisdom or Charisma, not just Intelligence. If for whatever reason
she only wants to remove Damage or Drain from one ability score, she can do that.

Fascinating Song (Su): at level two, the Mind Changer gains another song, a [Sonic] [Mind-
Affecting] effect that is not [Language-Dependent] but still takes effect the round after it is first
used. All creatures within earshot must pass a Will Save (Charisma-based) or become Fascinated
for one minute (or until something ends the Fascination, as normal). While this song is in effect,
she may use a Full-Round Action to bestow a Suggestion upon a Fascinated target (same Save DC),
and while they are Fascinated, every Suggestion gains the bonus for being totally reasonable.

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

Restore Memories (Su): at level three, the Mind Changer can completely restore someone’s
memories – undoing the effects of naturally occurring amnesia, Programmed Amnesia, Mindrape
and similar effects. It will even remove [Mind-Affecting] effects that have changed their
personality.

Discordant Song (Su): the third-level Mind Changer gains another song, a [Sonic] [Mind-
Affecting] effect that is not [Language-Dependent] but still takes effect the following round. This
works as a Song of Discord in all who fail the save, targeting a number of enemies equal to her
ranks in Perform. It lasts until the round after she stops singing.

Restore Soul (Su): at level four, the touch of the Mind Changer can remove any amount of
Negative Levels, even undoing actual permanent level loss (such as from failing to remove
Negative Levels or being Raised).

Amnesia (Su): when delivering her Intelligence-Damaging touch attack, the fourth-level Mind
Changer deals 1d6 Intelligence Damage and forces the target to attempt a Will Save (DC 10 + half
her hit dice + her Charisma Bonus). If they fail, they suffer from amnesia, forgetting her choice of
“this encounter”, “her existence”, “the last day/week/month”, or indeed “who they are”. The
memory loss is a [Mind-Affecting] Enchantment.
Suppress Mind (Su): starting at level five, the Mind Changer can have her touch attack deal
Wisdom Damage or Charisma Damage instead of Intelligence Damage (1d6 either way), or deal
1d2 points of damage to all three ability scores.

Soothing Song (Su): the fifth-level Mind Changer gains another song, a [Sonic] [Mind-Affecting]
effect that is not [Language-Dependent] but still takes effect the following round. All within earshot
are subject to a Calm Emotions effect until she stops singing, except it also instantaneously removes
all Morale Penalties and non-lethal damage.

Harmonic Song (Su): at level five, the Mind Changer gains another song, one that is not [Mind-
Affecting] but still takes effect the following round. Living creatures within earshot regain hit points
equal to her ranks in Perform, and all Undead in the area must pass a Will Save (Charisma-based) or
Panic for one round per rank she has in Perform – ignoring their typical Immunity to fear.

Morality Selector (Su): when using her Amnesia ability on a target, the sixth-level Mind Changer
can permanently change the Alignment and basic allegiances of the target if they fail their save.
This is still a [Mind-Affecting] Enchantment effect, and having your alignment forcibly changed
does not count as a violation of Paladin Code or deific requirements or whatever – the target is
simply denied those abilities while under the effect.

Brain Leech (Su): at level seven, the Ability of the Mind Changer is truly awesome. She may deal
2d6 Ability Damage to one mental Ability Score, or 1d4 to each of them. Alternatively she may deal
1d6 Ability Drain to one, or 1d2 to all three.

Resistance (Su): starting at seventh level, the Mind Changer adds her Charisma Bonus as a
Resistance Bonus to all Saving Throw.

Suppress Soul (Su): at level eight, instead of delivering her normal touch attack, the Mind Changer
can deliver a touch attack that deals 1d4 temporary Negative Levels. They last for an hour (and go
away on their own after this without needing a save), and automatically cause the target to forget
having ever encountered her, as the Amnesia ability. If she inflicts enough negative levels to kill the
foe, they do not rise as a Wight or anything – they just die. This does not steal life force, so it does
not grant her Temporary Hit Points.

Dispelling Song (Su): the eighth-level Mind Changer gains another song, a [Sonic] effect that takes
effect the following round. This grants a Targeted Dispel attempt (with a Caster Level equal to her
ranks in Perform, taking 10 on the check) against every magical effect within 30 feet of her.

Terrifying Song (Su): the ninth-level Mind Changer gains another song, a [Sonic] [Mind-
Affecting] [Fear] effect that is not [Language-Dependent] and takes effect the round after it is used.
One target per rank in Perform must make a Will Save (Charisma-based) or Panic until 1d6 rounds
after she stops singing.
Adjust Loyalties (Su): with a Standard Action, the tenth-level Mind Changer may touch a
Charmed creature and force them to attempt a Will Save (Charisma-based). If they fail, they
become Dominated for one round per hit die she has. When this ends, they revert to being Charmed
for the usual duration. A creature that is successfully Dominated three times within the one period
of being Charmed becomes Dominated for one day per hit die.

Restore Essence (Su): at level ten, the restoring touch of the Mind Changer removes all Ability
Damage and Drain to all Ability Scores ever, and can also remove afflictions such as Lycanthropy
and remove Possession. She can even restore the recently deceased (no longer than 1 round per hit
die she has) to life with a touch.

Transfixing Song (Su): the eleventh-level Mind Changer gains another song, a [Sonic] [Mind-
Affecting] effect that is not [Language-Dependent] and takes effect the round after it is used. One
target per rank in Perform must make a Will Save (Charisma-based) or stand Helpless and unaware
of their surroundings until the round after she stops singing.

Id Craft (Su): at level twelve, whenever the Mind Changer either reduces a target’s Intelligence,
Wisdom or Charisma to zero, or bestows enough Negative Levels to normally kill them, she can
elect for them to just pass out, and when they wake up the next day, their mind has been completely
altered as though by a Mind Rape effect. She can of course elect to make no changes, or just to kill
them in their sleep.

Song of Joy (Su): at level thireen, whenever the Mind Changer uses her Soothing or Harmonic
Songs, everyone in the effect is also cured of all Fatigue and Exhaustion. It also creates a Sympathy
effect, centred on her, until she stops singing. At the end of the song, she gains a dose of Ambrosia
if at least one target was affected for five or more rounds, however once she does this, that target
becomes “tapped” for the day, unable to grant more Ambrosia.

Naturally Invisible (Ex): the thirteenth-level Mind Changer is completely Invisible when at least
half-submerged in water.

Fatal Song (Su): at level fourteen, the Mind Changer learns a new song. It is a [Sonic] [Mind-
Affecting] [Death] effect that requires her to sing constantly for three rounds in a row. At the end of
this time, any creature that was within 150 feet when she started singing and is still within 150 feet
must pass a Fortitude Save (Charisma-based) or die instantly.
ULGURSTASTA
CR 11, Level 13 – Gargantuan, No Thumbs, spawns Undead

Death Crawler

The Ulgurstasta is another of those creatures best described as “a monster”. It doesn’t even leave
much room for a lot of class levels. But those class levels are spent as the Death Crawler, enhancing
its ability as a giant caterpillar/maggot that vomits up undead, which means in some ways it fills the
role you might expect of a Necromancer. However, it’s also a giant slug monster that is surprisingly
hard to fight directly – but still doesn’t have the close combat prowess of a Barbarian or the ranged
ability of a Ranger.

Hit Die: d12


BAB: Medium
Saving Throws: Good Fort
Skill Points: 4 + Int
Class Skills: Balance, Climb, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Spot

1 Debilitating Tendrils, Evolved Undead (See Invisibility)


2 Worm Birth, Evolved Undead (Haste)
3 Expectorate Bloodmotes, Evolved Undead (Greater Invisibility)
4 Stench of Decay, Evolved Undead (Cloudkill)
5 Spawn Hulking Corpse, Evolved Undead (Confusion)
6 Vile Tendrils, Evolved Undead (Circle of Death)
7 Desecrated Aura, Bone Pile, Evolved Undead (Creeping Doom)
Debilitating Tendrils (Ex): when the Death Crawler unleashes its tendrils, the entire affected area
is considered Difficult Terrain for all creatures except the Death Crawler itself. Additionally, any
creature that takes damage from the tendrils becomes Entangled for one turn. Both of these effects
are ignored by a creature that has Freedom of Movement.

Evolved Undead (Su): Undead spawned by the Death Crawler are better than normal, gaining the
Evolved Undead template a number of times equal to its class level. The Spell-Like Ability gained
is specified in the table above.

Worm Birth (Su): starting at level two, the Death Crawler can reach out and bestow a special gift
on all creatures within thirty feet, with an eruption of necrotic worms. All in the area must pass a
Reflex Save (DC 10 + half its hit dice + its Wisdom Bonus) to avoid them. Even then, worms crawl
about the area for one full turn before wriggling away and dying, so if in the next round a creature
falls Prone in the area, they are affected as though they failed the saving throw.

Before the start of the Death Crawler’s next turn, anybody can be doused with fire, strong spirits or
Holy Water to be freed of the worms, otherwise the worms begin to burrow in. This is treated as a
Disease that can only be cured magically (through Remove Disease, Remove Curse or Dispel Evil),
has a Save DC of 10 + half its hit dice + its Wisdom Bonus, and causes 1d4 points of Constitution
damage on a failed save – but is rapid and aggressive, requiring a save every single minute. Slain
creatures rise as Spawn of Kyuss (MM2 page 186) 1d6+4 rounds later if Small, Medium or Large,
whereas anything else becomes a regular Zombie.

Expectorate Bloodmotes (Ex): once per day, a third-level Death Crawler may cough up a
Bloodmote Swarm under its control. This lasts for one hour or until the swarm is slain.

Stench of Decay (Su): any time a fourth-level Death Crawler uses its Tendrils, Spawn Skeletons or
Breath Weapon, it also releases the smell of deadly necromantic essence and rotting flesh and bile.
It becomes the centre point of a Stinking Cloud effect for one round per class level, with a Save DC
of 10 + half its hit dice + its Wisdom Bonus.

Spawn Hulking Corpse (Ex): starting at level five, as long as the Death Crawler has swallowed
and killed at least one Huge creature, two Large creatures or eight Medium creatures, with a total of
at least ten hit dice, it may regurgitate a single Hulking Corpse instead of the regular undead
normally created by those corpses. This is treated the same as its Spawn Skeletons ability in every
other way.

Vile Tendrils (Ex): starting at level six, the Tendrils of the Death Crawler radiate darkness – the
entire area is subject to an Utterdark effect through which the Death Crawler can see just fine.
Additionally, the damage dealt to creatures becomes Vile damage.

Desecrated Aura (Su): the seventh-level Death Crawler constantly radiates a Desecrate effect as
though wherever it stands happens to be the central point of that spell, cast with a Caster Level
equal to its hit dice. It is also treated as an unholy altar to an Evil deity. It gains the benefits of
having been created in this area even though it wasn’t, and any Undead it spawns gain the benefits
as well. Additionally, all living creatures that end their turn adjacent to it suffer one Negative Level.
This lasts until the sun next rises.

Bone Pile (Su): once per day, an eighth-level Death Crawler can cough up twenty hit dice worth of
corpses as a Boneyard under its control. This otherwise functions the same as Spawn Skeletons.
VINE HORROR
Level 5

Tangled Master

The Tangled Master is the best Vine Horror when it comes to sneaking about like a rogue or
assassin, and when it comes to animating and controlling Assassin Vines. In other words, it is the
iconic high-level Vine Horror. If you need a character that vaguely fits the same archetype as a
Rogue (Ninja, Scout, Assassin and so on), then you can do worse than inviting a Tangled Master.

Hit Die: d10


BAB: Medium
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Balance, Climb, Concentration, Craft (Alchemy), Disable Device, Escape Artist, Hide,
Intimidate, Knowledge (Dungeoneering, Geography, Nature), Listen, Move Silently, Search, Spot,
Survival, Swim, Use Rope

1 Trap Finding, Crawling Horror, Hide in Plain Sight, Death Attack +6d6
2 Cloak of Discretion, Death Attack +7d6
3 Binding Horror, Death Attack +8d6
4 Death Attack +9d6, Animate Vines (2, 8 HD)
5 Skill Mastery, Death Attack+10d6
6 Full Death Attack, Death Attack +11d6
7 Immobilising Horror, Death Attack +12d6
8 Death Attack +13d6, Animate Vines (3, 16 HD)
9 Swamp Strider, Death Attack +14d6
10 Smarter Vines, Death Attack +15d6
11 Choking Horror, Death Attack +16d6
12 Death Attack +17d6, Animate Vines (4, 20 HD)
13 Sudden Reach, Death Attack +18d6
14 Shared Death Attack, Death Attack +18d6
15 Controlling Horror, Death Attack +20d6
Trap Finding (Ex): the Tangled Master can find and disarm traps like a Rogue.

Crawling Horror (Ex): the Tangled Master has a 30’ Climb Speed and Swim Speed, along with the usual
benefits that go along with those. It also has a 10’ Burrow Speed.

Hide in Plain Sight (Ex): the Tangled Master can attempt to Hide even without Concealment or Cover, even
when being directly observed.

Death Attack (Ex): the Tangled Master has the Death Attack ability of an Assassin. It has a number of d6
equal to its Class Level plus five.

Cloak of Discretion (Su): starting at level 2, the Tangled Master always has a Nondetection effect.

Binding Horror (Ex): at level three, the Tangled Master gains a +2 Bonus to all of its Grapple checks.
Furthermore, any time it successfully Grabs a foe, it may elect to bind their arms, rendering them unable to
use their arms (such as most attacks or casting spells with Somatic Components) until they escape.

Animate Vines (Su): at every fourth level, the Tangled Master’s ability to animate and command Assassin
Vines improves, granting it the ability to control one extra Assassin Vine at a time. Additionally, at each of
these levels, the hit dice of the Assassin Vines increase – to eight, sixteen, and twenty hit dice. Size can
increase from this, and all the usual numbers increase, though they do not gain Feats.

Skill Mastery (Ex): at level five, the Tangled Master gains Skill Mastery with Disable Device, Hide, Move
Silently, Search, and Use Rope. This works like the Rogue class feature.

Full Death Attack (Ex): at level six, the Tangled Master gains the Full Death Attack ability of the Assassin.

Immobilising Horror (Ex): at level seven, the Tangled Master’s Bonus to Grapple checks increases by
another +2. Additionally, any time it successfully Lifts or Pins a foe, it may elect to hogtie them and render
them Helpless until it elects to release them or they are cut free. It is no longer treated as being in a Grapple,
but it is still attached so cannot move beyond its reach without dragging them.

Swamp Strider (Sp): the ninth-level Tangled Master can Teleport Without Error at will, but only affecting
itself and any carried gear. The start and end locations must be in swamp, marsh or thick undergrowth.

Smarter Vines (Su): any Assassin Vines conjured and controlled by the tenth-level Tangled Master are
treated as having an Intelligence score of 10. Additionally, they gain 4d6 Sneak Attack dice, like Rogues.

Choking Horror (Ex): at level eleven, the Tangled Master’s Bonus to Grapple increases by another +2.
Additionally, it gains a Constrict attack that deals 2d12 damage plus one and a half times its Strength Bonus.
This also forces the target to hold their breath or start to suffocate. If it can Constrict a target two rounds in a
row, it forces their throat full of vines such that they can no longer hold their breath and need to start making
Constitution checks. If it can Constrict them three rounds in a row, they simply drop to zero hit points and
start to die of suffocation as though drowning.

Sudden Reach (Ex): at level thirteen, the Reach of the Tangled Master improves by fifteen feet.

Shared Death Attack (Su): a fourteenth-level Tangled Master can get its Assassin Vines to study foes in its
place – on each turn at least one of them must meet the requirements in its stead. Either one of the Assassin
Vines or the Tangled Master itself can make the actual Death Attacks providing they catch the foe unaware.

Controlling Horror (Ex): at level fifteen, the Tangled Master’s Bonus to Grapple increases by yet another
+2. Finally, with a Full Round Action it can stuff itself down the throat of an already-Pinned target and enter
their nervous system. It then Possesses them and can control their actions (as though through Domination).
VORR
Level 5 – No thumbs

Vultivor

The Vultivor is the result of Abyssal creations – demons warping Vorr into ideal assassins. They can
take on humanoid forms just like the other strange fiendish canine creations, and in the case of the
Vorr – which already have traits familiar to the Shadow Dancer – they become better at the very
things you want from a Rogue or Shadow Dancer, though with racial abilities in place of a few
things such as a reduced Sneak Attack and lack of Use Magic Device.

Hit Die: d6
BAB: Medium
Saving Throws: Good Ref
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Climb, Concentration, Disable Device, Disguise, Escape Artist, Hide,
Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Search, Sense Motive, Spot,
Swim, Tumble
Proficiencies: Light Armour, Simple Weapons, Short Sword, Rapier, Sap, Kukri, Scimitar

1 Alternate Form, Command Vorr, Clever Dog, Chaos Strike


2 Hide in Plain Sight, Shadow Jump (90’ per day)
3 Evasion, Sneak Attack +1d6
4 Greater Tripping, Shadow Form 2/day
5 Shadow Jump (120’ per day), Command Shadows
6 Crippling Strike, Sneak Attack +2d6
7 Improved Evasion, Shadow Form 3/day
8 Shadow Jump (120’ per minute), Summon Shadows
9 Sneak Attack +3d6, Summon Vorr
10 Defensive Roll, Shadow Form 4/day
11 Shadow Jump (150’ per minute)
12 Shadow Fang, Sneak Attack +4d6
13 Shadow Form at will
14 Shadowy Discorporation, Shadow Jump (150’ per round)
15 Abyssal Transcendence, Sneak Attack +5d6
Alternate Form (Su): the Vultivor can assume any Humanoid form at will. Although a physical
change, this is mostly a disguise – the creature can speak Common and Abyssal and can wear
clothes and walk around on its back legs and hold weapons and tools, and cannot use its Natural
Weapons, however its Ability Scores and other abilities do not change. It even retains its Natural
Armour.

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

Clever Dog (Ex): the Vultivor is particularly smart for a Vorr. Its Intelligence score increases by 4
points, retroactively adding skill points as though it were always that smart, and it gains the ability
to find and disable traps like a Rogue.

Chaos Strike (Su): against creatures with the [Lawful] Subtype or a [Lawful] Aura of a Lawful
Cleric of 10th level or higher, the Sneak Attack damage of the Vultivor deals an addition 2d6
damage.

Hide in Plain Sight (Ex): starting at second level, the Vultivor can hide even without Cover or
Concealment, and even if directly observed.

Shadow Jump (Su): at level two, and every three levels thereafter, the Shadow Jump ability of the
Vultivor improves as shown on the table above – either adding to the maximum amount in can
move within a time period, or shortening the time periods.

Evasion (Ex): at third level, the Vultivor gains Evasion like a Rogue.

Sneak Attack (Ex): every three levels, the Vultivor’s Sneak Attack damage improves by 1d6.

Greater Tripping (Ex): at level four, the Vultivor gains Improved Trip as a Bonus Feat.
Additionally, any time it successfully Bites and Trips a foe and deals Sneak Attack damage, it also
deals 2d4 points of Dexterity damage and halves their Movement Speed until the Dexterity damage
is healed.

Shadow Form (Su): at level four, the Vultivor gains an additional daily use of its Shadow Form
ability. Every three levels thereafter, it gains another daily use, until level thirteen when it can use
the ability at will.

Command Shadows (Su): Shadows and Greater Shadows will not attack the fifth-level Vultivor
unless it attacks them first – they basically ignore it. Additionally, with a Standard Action at will it
may attempt to command a Shadow or Greater Shadow it can see by making an opposed Modified
Level Check. If it wins the test, the Undead will act as though Controlled/Commanded for one
round per class level.

Crippling Strike (Ex): the sixth-level Vultivor gains the Crippling Strike special Rogue ability.

Improved Evasion (Ex): at level seven, the Vultivor’s Evasion improves to Improved Evasion.
Summon Shadows (Su): upon reaching level eight, the Vultivor may once per day summon 2d6
loyal Shadows or 1d3 loyal Greater Shadows or 1 loyal Shadow Demon, with a Standard Action.
They remain for an hour or until destroyed, and serve to the best of their ability.

Summon Vorr (Sp): once per day, the ninth-level Vultivor can use a Standard Action to Summon a
number of Vorr equal to its class level for one hour.

Defensive Roll (Ex): at level ten, the Vultivor gains the Defensive Roll special ability of the Rogue.

Shadow Fang (Su): the Bite attack of the twelfth-level Vultivor is a Magic Weapon with an
Enhancement Bonus of +1 per three hit dice (round up), and the Ghost Touch property.

Shadowy Discorporation (Su): if a fourteenth-level Vultivor is ever slain while in the Abyss or an
area of darkness (not just Shadowy Concealment), it simply breaks apart into shadow. Twenty four
hours later, if the area is still dark (or in the case of the Abyss, “is still the Abyss”), it reforms, as
good as new, as though receiving a True Resurrection with no drawbacks. If the conditions are not
met – either at the time of death or the scheduled time of revival – then it is properly dead, and
before it can be Resurrected with magic it needs to be recovered with a Wish.

Abyssal Transcendence: at level fifteen, the Vultivor gains the actual [Tanar’ri] Subtype and
Traits. It already has the Summon ability (for Shadows and Vorr), so it doesn’t get it again, but other
than that it gains the Immunities, Resistances and so on.
YAKFOLK
CR 4 Level 5

Yakultist

The Yakultist is kind of a lame pun. However it is also a Prestige Class that turns the Yakfolk into a
powerful spellcaster. While they don’t quite cast spells as a Human Sorcerer of equal level, they are
more resilient, more skilled, better at fighting, have a few more spells they are able to learn (though
the actual choices are limited as ever), and can control genies. It’s a pretty good trade-off.

Hit Die: d6
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Appraise, Concentration, Intimidate, Knowledge (any), Listen, Sense Motive,
Spellcraft, Spot, Use Magic Device

1 Magic Item Mastery, Spellcasting +2 Sorcerer Caster Levels


2 Channel Staff Magic +2 Sorcerer Caster Levels
3 Command More Genies +1 Sorcerer Caster Level
4 Altered Staff Magic +1 Sorcerer Caster Level
5 Bigger Staff Magic +1 Sorcerer Caster Level
6 Greater Necromancy +1 Sorcerer Caster Level
7 Enslaving Spells +1 Sorcerer Caster Level
8 Command All Genies +1 Sorcerer Caster Level
9 Astral Projection +1 Sorcerer Caster Level
10 Command Paired Genies +1 Sorcerer Caster Level
11 Magic Jar +1 Sorcerer Caster Level
12 Craft Magic Staff +1 Sorcerer Caster Level
13 Rapid Spellstaff Attunement +1 Sorcerer Caster Level
14 Sacrifice +1 Sorcerer Caster Level
15 Command Genie Triad +2 Sorcerer Caster Levels

Magic Item Mastery (Ex): for the purpose of using and activating magic items, the Yakultist has every spell
ever on its Class Spell List, so can just activate them freely. It still needs the Use Magic Device skill to
replicate a specific Caster Level, Race, or Class Feature, however.

Spellcasting: the Yakultist casts spells as a Sorcerer – Caster Level, Spells Known, and Spells per Day. It
does not gain a Familiar, however. At first level it can cast as a second-level Sorcerer, then at level two it can
cast as a fourth-level Sorcerer. Every level therafter, the casting ability improves by one level, until fifteenth-
level where it gains two caster levels, thus casts as an eighteenth-level Sorcerer. It can draw spells from the
Sorcerer/Wizard list, as well as the Death, Trickery, Evil, and Beast/Beastial Domains. It is, however, unable
to learn any spell with a [Good] Alignment descriptor, and if a spell could be cast with a variable Alignment
descriptor (such as a Summon Monster spell), it cannot cast it as a [Good] spell. Additionally, at least one
spell known of every Spell Level must be a Necromancy, [Evil], [Calling] or [Summoning] spell.
Channel Staff Magic (Su): starting at level two, whenever the Yakultist casts a spell from a Staff, it may
choose to use up one of its own spell slots rather than using charges from the staff. The level of the spell slot
expended must equal or exceed the spell level of the spell being used.

Command More Genies (Su): at level three, the Yakultist’s ability to command Jannis extends to Djinni,
Khayal and Qorashi as well. It works the same in all other ways.

Altered Staff Magic (Su): at level four, the Yakultist can apply Energy Substitution or Shaped Spell to any
spell cast from a staff, even if it lacks the Metamagic Feat in question. The spell must still be one to which
the Metamagic Feat could apply, and the Energy options are still the same. By expending an extra charge, or
a spell slot one higher than normal, it can turn a Cold spell (one that deals Cold damage without applying
Energy Substitution) into an Uttercold spell or a Sonic or Electricity spell (again, one that deals Sonic or
Electricity damage without applying Energy Substitution) into a Three Thunders spell.

Bigger Staff Magic (Su): the fifth-level Yakultist commands even greater magic from staves. By spending
an additional charge, or a spell slot one level higher than normal, it can enhance a spell cast from a staff with
one of the following: Extend Spell, Widen Spell, Reach Spell, Empower Spell. It need not have the
Metamagic Feat in question, though the spell must still be one to which the Metamagic Feat could apply.

Greater Necromancy: at level six, the Yakultist gains several Bonus Feats to empower its Necromancy,
even if it lacks the prerequisites: Black Lore of Moil (Complete Arcane), Fearsome Necromancy (Complete
Mage), Fell Animate (Libris Mortis), Master of Undeath (Complete Mage), Sickening Grasp (Complete
Mage).

Enslaving Spells (Sp): at seventh level, the Yakultist can cast Lesser Planar Binding once per week and
Animate Dead once per day.

Command All Genies (Su): at level eight, the Yakultist can also command Efreeti, Dao and Marid.

Astral Projection (Sp): starting at level nine, the Yakultist can cast Astral Projection once per day.

Command Paired Genies (Sp): the tenth-level Yakultist can command two genies at a time.

Magic Jar (Sp): at level eleven, the Yakultist can cast Magic Jar once per day. The Save DC is 10 + half its
hit dice + its Charisma Bonus.

Craft Magic Staff (Su): at level twelve, the Yakultist gains the ability to Craft any magic Staff or Spellstaff,
without needing to know the specific spells involved. It requires time and money, but not XP, and by simply
sacrificing a genie with a Challenge Rating equal to the Caster Level needed, it can even ignore the monetary
cost and halve the crafting time – though with a 30% chance of making an Intelligent (and none-too-happy)
item out of it.

Rapid Spellstaff Attunement (Su): the thirteenth-level Yakultist is particularly good at handling
Spellstaves, and can use a Full Round Action to change its attunement from one to another.

Sacrifice (Su): starting at level fourteen, the Yakultist is safer than ever. Any time it is subject to an effect, it
may choose to instantly sacrifice a Commanded Genie or a target of Melding or Magic Jar to negate the
effect against itself. This does not save anyone else from the effects, and the sacrificed creature is instantly
slain outright. They can only be brought back by a True Resurrection or better.

Command Genie Triad (Su): the fifteenth-level Yakultist is able to command three genies at a time. These
do not have to be the same type of genie, but they can be.
YUGOLOTH: MARRAENOLOTH
CR 10 Level 10

Ferryman

The Ferryman is a Marraenoloth that focuses on travelling around via the River Styx – which is
what all Marraenoloth like to do anyway. He gains better abilities for resisting its effects (which
also helps in general adventuring life), moving across the planes, and affecting other people with
the waters of the Styx. He also gains a little bit of Sneak Attack – useful on crowded boats.

Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Diplomacy, Escape Artist, Intimidate,
Knowledge (Geography, The Planes), Listen, Profession (Boater), Sense Motive, Spot, Swim
Proficiency: Simple Weapons and all Light Weapons, as well as the Long Staff

1 Escalating Fear, Intuit Direction, Safe Passage


2 Inured to the Styx, Nautical Neutrality, Sneak Attack +1d6
3 Bigby’s Forceful Hand 3/day, Gather the Waters
4 Chosen of the River, Sneak Attack +2d6
5 Drown 3/day, Hellevator Access
6 Sneak Attack +3d6, Into the Waters
7 Maze 3/day, Eternal Boatman, Rapid Shot
8 Sneak Attack +4d6, Boundless Knowledge
9 Tidal Surge 3/day, Stygian Tributary
10 Sneak Attack +5d6, Wave of Amnesia

Escalating Fear (Su): the fear caused by the gaze of the Ferryman does not limit itself to merely
creeping someone out. If a target is already Shaken (even from a previous exposure to the same
gaze) and fails the save, they become Frightened. If they are standing on its raft atop the Styx at the
time, this will be very bad for them.

Intuit Direction (Ex): the Ferryman need not make Survival checks to avoid getting lost, figure out
a direction or know where he is. He just succeeds.

Safe Passage (Su): the Ferryman can navigate the River Styx perfectly – there is no longer
“seldom, if ever, gets lost”, he just doesn’t. Furthermore, when leading a water vessel, as long as
both the start and end location are in some way connected to the Styx, it can simply guide the craft
there (across planes if necessary) in an uneventful journey that takes 1d6 hours.
Inured to the Styx (Ex): the second-level Ferryman is so used to the waters of the Styx that he is immune to
its effects, and indeed to all [Mind-Affecting] effects.

Nautical Neutrality (Ex): starting at level two, the Ferryman’s neutrality is without question. Demons and
Devils automatically start with an attitude of Neutral towards him (although if summoned they will still
follow any instructions to attack) and won’t attack him of their own volition. He may extend this to
passengers while they remain on his water vessel, but the moment they leave the jurisdiction of Interplanar
Waters, attitudes revert to normal.

Sneak Attack (Ex): at every second level, the Ferryman gains 1d6 Sneak Attack, which works just like the
Rogue class feature.

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

Gather the Waters: it takes the third-level Ferryman only a Swift Action to scoop liquid into a flask ready
to be thrown. Furthermore, as a Supernatural Ability at will, it can use a Full Round Action to focus and
conjure water from the Styx into a held flask even if nowhere near the Styx at the time.

Chosen of the River (Ex): at level four the Ferryman gains a sixty foot Swim speed, and all the usual
benefits of having a Swim speed. He also becomes amphibious, and gains a +6 Bonus to Appraise checks
and a +4 Bonus to Bluff checks.

Hellevator Access (Su): starting at level five, the Ferryman can make use of his planar knowledge and
Neutral status to access the Hellevator planar network – when on any given Layer of the Nine Hells, he may
use a Swift Action to transport himself precisely to another Layer as though by Greater Planeshift. This
functions on himself and anything he can physically carry.

Into the Waters (Su): starting at level six, the Ferryman can shove people into the water at will.
Specifically, he may use Telekinesis at will (using his Charisma Bonus to determine all rolls), but only to
target creatures, not to throw objects around. The Caster Level equals his hit dice and the Save DC is 10 +
half his hit dice + his Charisma Bonus.

Eternal Boatman (Sp): once per day, a seventh-level Ferryman may summon a normal wooden boat. At the
smallest it can be a raft or canoe that holds two people, and at the largest it may be large enough to hold the
Ferryman and eight Medium passengers. It lasts for 24 hours, then falls apart into rotten wood.

Rapid Shot: at level seven, the Ferryman gains Rapid Shot as a Bonus Feat.

Boundless Knowledge: at level eight, the Ferryman can make use of all the accumulated knowledge gained
from swimming in a river full of absorbed enemies. All Knowledge skills become Class skills for all of his
classes, and for every Knowledge skill in which he has fewer than ten ranks, he now has ten ranks. He may
spend skill points to raise them higher than ten as normal. He may also speak, read and write any language.

Stygian Tributary (Sp): at ninth level, the Ferryman learns a secret about the River Styx that not even most
Marraenaloth know: it sometimes touches rivers on planes other than the Lower Planes. Once per day, he
may open a travel version of the Gate spell as a Spell-Like Ability, as long as the start and finish points are
both on rivers on any planes.

Wave of Amnesia (Su): by tenth level, the Ferryman knows best how to remove peoples’ memories and wits
in equal measure. Any creature strick by his Sneak Attack must make a Will Save (DC 10 + half his hit dice
+ his Charisma Bonus) or be Dazed for 1d4 rounds. A creature affected by this does not remember the events
that happened while they were dazed.
INDEX
Abeil Soldier 1 Moon Dog 62
-Stormwing Champion 1 -Very Good Dog 62
Angel: Monadic Deva 4 Moonrat 64
-Elemental Steward 4 -Saboteur 64
Angel: Movanic Deva 7 -Tide Master 65
-Worldly Dominion 7 Myconid: Sovereign 66
Archon: Sword Archon 9 -Mushroom King 66
-Blade of Justice 9 Neogi: Adult 69
Archon: Warden Archon 11 -Neogi Powermonger 69
-Paragon Guardian 11 Nerra: Sillit 71
Asura 14 -Reflection 71
-Righeous Avenger 14 Nethersight Mastiff 73
Avolakia 17 -Astral Fang 73
-Necrocrafter 17 Oread 76
-Herald of Kyuss 19 -Mountain Whisperer 76
Celestial: Cervidal 22 Ormyrr 78
-Blessed of the Adamant Horn 22 -Magic Seeker 78
Darkweaver 24 Reason Stealer 81
-Horror 24 -Face Wearer 81
Demon: Jovoc 26 Sirine 84
-Karmic Corruptor 26 -Mind Changer 84
Demon: Palrethee 28 Ulgurstasta 88
-Burning Overlord 28 -Death Crawler 88
Demon: Shadow Demon 32 Vine Horror 90
-Hidden Overlord 32 -Tangled Master 90
Demon: Uridezu 34 Vorr 92
-Sneaky Rat 34 -Vultivor 92
Desmodu 36 Yakfolk 95
-Desmodu Warmaster 36 -Yakultist 95
Devil: Advespa 39 Yugoloth: Marraenoloth 97
-Baatorian Swarmlord 39 -Ferryman 97
Dread Guard 41
-Angry Armour 41
Eye of Fear and Flame 44
-Burning Terror 44
Flame Snake: Lesser 46
-Life Burner 46
Genie: Dao 48
-Earthen Khan 48
Genie: Marid 51
-Rainmaker 51
Ironmaw 54
-Ferocious Flora 54
Jackal Lord 57
-Jackal Baron 57
Marrash 59
-Blight of Yeenoghu 59

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