PDA

View Full Version : Keran Monster Mannual [3.5e Project]



Milo v3
2012-07-18, 06:52 AM
As part of my Soul Weaver (http://www.giantitp.com/forums/showthread.php?t=249734)stuff (PLEASE PEACH), I need to list all the traits and taints of Binding. But instead of just adding information on the Binding Stuff, I've decided to make edits, add fluff, etc.

So this will shows how each creature is part of the world. I hope you like the minor tweaks and flavour, but if you don't then please say why.

For most monsters it will have the whole statblock, fluff, abilities, and binding. For creatures like Air Elementals, it will have fluff, abilities, changes (if any), new creatures, and binding.

Note: The fluff is designed for my Setting Blades of Keran.

Contents
Chapter One: Aberrations
Chapter Two: Animals
Chapter Three: Construct
Chapter Four: Deathborn
Chapter Five: Deathless
Chapter Six: Dragon
Chapter Seven: Elemental
Chapter Eight: Fey
Chapter Nine: Giant
Chapter Ten: Humanoid
Chapter Eleven: Magical Beast
Chapter Twelve: Monstrous Humanoid
Chapter Thirteen: Ooze
Chapter Fourteen: Outsider
Chapter Fifteen: Plant
Chapter Sixteen: Undead
Chapter Seventeen: Vermin
Chapter Eighteen: Templates
Chapter Nineteen: Removed Creatures
Chapter Twenty: FAQ

Milo v3
2012-07-18, 06:53 AM
Chapter One: Aberrations
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. The eldritch nature of these abominations is often caused by influence from the Far Realm upon the material plane, but sometimes it is merely radical changes in evolution or magic.

Features An aberration has the following features.
d8 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Good Will saves.
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits An aberration possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet.
Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
To threaten an aberration with a critical hit, the attack roll must be a natural 20, regardless of the threat range of the weapon.
Aberrations eat, and breathe.

Aboleth
Size/Type: Huge Aberration (Aquatic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+22
Attack: Tentacle +12 melee (1d6+8 plus slime)
Full Attack: 4 tentacles +12 melee (1d6+8 plus slime)
Space/Reach: 15 ft./10 ft.
Special Attacks: Enslave, Psionics, Slime
Special Qualities: Aquatic subtype, Amphibious, Darkvision 60 ft., Mucus Cloud, Skum
Saves: Fort +7, Ref +3, Will +11
Abilities: Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17
Skills: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8
Feats: Alertness, Combat Casting, Iron Will
Environment: Underdark (Moonshadow Archipeligo)
Organization: Solitary, brood (2–4),or slaver brood (1d3+1 plus 7–12 skum)
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan)
Level Adjustment: +6

The aboleth is a revolting fishlike amphibian found primarily in the abyssal waters of the underdark. These creatures were orginally spawned from the rotting flesh of an ancient Protogenoi of water and deceit, who's corpse lies within the deepths of the underdark. Each Aboleth is naturally spawned with all the knowledge of his ancestors and the Protogenoi, Yuthlogi.

In an attempt to revive Yuthlogi, the Aboleth have started a small society in the dark waters of the underdark, slowly gathering thralls and converting them into Skum. They hope that the sacrifice of enough thralls will be sufficient for their patrons revival.

An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.

Aboleths speak Aquan.

Combat
An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

Amphibious (Ex): Aboleth can breathe both air and water, although they must be immersed in water at least once a day. If they do not immerse themselves at least once a day, it will enter suspended animation and become paralysed and gain DR 10/-. The Aboleth only recovers from the paralysis upon being fully immersed in water for at least 1d10 minutes. When the paralysis is removed, so is the Damage Reduction.

Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Psionics (Sp): At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19). Effective caster level 16th. The save DCs are Charisma-based.

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Skum (Ex): If a Humanoid, or Monstrous Humanoid, is affected by both an Aboleth's Enslave and Slime for 1 year gains the Skum Template.

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

Binding
Animation
Minor Taint: Is moist to the touch.
Moderate Taint: Has a fleshy texture.
Major Taint: Has several tiny tentacles which grow from it.
Minor Trait: Gains Swim Speed 40 feet.
Moderate Trait: Hypnotic Pattern (DC 15) at-will as a Psionic Ability (Caster Level 16).
Major Trait: Gains two Tentacle attacks.

Aura
Ambient Taint: The smell of rancid grease can be faintly smelt.
Manifesting Taint: Small amounts of grey slime grip from objects in the aura.
Aura Trait: Mirage Arcana (DC 18) at-will as a Psionic Ability (Caster Level 15).

Enchanting
Minor Taint: Is moist to the touch.
Moderate Taint: Has several tiny tentacles.
Major Taint: Echo's of the owner memories can be heard within 10 foot radius.
Armour Trait: Amphibious (As Above) on wearer. (Base DC 1)(+1)
Ring Trait: +8 Soul Bonus on Swim Checks. (Base DC 10)(8,000 gp)
Rod Trait: -
Weapon Trait: Slime (As Above) on hit. (Base DC 40)(+4)
Wondrous Trait: Helm of Telepathy* (Base DC 33)(27,000 gp)

Invocation
Minor Taint: Is moist to the touch.
Moderate Taint: Has several tiny tentacles.
Major Taint: Echo's of the creatures memories can be heard within the creatures mind.
Minor Trait: Grants Aquatic Subtype and Swim Speed (20 feet).
Moderate Trait: Gains two Tentacle attacks.
Major Trait: Can use following Psionics 3/day —hypnotic pattern (DC 15), and project image (DC 20). Effective caster level 16th

Athach
Size/Type: Huge Aberration
Hit Dice: 14d8+70 (133 hp)
Initiative: +1
Speed: 35 ft. in hide armor (7 squares); base speed 50 ft.
Armor Class: 20 (–2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19
Base Attack/Grapple: +10/+26
Attack: Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8)
Full Attack: Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., Dwarven Slave
Saves: Fort +9, Ref +5, Will +10
Abilities: Str 26, Dex 13, Con 21, Int 6, Wis 12, Cha 6
Skills: Climb +9, Jump +18, Listen +7, Spot +7
Feats: Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite)
Environment: Tulvarn Mountains
Organization: Solitary, gang (2–4), or tribe (7–12)
Challenge Rating: 8
Treasure: 1/2 coins; double goods; standard items
Alignment: Often chaotic neutral
Advancement: 15–28 HD (Huge)
Level Adjustment: +5

The athach is a hulking, misshapen biped. The Athach have moss green flesh, large ivory tusks, and a twisted arm which grows out of their chest. They were created by Genon to help the Dwarves as slaves during the second era, who used them as labourers and harvest them for poison. Most athach are fine with being controlled by the Dwarves as they still are allowed to hunt and gain free food and shelter.

Most Dwarven cities have a large section of caverns which are considered the lands of the Athach. These caverns have passages to the surface so there that there are animals they can hunt. Also the Athach land is generally large enough for small tribes to form.

An adult stands some 18 feet tall and weighs about 4,500 pounds. Athachs speak a crude dialect of Tulvarn, but generally only are able to understand simply words like Hunt, Food, and Protect.

Combat
Athachs charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With its first few melee attacks, an athach tends to flail about indiscriminately. After a few rounds, it concentrates on foes that have been hitting it most often and uses its bite on whoever has dealt it the most damage.

Dwarven Slave (Ex): An Athach is taught from birth to do as the Dwarves command, as such Dwarves gain a +5 bonus to Bluff, Diplomacy, or Intimidate checks against them.

Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Binding
Animation
Minor Taint: Goes ivory in colour.
Moderate Taint: Has a texture like bone.
Major Taint: Drips a purple liquid every now and then.
Minor Trait: Gains Bite Attack.
Moderate Trait: Gains Poison (As above) (DC 22).
Major Trait: Gains +8 Soul Bonus to Strength.

Aura
Ambient Taint: Dwarves in the area hear grunts every now and then.
Manifesting Taint: Creatures born while manifesting are born with a Vestigial Arm (Cannot be used in combat or for touch attacks).
Aura Trait: Can grant a creature in the Aura Dwarven Slave (as above), Will save negates (DC 20). This ability remains on the target for 1d10 hours.

Enchanting
Minor Taint: Goes ivory in colour.
Moderate Taint: Has a texture like bone.
Major Taint: Howls once when touched by a Dwarf.
Armour Trait: +5 Soul Bonus to Natural Armor (Base DC 62)(50,000 gp)
Ring Trait: Immunity to the Poison of an Athach (Base DC 1)(1,000 gp)
Rod Trait: -
Weapon Trait: Poison (As Above) on hit. (Base DC 22)(+3)
Wondrous Trait: Belt of Giant Strength +6* (Base DC 45)(36,000 gp)

Invocation
Minor Taint: Skin goes moss green in colour.
Moderate Taint: Muscles are more pronouced.
Major Taint: Grows a vestigal arm (Cannot be used in combat or for touch attacks).
Minor Trait: Gains Bite Attack.
Moderate Trait: Gains Poison (As above) (DC 22).
Major Trait: Gains +8 Soul Bonus to Strength.

Choker
Size/Type: Small Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Tentacle +6 melee (1d3+3)
Full Attack: 2 tentacles +6 melee (1d3+3)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, constrict 1d3+3
Special Qualities: Darkvision 60 ft., quickness
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Skills: Climb +13, Hide +8, Move Silently +4
Feats: Fey Heritage, Improved InitiativeB, Lightning Reflexes
Environment: Underdark
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic neutral
Advancement: 4–6 HD (Small); 7–12 HD (Medium)
Level Adjustment: +2

These vicious little predators lurk underground, grabbing whatever prey happens by. These creatures are descendents of ancient fae of the sun which entered the underdark but lacking sunlight they swiftly deteriorated into little more than beasts.

Some cultures in the underdark use Chokers as pets, such as the Koumarn.

Its hands and feet have spiny pads that help the choker grip almost any surface. A choker's arms also lack bone, instead having cartilage. This causes them to be closer to tentacles than arms.

The creature weighs about 35 pounds. Chokers speak Undercommon in high screeching voices.

Combat
A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.

Constrict (Ex): A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex): To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.

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

Binding
Animation
Minor Taint: Goes pale in colour.
Moderate Taint: Limbs become more flexible.
Major Taint: Arms seem more lithe and longer.
Minor Trait: Gains Climb Speed 10 feet.
Moderate Trait: Gains +8 Soul Bonus to Climb Checks.
Major Trait: Gains Quickness (As Above).

Aura
Ambient Taint: -.
Manifesting Taint: Sound of scampering can be heard faintly.
Aura Trait: Can grant a creature in the Aura Quickness (as above), Will save negates (DC 10). This ability remains on the target for 1d4 hours.

Enchanting
Minor Taint: Goes pale in colour.
Moderate Taint: Object bends with little effort.
Major Taint: Absorbs sunlight.
Armour Trait: +8 Soul Bonus to Climb Checks (Base DC 8)(6,400 gp)
Ring Trait: Quickness (As above) (Base DC 10)(8,000 gp)
Rod Trait: Darkness Spell on rod (command word) Caster Level 5 (DC 22) (18,000 gp)
Weapon Trait: -
Wondrous Trait: Constrict (As above) (Base DC 18)(15,000 gp)

Invocation
Minor Taint: Goes pale in colour.
Moderate Taint: Limbs become more flexible.
Major Taint: Arms seem more lithe and longer.
Minor Trait: Gains Climb Speed 10 feet.
Moderate Trait: Gains +8 Soul Bonus to Climb Checks.
Major Trait: Gains Quickness (As Above).

Chuul
Size/Type: Large Aberration (Aquatic)
Hit Dice: 11d8+44 (93 hp)
Initiative: +7
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 22 (–1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +8/+17
Attack: Claw +12 melee (2d6+5)
Full Attack: 2 claws +12 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d6+5, improved grab, paralytic tentacles
Special Qualities: Amphibious, darkvision 60 ft., immunity to poison
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5
Skills: Hide +13, Listen +11, Spot +11, Swim +13
Feats: Alertness, Blind Fight,Combat Reflexes, Improved Initiative
Environment: Beaches Cyclon & Moonshadow Isles.
Organization: Solitary, pair, or pack (3–5)
Challenge Rating: 7
Treasure: 1/10th coins; 50% goods; standard items
Alignment: Usually neutral.
Advancement: 12–16 HD (Large); 17–33 HD (Huge)
Level Adjustment: +5

A horrible mix of crustacean, insect, and serpent, the chuul is an abomination that lurks submerged or partially submerged, awaiting intelligent prey to devour. They were created by a portion of the far realm tainting the minds and warping the body of a beach dwelling crustacean.

Although amphibious, chuuls are not good swimmers and actually prefer to be on land or in very shallow water when they attack. A chuul is about 8 feet long and weighs 650 pounds.

Chuuls often learn Trader's Tongue. Despite there intelligence, they are relatively simple creatures, and are content simply feeding upon travellers who pass into their territory.

Combat
A chuul prefers to wait by the shore, submerged in the water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul grabs with its claws and constricts its foe, then passes the opponent to its paralytic tentacles. It tries to always have one claw free, so if it faces a large number of opponents, it drops a paralyzed or dead victim and continues attempting to grab, constrict, and paralyze the rest.

Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land.

Constrict (Ex): On a successful grapple check, a chuul deals 3d6+5 points of damage.

Improved Grab (Ex): To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.

Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature’s mandibles.

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

Binding
Animation
Minor Taint: Goes yellow in colour.
Moderate Taint: Surface becomes Chitin.
Major Taint: Tiny purple tendrils grow.
Minor Trait: Gains Swim Speed 10 feet.
Moderate Trait: Gains +10 Soul Bonus to Natural Armor.
Major Trait: Gains Two Claw Attacks.

Aura
Ambient Taint: Water constantly ripples in the aura.
Manifesting Taint: Sound of scampering can be heard faintly.
Aura Trait: Affects a creature in the Aura with Paralysis (as Paralytic Tentacles), Fort save negates (DC 19).

Enchanting
Minor Taint: Smells like salt water.
Moderate Taint: Drips salt water every now and then.
Major Taint: Surface becomes like chitin.
Armour Trait: Amphibious (As above) (DC 1) (+1)
Ring Trait: Immunity to Poison (DC 25) (20,000 gp)
Rod Trait: -
Weapon Trait: Paralyse on hit, lasts 1d4 rounds. Fort negates (DC 10) (Base DC 15)(+2)
Wondrous Trait: Apparatus of the Crab* (DC 112) (90,000 gp)

Invocation
Minor Taint: Goes yellow in colour.
Moderate Taint: Surface becomes Chitin.
Major Taint: Tiny purple tendrils grow.
Minor Trait: Gains Swim Speed 20 feet.
Moderate Trait: Gains Two Claw Attacks..
Major Trait: Gains Improved Grab (As Above).

Delver
Ettercap
Gibbering Mouther
Grick
Koumarn (Mindflayer)
Mimic
Otyugh

Ouroboros
Colossal Aberration
Hit Dice: 40d8+440 (620 hp)
Initiative: +16
Speed: 40 ft. (8 squares), Swim 30 ft., Burrow 30 ft.
Armor Class: 40 (-8 Size, +8 Dex, +30 Deflection), touch 40, flat-footed 32
Base Attack/Grapple: +30/+60
Attack: Bite +37 melee (4d6+14/19-20 plus 2d6 Charisma Drain)
Full Attack: Bite +37 melee (4d6+14/19-20 plus 2d6 Charisma Drain)
Space/Reach: 30 ft./20 ft.
Special Attacks: Soul Bite, Aberrant Power, Ghost Touch
Special Qualities: Dark Vision 60', SR 39, DR 10/Epic, Immunities, Soul Vision, Fast Healing 20, Energy Resistance 10 (Acid, Cold, Electricity, Fire, Sonic)
Saves: Fort +24, Ref +25, Will +29
Abilities: Str 38, Dex 27, Con 32, Int 4, Wis 24, Cha 30
Skills: Balance +14, Climb +20, Hide +0, Listen +13, Move Silently +14, Spot +13, Swim +20
Feats: Blinding Speed, Cleave, Devastating Critical (Bite), Epic Reflexes, Great Cleave, Improved Critical (Bite), Improved initiative, Improved Snatch, Multisnatch, Overwhelming Critical (Bite), Power Attack, Snatch, Superior Initiative, Weapon Focus (Bite)
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always Neutral
Advancement: 41+ HD (Colossal)
Level Adjustment: ---

The Ouroboros, as it is called, is one of the most rare and unusual sights upon the Material Plane. There have only been two sightings in history, during each of which this beast had slaughtered thousands.

It appears as a colossal serpent with glistening metallic green flesh. It is believed amongst the learned arcanists that the Ouroboros have some connection to essence as they are eternally linked to the soul of a single mortal.

How is unknown except by two mortals. This bond is formed because of a shattering of a beings soul into tiny shards. This disconnection to the other souls causes the shard to try to regain connection, through violet means and the death of its "host". Why the other shards do not gain this same power is not well understood, and powerful, perhaps even divine, magic is assumed responsible.

Combat
Ouroboros are beasts in mindset and as such don't use tactics. They destroy without thought, seeking their target.

Though they will stop this rampage if their goal is realized, and they slay the mortal they are bound to.

Aberrant Power (Sp): The Ouroboros may use the following spells as Spell-Like Abilities:

3/day: Aura of Terror, Mass Inflict Moderate Wounds, Spiritwall

1/Day: Greater Consumptive Field, Mass Inflict Critical Wounds, Retributive Enervation

Ghost Touch (Ex): The Ouroboros can affect Incorporeal beings as though they were solid.

Immunities (Ex): Ouroboros are immune to death effects, energy drain and other negative energy effects, effects that trap the soul (Binding, Magic Jar, Trap the Soul, etc), poison, sleep effects, paralysis, stunning, disease, ability damage or drain, non lethal damage, fatigue and exhaustion effects, and may not be Raised or Resurrected.

Soul Bite (Su): The bite of an Ouroboros does 2d6 Charisma Drain. In addition if the attacked creature survives it gains the Shredded Soul template, those who don't survive cannot

Soul Vision (Su): The Ourorboros permanently has the benefits of a Death Watch spell on it's person. It may sense Living beings or incorporeal Undead with an Intelligence Score, and they gain no benefit from Concealment. It automatically knows the mortal it is bound too if it sees him/her.

Rust Monster

Milo v3
2012-07-18, 06:55 AM
Chapter Two: Animals
An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.

Features An animal has the following features (unless otherwise noted in a creature’s entry).
d8 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Good Fortitude and Reflex saves (certain animals have different good saves).
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits An animal possesses the following traits (unless otherwise noted in a creature’s entry).
Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
Low-light vision.
Alignment: Always neutral.
Treasure: None.
Proficient with its natural weapons only. A noncombative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
Proficient with no armor unless trained for war.
Animals eat, sleep, and breathe.

Ape
Atlan Spawn (Whale)
Baboon
Badger
Bat
Bat Swarm
Bear
Bison
Boar
Camel
Cat
Crocodile
Dire Animal
Dog
Donkey
Eagle
Hawk
Horse
Leopard
Lion
Lizard
Manta Ray
Monitor Lizard
Monkey
Mule
Octopus
Owl
Porpoise
Rat
Rat Swarm
Raven
Riding Dog
Roc
Sanguine Prowler (Dire Wolverine)
Shark
Snake
Squid
Sumran Riding Lizard
Toad
Weasel
Wolf
Wolverine

Milo v3
2012-07-18, 06:56 AM
Chapter Three: Construct
Aegis
Animated Object
Gargoyle
Homunculus
Inevitable
Living Servant
Retriever
Shield Guardian

Milo v3
2012-07-18, 06:57 AM
Chapter Four: Deathborn
Bloodwing
Stained Hound
Vithui

Chapter Five: Deathless
Children
Eponine
Sol
Visaru

Milo v3
2012-07-18, 06:58 AM
Chapter Six: Dragons
Draketooth
Dragonborn
Half-Dragon
Kobold
Pseudodragon
True Dragon
Wyvern

Milo v3
2012-07-18, 06:59 AM
Chapter Seven: Elemental
An elemental is a being composed of one of the elements: air, earth, fire, positive, negative, water, or wood.

Features An elemental has the following features.
8-sided Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Good saves depend on the element: Fortitude (earth, water, wood) or Reflex (air, fire, positive, negative).
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
Darkvision out to 60 feet.
Immunity to poison, sleep effects, paralysis, and stunning.
Not subject to critical hits or flanking.
Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not eat, sleep, or breathe.

Air Elemental
Air Elementals are fast and agile. They are highly mobile being able to cross large distances in seconds. They appear to be swirling wind, and can become a whirlwind without notice.

Air Elementals dwell within the Elemental Plane of Air and speak Auran, though they rarely choose to do so. When one does speak it sounds like thunder.

Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.

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

Elemental Reaction (Ex): When submited to elemental energy an Air elemental reacts differently than most. When dealt by elemental damage the Air Elemental is dealt the damage and then this ability takes affect.


Acid: Acid damage represents earth and causes an Air Elemental to be Slowed for one round per 5 points of acid damage, minimum 1 round.
Cold: Cold damage represents water and causes an Air Elemental to be affected by the HasteSpell for one round per 5 points of cold damage, minimum 1 round.
Electric: Electric damage represents air and causes an Air Elemental's Fly Speed to be doubled for one round per 5 points of electric damage, minimum 1 round.
Fire: Fire damage represents fire and causes an Air Elemental's Fly Speed to be halved for one rounded per 5 points of fire damage, minimum 1 round.
Positive: Positive damage represents positive energy and causes an Air Elemental to be healed two point's of damage for every point of positive damage dealt, the extra damage dealt by this ability isn't affected by this ability.
Negative: Negative damage represents negative energy and causes an Air Elemental to be dealt two point's of damage for every point of negative damage dealt, the extra damage dealt by this ability isn't affected by this ability.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Elemental|Height|Weight|Save DC|Damage|Height
Tiny|2 ft.|-|5|1d3|10 ft.
Small|4 ft.|1 lb|11|1d4|10–20 ft.
Medium|8 ft.|2 lb.|13|1d6|10–30 ft.
Large|16 ft.|4 lb.|16|2d6|10–40 ft.
Huge|32 ft.|8 lb.|22|2d8|10–50 ft.
Greater|36 ft.|10 lb.|25|2d8|10–60 ft.
Elder|40 ft.|12 lb.|28|2d8|10–60 ft.

Statistics
As normal but has Elemental Reaction as a Special Quality. Also Tiny Air Elementals exist.

Tiny Air Elemental
Tiny Elemental (Air)
Hit Dice:1d8-1 (3 HP)
Initiative:+2
Speed: Fly 100ft (Perfect)
Armor Class:15 (+3 natural, +2 size), touch 12, flat-footed 15
Base Attack/Grapple:+0/-9
Attack: Slam +0 (1d2)
Full Attack: Slam +0 (1d2)
Space/Reach:2-1/2 ft./0 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction
Saves: Fort -1, Ref +2, Will +0
Abilities: Str 8, Dex 10, Con 8, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Dodge, Improved InitiativeB, Weapon FinesseB
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Neutral
Advancement: -
Level Adjustment: - (Druidic Companion)

Binding
Animation
Minor Taint: Moves as if it was affected by a breeze
Moderate Taint: Sparks jump from it now and then
Major Taint: Every now and then, segments of the construct appear to be gaseous.
Minor Trait: Grants Air Mastery (Must be Tiny or Larger)
Moderate Trait: Whirlwind (As Medium Air Elemental) (Must be medium or Larger)
Major Trait: Gains Fly Speed 50 ft. (Perfect) (Must be Huge or Larger)

Aura
Ambient Taint: There is alway a faint breeze.
Manifesting Taint: Wind blows as if there was a weak storm (Moderate Winds).
Aura Trait: Can make the winds in the area to Windstorm Strength (Large or larger), or Severe.

Enchanting
Minor Taint: Sparks jump from object.
Moderate Taint: With each movement, air twists around the object.
Major Taint: Appears to be made of a storm cloud.
Armour Trait: Electricity Resistance 5 (DC 22)(18,000 gp)
Ring Trait: Feather Fall* (DC 2)(2,200 gp)
Rod Trait: Rod of Thunder and Lightning* (DC 41)(33,000 gp) (Huge or Larger)
Weapon Trait: Shock* or Returning* (DC 2)(+1)
Wondrous Trait: Carpet of Flying (5ft. by 10ft.)* (DC 43)(35,000 gp)

Invocation
Minor Taint: Moves as if it was affected by a breeze
Moderate Taint: Sparks jump from it now and then
Major Taint: Every now and then, segments of the creature appear to be gaseous.
Minor Trait: Grants Air Mastery (Must be Tiny or Larger)
Moderate Trait: Whirlwind (As Medium Air Elemental) (Must be medium or Larger)
Major Trait: Gains Fly Speed 50 ft. (Perfect) (Must be Huge or Larger)

Amber Bee
Medium Elemental (Extraplanar, Wood)
Hit Dice:3d8 (14 HP)
Initiative:+4
Speed: 5ft (1 Sqaure), Fly 40ft. (Good)
Armor Class:16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple:+2/+0
Attack: Sting +1 (1d4-1, Poison)
Full Attack: Sting +1 (1d4-1, Poison)
Space/Reach:5 ft./5 ft.
Special Attacks: Poison, Swarm Attack
Special Qualities: Swarm Mind, Wood Glide
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 9, Dex 13, Con 19, Int 3*, Wis 12, Cha 12
Skills: Listen +5, Move Silently +3
Feats: AlertnessB, Improved Initiative, Spring AttackB, Weapon Finesse
Environment: Elemental Plane of Wood
Organization: Solitary
Challenge Rating: 3
Treasure: Amber Only
Alignment: Usually Neutral
Advancement: 4-5 (Medium), 6-9 (Large)
Level Adjustment: - (Druidic Companion)
As you weave through the trees you start to hear clicks from within the wood under your feet. With your next step three golden brown bees glided through the tree trunks as if it were air. The insects looked as if they were made of a smooth bark. Then something catches your eye, at the backend of each of the creatures lay a sharp stinger, eternally dripping a grim amber liquid.

Amber Bee's are the guardians of the Elemental Plane of wood and its tree's. In return for protecting the realm from outsiders the tree's give them free access to their bodies, allowing them to fly through wood as if it were not there.

They generally dwell within tree's drinking sap, and using their excellent hearing to detect outsiders.

Combat
Amber Bee's will generally wait in swarms ready to ambush any they hear. In these swarms they speak to the tree's who form a network of minds allowing them to be tactical. If in small groups they will generally just attack. If in groups of numbers larger than 6 they will generally try and surround their foes and attack using trees and guerrila tactics.

Elemental Reaction (Ex): When submited to elemental energy an Amber Bee reacts differently than most. When dealt by elemental damage the Amber Bee is dealt the damage and then this ability takes affect.


Acid: Acid damage represents earth and causes an Amber Bee to be affected by the HasteSpell for one round per 5 points of acid damage, minimum 1 round.
Cold: Cold damage represents water and causes an Amber Bee to be Slowed for one round per 5 points of cold damage, minimum 1 round.
Electric: Electric damage represents air and causes an Air Elemental's Fly Speed to be doubled for one round per 5 points of electric damage, minimum 1 round.
Fire: Fire damage represents fire and causes an Air Elemental's Fly Speed to be halved for one rounded per 5 points of fire damage, minimum 1 round.
Positive: Positive damage represents positive energy and causes an Amber Bee to be healed two point's of damage for every point of positive damage dealt, the extra damage dealt by this ability isn't affected by this ability.
Negative: Negative damage represents negative energy and causes an Amber Bee to be dealt two point's of damage for every point of negative damage dealt, the extra damage dealt by this ability isn't affected by this ability.

Poison (Ex): Injury, Fortitude Save DC 16, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is constitution based.

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

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

As long as the swarm members remain within range, they all enjoy the benefit of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master.


*The colective intelligence score of a swarm of Amber Bee's is equal to 3 time the number of members in the swarm. Each individual has an intelligence of 3, as given in the statistics.

Wood Glide (Ex): An Amber Bee can glide through wood, and other plant matter as easily as a fish swims through water. Its movement leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A warp wood spell cast on an area containing a Wood Gliding Amber Bee flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Binding
Animation
Minor Taint: When damaged amber drips from the "wound".
Moderate Taint: Gains a wood-like texture.
Major Taint: Buzzes occasionally.
Minor Trait: Grants Construct a +5 Soul Bonus to Listen Checks.
Moderate Trait: Grants Construct Wood Glide (See above).
Major Trait: Grants the Construct Poison (As above) on its natural weapons.

Aura
Ambient Taint: Plants grow slightly faster.
Manifesting Taint: There is the faint sound of bees.
Aura Trait: Can grant a creature within the aura Wood Glide (See Above).

Enchanting
Minor Taint: When scratched or damaged amber drips from the "wound".
Moderate Taint: Gains a wood-like texture.
Major Taint: Buzzes occasionally.
Armour Trait: Wood Glide (As Above) (DC 11)(9,000 gp)
Ring Trait: Wood Glide (As Above) (DC 11)(9,000 gp)
Rod Trait: -
Weapon Trait: Poison (As Above) (DC 22)(+3)
Wondrous Trait: -

Invocation
Minor Taint: Blood appears to be amber
Moderate Taint: Buzzing can be heard by the subject every now and then.
Major Taint: Flesh appears to be made of wood.
Minor Trait: Wood Glide (As Above) (DC 11)
Moderate Trait: Poison (As Above) (DC 22)(+3)
Major Trait: +5 Soul Bonus to Natural Armour (DC 62)

Belker
Earth Elemental
Fire Elemental
Invisible Stalker
Magmin
Positive Elemental
Negative Elemental
Thoqqua
Water Elemental
Wood Elemental

Milo v3
2012-07-18, 07:00 AM
Chapter Eight: Fey
Apsara (Air, Water)
Anthousai (Postive, Wood)
Aurae (Air, Positive)
Changeling (Positive, Negative)
Dryades (Earth, Wood)
Grindylow (Negative, Water)
Lampades (Fire, Water)
Phoenix (Air, Fire)
Naiads (Positive, Water)
Newesti
Salamander (Fire, Wood)
Spriggan (Negative, Wood)
Surtr (Earth, Fire)
Sylphid (Air, Negative)
Telchines (Earth, Water)
Troll (Earth, Negative)
Will-O'-Wisp (Fire, Negative)

Milo v3
2012-07-18, 07:03 AM
Removed Giants.

Milo v3
2012-07-18, 07:05 AM
Chapter Ten: Humanoids
Dunesti
Durzite
Dwarf
Gnome
Half-Elf
Karmainian
Kephra
Lacembra
Murderer
Ranx
Sarli
Xephii

Milo v3
2012-07-18, 07:06 AM
Chapter Eleven: Magical Beasts
Ankheg
Basilisk
Behir
Blink Dog
Bulette
Chimera

Darkmantle
Size/Type: Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 30 ft. (poor)
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/+0
Attack: Slam +5 melee (1d4+4)
Full Attack: Slam +5 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness, improved grab, Constrict 1d4+4
Special Qualities: Blindsight 90 ft.
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills: Hide +10, Listen +5*, Spot +5*
Feats: Improved Initiative
Environment: Tulvarn Caverns
Organization: Solitary, pair, clutch (3–9), or swarm (6–15)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: — (Improved Familiar)

The darkmantle hangs from a ceiling by a muscular “foot” at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.

Darkmantles are pests to the people of the Tulvarn, such as Dwarves and Durzties, as they attack travellers and are known to eat all the animals in their habitat. Also they ruin the lighting within the Durzite cities which rely on magic by absorbing the light.

A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.

Combat
A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.

Darkness (Su): Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.

Improved Grab (Ex): To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it attaches to the opponent’s head and can constrict.

Constrict (Ex): A darkmantle deals 1d4+4 points of damage with a successful grapple check.

Blindsight (Ex): A darkmantle can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.

Skills: A darkmantle has a +4 racial bonus on Listen and Spot checks.

These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks.

Binding
Animation
Minor Taint: Colouration changes to match stone surroundings.
Moderate Taint: Has a fleshy texture.
Major Taint: Eyes absorb light.
Minor Trait: Grants +5 Soul Bonus to Hide checks.
Moderate Trait: Darkness 1/day as a SLA (Caster Level 5).
Major Trait: Gains Blindsight (As above).

Aura
Ambient Taint: Rocks and stone objects seem to move in the corners of your eyes.
Manifesting Taint: Shadows twist around stone.
Aura Trait: Can affect the whole aura with Darkness (Caster Level 5).

Enchanting
Minor Taint: Colouration changes to match stone surroundings.
Moderate Taint: Has a fleshy texture.
Major Taint: Absorbs light.
Armour Trait: Grants +4 Soul Bonus to Hide checks (DC 2) (1600 gp)
Ring Trait: Grants Blindsight 30 ft. (DC 16) (13,000 gp)
Rod Trait: Darkness Spell on rod (command word) Caster Level 5 (DC 22) (18,000 gp)
Weapon Trait: -
Wondrous Trait: -

Invocation
Minor Taint: Hands and Feet become webbed.
Moderate Taint: Eyes absorb light.
Major Taint: Colouration changes to match stone surroundings.
Minor Trait: Blindsight 30 ft. (As Above).
Moderate Trait: Darkness 1/day as a SLA (Caster Level 5).
Major Trait: Blindsight 90 ft. (As Above).

Dire Raven (Giant Eagle)
Ethereal Marauder
Esquilax
Frost Worm
Griffon
Hellwasp Swarm
Hydra
Kraken
Krenshar
Manticore
Phase Spider
Purple Worm
Remorhaz
Roper
Shocker Lizard
Storm Glider (Giant Owl)
Tarrasque
Unicorn
Winter Wolf
Yrthak

Milo v3
2012-07-18, 07:07 AM
Chapter Twelve: Monstrous Humanoids
Grimlock
Harpy
Medusa
Sahuagin

Milo v3
2012-07-18, 07:09 AM
Chapter Thirteen: Ooze
Amber Ooze
Black Pudding
Gelatinous Cube
Gray Ooze
Ochre Jelly
Sanguine Blade
Sanguine Venom

Milo v3
2012-07-18, 07:10 AM
Chapter Fourteen: Outsiders
Aasimar
Angel
Archon (Lawful Celestials)
Arrowhawk
Barghest
Chaos Beast
Demon
Devil
Formian
Hell Hound
Howler
Lillend
Living Rift
Mephit
Nightmare
Ravid
Shadow Mastiff
Terosian (Chaotic Celestials)
Tiefling
Tojanida
Vargouille
Xorn
Yeth Hound

Milo v3
2012-07-18, 07:11 AM
Chapter Fifteen: Plant
Assassin Vine
Phantom Fungus
Shambling Mound
Shrieker
Tendriculos
Treant
Violet Fungus

Milo v3
2012-07-18, 07:13 AM
Chapter Sixteen: Undead
Allip
Bodak
Devourer
Dread Wraith
Mohrg
Mummy
Nightshade
Shadow
Spectre
Wight
Wraith

Milo v3
2012-07-18, 07:15 AM
Chapter Seventeen: Vermin
Centipede Swarm
Giant Ant
Giant Bee
Giant Bombardier Beetle
Giant Fire Beetle
Giant Praying Mantis
Giant Stag Beetle
Giant Wasp
Locust Swarm
Monstrous Centipede
Monstrous Scorpion
Monstrous Spider
Spider Swarm

Milo v3
2012-07-18, 07:16 AM
Chapter Eighteen: Templates
Celestial
Celestial creatures dwell on the upper planes, Anteros and Firdaus, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.

Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature.

Statistics
As normal except for Level Adjustment.
Level Adjustment: HD 1 to 5, same as the base creature +2. HD 6 to 8, as base creature +1. HD 8 or more, as base creature.

Fiendish
Fiendish creatures dwell on the lower planes, Abaddon, Asylum and Erebos, although they resemble beings found on the Material Plane. They are more twisted and more predatory than their earthly counterparts.

Celestial creatures often come in earthly colors (usually red, brown, or black). They can be mistaken for half-fiends, more powerful creatures that are created when a fiend mates with a non-fiend creature.

Statistics
As normal except for Level Adjustment.
Level Adjustment: HD 1 to 5, same as the base creature +2. HD 6 to 8, as base creature +1. HD 8 or more, as base creature.

Ghost
Half-Celestial
Half-Dragon
Half-Fiend
Husk
Kaenos
Lich
Sanguine Wight
Shell

Shredded Soul
When an Ouroboros kills a creature, its soul is torn apart and assimiliated into the beast. Unfortunately if your survive the attack of an Ouroboros your soul is also torn apart and assimiliated into the abomination. Such an event leaves the subject a husk of their former self.

Creating a Shredded Soul
“Shredded Soul” is an acquired template that can be added to any living creature (referred to hereafter as the base creature).

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

Hit Dice: Increase all current and future racial Hit Dice to d8s.

Special Attacks: A Shredded Soul retains all the special attacks of the base creature and gains those described below.

Feast Upon Oneself (Su): A Shredded Soul hungers for the remnants of his existance. The Shredded Soul can expend a full-round action when adjacent to the corpse of the Ouroboros which possesses his soul, or an individual it has merged with to start eating the corpse.

After eating undisturbed for 1d6 rounds, the Shredded Soul loses the Shredded Soul template but doesn't regain any lost wisdom. If the eating is interrupted, the corpse is ruined for your purposes; you don't lose the Shredded Soul template, the know direction effect points in all directions at once, and you always count as 10 miles away from the portion of your soul for the purposes of Aimless Insanity.

Predator's Urge(Su): The Shredded Soul has an dark hunger within them, forcing them to hunt for their soul. They are always under the effects of a Know Direction spell; except it points towards the ouroboros which possesses his soul, or an individual it has merged with.

Soul Eater (Su): The Shredded Soul can forcefully tear the pieces of a soul from their opponents, in an attempt to repair themselves. When this ability is used, any attacks made by the shredded soul in the same round deal an additional 1d6 points of damage. The shredded soul is healed a number of points equal to the extra damage dealt.

Special Qualities: A Shredded Soul retains all the special qualities of the base creature and gains those described below.

Aimless Insanity (Su): Whenever the Shredded Soul is 10 miles or more away from the Ouroboros which possesses his soul, or an individual it has merged with, the Shredded Soul's sanity starts to fade.

Every minute the Shredded Soul must make a Will Save (Base DC 10) or be affected by a confusion effect (as the spell). Every successful will save increases the DC of the will save by 1. If you fail the will save, all the increases are lost and the DC is reverted back to 10.

The confusion effect has a caster level equal to your HD.

Eternal Hunger (Ex): The Shredded Soul's mind is tainted and twisted by the loss of their soul. They are constantly under a Geas effect (as the spell) to kill and feast on the Ouroboros which possesses his soul, or an individual it has merged with.

The Geas effect has a caster level equal to your HD.

Abilities: As the base creature, except its Wisdom score is lowered by -5. This loss in wisdom cannot be restored in any way (even a Wish spell), except through the Feast Upon Oneself ability.

Level Adjustment: -1.

Note
Creatures which use their souls as bodies (such as elementals and outsiders), cannot gain the Shredded Soul template. Instead they must make a fortitude save (DC 40), or immediately be killed with no chance of being returned to life (not even with a Wish spell).

Skeleton
Skum
Sunken Soul
Tainted Spawn
Vampire
Yelp
Zombie

Milo v3
2012-07-18, 07:17 AM
Chapter Nineteen: Removed Creatures
Centaur
I never really liked centaurs, they are generally amazingly savage and wild yet somehow always meant to be intelligent and wise. Also I can't actually think of a single terrain which would fit them;
Sumra has too little vegetation
North Karma has large plains but the forests are too small to hide themselves from Karmainians which would likely hunt them.
South Karma's dense trees vines and several large marshes would make it very difficult for them to move.
The Dragon Isles are rocky and shift in high rather swiftly, making it difficult for creatures with hooves.
The Ruins are deadly to basically all life.

I think you get the point.

Cloud Giant
Strangely I dislike giants, they just seem ridiculous. They are titanic, throw rocks, and have a link to the elements. It just seems if there were sentient creatures like that, Karmainians (Effectively Humans) wouldn't have survived more than a week.

Thats why I removed the Standard Rock, Cloud, Hill, etc. Giants.

Dinosaurs
I really can't take Dinosaur's seriously in a fantasy setting. Even if they are done realistically, they would be slaughtered by dragons.

Drider
When I remade elves in the form of Dunesti and Newesti I removed the Drow. Without the Drow there are no Driders.

Fire Giant
See Cloud Giant.

Frost Giant
See Cloud Giant.

Goblin
The setting has a restricted number of sentient races and Goblins didn't make the cut of Core Races.

Grig
I've rewritten the Fey, and created new ones. The Grig don't fit the new mechanics of my Fey.

Half-Orc
Orc's and Humans have been removed, thus no Half-Orcs.

Halfling
Gnomes, Sarli, and Kobold's fill the role of small races.

Hill Giant
See Cloud Giant.

Human
Karmainian has replaced the Human.

Nixie
See Grig.

Minotaur
I cannot take cow people seriously, and the world already possess enough sentient creatures.

Nymph
See grig.

Orc
See goblin.

Pixie
See Grig.

Rakshasa
The Rakshasa have an indian tone about them, which doesn't even have an equilavent in Keran.

Satyr
See Grig.

Sprite
See Grig.

Stone Giant
See Cloud Giant.

Storm Giant
See Cloud Giant.

Titan
Titan's are reflavoured as the Protogenoi.

Triton
Unessicary with the addition of Xephii.

Milo v3
2012-07-18, 07:18 AM
Chapter Twenty: FAQ