The spindly little creature strides slowly across the room, standing a little taller than a dwarf. For its stature, the thing had fought you well enough. Now you lie on your back as the atrocity skitters your way. You try to roll over; to get to your feet and escape. But your attempts meet resistance and you realize you're strapped down to a table. The creature hops up onto the table and sits on your stomach. Its dark, soulless eyes peer into your own before its three weak arms reach behind it to remove a small tattered package. It lays out the package across your chest and unrolls it. You look down past your chin to the canvas pouch and its contents: a scalpel, a saw, and some cruel looking blades. Your gaze returns hesistantly to the face of the beast, but its eyes are fixated on the tools, which it picks up one by one. A small chitter rings out from scrapping its tools across one another before it begins...
Size/Type: Medium Undead
Hit Dice: 8d12 (52 hp)
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Slam +4 melee (1d8)
Full Attack: Slam +4 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack 4d6
Special Qualities: Undead traits, Spider Climb, Autopsy
Saves: Fort +2, Ref +6, Will +9
Abilities: Str 10, Dex 19, Con Ø, Int 21, Wis 18, Cha 15
Skills: Heal +15, Know(anatomy) +16, Hide +15, Use Rope +15, Spot +15, Move Silently +14, Sleight of Hand +14, Profession(surgeon) +16, Search +15
Feats: Improved Grapple
Environment: Places of the dead and dying
Challenge Rating: 5
Alignment: Always lawful evil
Advancement: 9-15 (Medium)
Corpsekin do not speak and don't know any languages.
Autopsy (Ex): A corpsekin is a master of surgery and anatomy of humanoids and monstrous humanoids. With the tools they carry on their backs, they harvest the organs of both the living and the dead. A corpsekin who has pinned an opponent may choose to begin a living autopsy on the next round (or with a helpless opponent). Performing the autopsy requires is a full round action that provokes attacks of opportunity. As long as it maintains its pin, the corpsekin begins to cut away at the opponent from wherever it is holding on. Each round, the opponent loses 1d20% of their maximum HP and must succeed on a Fortitude save opposed by the corpsekin's Heal check or become staggered and suffer 1d4 points of Constitution damage. The corpsekin cannot take 10 on this check unless the opponent is not fighting back (unconscious, paralyzed, helpless, sleeping, etc.). If an opponent fails their save by 3 or more, the corpsekin severs an extremity. If an opponent fails by 5 or more, the corpsekin removes a limb instead. If they fail by 10 or more, the corpsekin takes an organ instead. When a corpsekin kills an opponent during one of its autopsies, the corpsekin gains 1 HD.
Hit Dice: 15d10+40 (122 hp)
Speed: 50 ft., climb 30 ft.
Armor Class: 19 (-2 size, +5 Dex, +6 natural), touch 13, flat-footed (immune)
Base Attack/Grapple: +11/+26
Attack: +16 Spines (2d8+11 piercing; 18-20/x3, possible poison)
Full Attack: +16 Spines (2d8+11 piercing; 18-20/x3, possible poison)
Space/Reach: 15 ft./0 ft.
Special Attacks: Rolling Death, Spike Flicker, Poisonous, Death Barrage
Special Qualities: Construct traits, blind-sight 60 ft., spherical, dynamic spines, DR 10/adamantine
Saves: Fort +5, Ref +10, Will +0
Abilities: Str 25 , Dex 21 , Con - , Int - , Wis 1 , Cha 1
Environment: Dungeons and ruins
Challenge Rating: 12
Treasure: Per corpses attached (see below)
Alignment: Always Neutral
Advancement: 15-20 HD (Gargantuan)
Level Adjustment: -
Like a sea urchin with spines in every direction, this horrific devise is a 15 feet in diameter from spine tip to spine tip, built around a 5-foot diameter 'core' that houses the mechanical components. A Corpse Sphere is a deadly machine created to patrol derelict ruins and other tight areas where few can evade their attacks. Those slain by its gruesome spikes become grim trophies to others who seek to plunder the lost areas of ancient civilizations. Poison is usually applied to the tips of their spines for an added bonus. Many necromancers employ these deathbringers to harvest the corpses of fallen adventurers, though they cannot create them for themselves as the ancient processes to build a Corpse Sphere have been lost. Most attempts to recreate the design fail, and the core breaks into a hopeless mess of pieces when opened and examined.
Poisonous (Ex): One in four Corpse Spheres contain poison (at DM's discretion for type). Whenever it damages a creature with its spines, the creature must make its saves against the poison or fall victim to it. A Corpse Sphere generally contains enough poison in its reserves for 4d6 poisonings per hour.
Spherical (Ex): A Corpse Sphere 'sees' from all directions, making it immune to being flanked or being flat-footed.
Rolling Death (Ex): Due to its nature, a Corpse Sphere receives the benefit of Improved Overrun. It automatically gains a free overrun attempt whenever it moves through a space occupied by a creature (allowing it multiple attacks per turn). The Corpse Sphere performs its spines attack on each victim it knocks down. It also gets a free spines attack against any creature already prone. The Corpse Sphere cannot attack in any other way (except by its special attacks) and does not make attacks of opportunity. This ability may be used with a charge. Creatures slain by this attack are impaled across its spines and remain there until removed by force, rotted to bone (usually), or dropped off due to the shifting lengths of the spines. Creatures grappling a Corpse Sphere automatically take damage from its spine attack each round.
Hard to Reach (Ex): Melee weapons that are less than 5 feet long cannot damage the vital parts of the Corpse Sphere, unless the wielder is already within the Sphere's space. Ranged weapons are unaffected.
Spike Flicker (Ex): Once every 1d6 rounds, the Corpse Sphere spines will extend an extra 5 feet to impale its prey. It gets an attack against each creature within this range.
Dynamic Spines (Ex): A Corpse Sphere's spines will resize to allow it to fit into any corridor of the ruins it patrols. It may squeeze into spaces 5 feet wide, while still maintaining its size and speed. Its spines also help it to climb almost any type of material or terrain that it might encounter in its area (its climb speed is listed). Corpses impaled on the Sphere may fall off due to the resizing.
Death Barrage (Ex): Upon its destruction, the Corpse Sphere's spines are fired out in all directions. Each creature within 45 feet with a clear line to the core of the Corpse Sphere is attacked by 1d3-1 spines (BAB +16, as a ranged attack; roll seperately for each spine). If any poison is left in the Corpse Sphere for this hour, each spike has a 20% chance to be poisonous. A Corpse Sphere can attempt to trigger this ability (as a free action) in dire circumstances but it only works in 40% of its attempts and must retry on the next round.
Marauder of the Flesh
It's been a long day trying to clean the barricades the kobolds built around the city gates. You weren't sure why, but you were sure they weren't up to any good. The last kobold falls as your blade arcs back up high overhead. You sheath your sword, surrounded by a pile of the little nuisances. Their barricade across the city gates is easy enough to take down with a combination of fire and brute force. With the obstruction cleared, you push the massive wooden doors open to behold the remains of the city. Every structure looks as if it had been ravenged by a pack of ogres. Storefronts smashed open, their contents bleeding out like entrails from a wound. Homes were partially collapsed under a weight no longer there. No trace of blood or human life is anywhere to be seen as you walk up and down the strangely empty road to the center of town. As you look around, you notice a little girl sitting on the edge of a well. She has her hands over her eyes, crying inconsolably. You approach her, putting your sword down to one side as you take a knee by her. You ask her name, what happened, and where is everyone. Her only response is more crying. You wipe your face in exhaustion, and amazement as you survey the wreckage from beside the little girl. She suddenly stops, and gently grabs you by the shoulders holding you towards her. Her eyes bore into your as she looks up at you from her place on the well. "They're gone. All of them..." The little girl begins to smile, a grin too big for that face. "Except me." The child vaults upwards, held aloft by a monstrous tentacle that had been hidden in the well. Her form changes into a mural of human faces and limbs, with four creeping tentacles. You reach to your side for your sword, but it is on the ground. As you bend to pick it up, three of the tentacles ensnare your arms and legs. The last thing you see, before it drags you into a deep, suffocating embrace, is the setting sun.
Medium Aberration (Evil, Shapechanger)
Hit Dice: 8d8+8 (44)
Speed: 40 ft (8 squares)
Armor Class: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
Base Attack/Grapple: +6/+18
Attack: 2 +10 Tendrils (1d6+4)
Full attack: 4 +10 Tendrils (1d6+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Improved Grab
Special Qualities: Take Form, Wield Form, Hide in Plain, Immunity to Fear and Sleep effects, Sight, Blindsight 60'
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 18, Dex 16, Con 12, Int 21, Wis 18, Cha 16
Skills: Hide +14, Move Silently +14, Bluff +14, Listen +15, Spot +15
Feats: Improved Initiative, Improved Natural, Multiattack, Ability Focus (Take Form)
Environment: Any, migratory across the Material Plane
Challenge Rating: 11
Alignment: Neutral Evil
Advancement: 9-12 (Medium), 13-16 (Large), 17-20 (Huge), 21-24 (Gargantuan), 25-28 (Colossal)
It is widely unknown where the Marauders of the Flesh originated from. The most probable guess is in some far off cesspool of the Nine Hells, but no one is certain. The smallest Marauder stands about five feet tall, as an upright-worm-like mass atop four spindly legs. Along what could be called a torso are four whip-like tentacles that flail about in its search for hosts. Any living creature is subject to merge with the sickening abomination, giving it their most essential traits to be wielded by the creature in search for more victims. They infiltrate the ranks of a small society and will eventually consume that entire society, one by one. They are tactical and devious, especially when using the form of those it has assimilated. There is no line between host and Marauder, an advantage the creature plays to its eternal hunt. A seasoned Marauder, laden with hosts, appears to be a hellish amalgram of creature and abomination; a puzzle of faces, limbs, hides, and wings. They pride themselves on the most grotesque appearance achievable.
Marauders do not eat or breath, though it is thought that they eat through melding with their hosts. They do not speak in their native forms, but may create a mouth of one who speaks a language or take the form of a host to communicate.
Hide in Plain Sight(Su):
A Marauder can use the Hide skill even while being observed. As long as its is within 10 feet of some sort of shadow, a Marauder can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.
Improved Grab (Ex):
To use this ability, a Marauder must hit a creature of its size category or smaller with its tendril 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 attempt to take the form of its opponent in the each of the following rounds (with Take Form). If the Marauder is unsuccessful, it may try again in 1d3 rounds. A Marauder adds its HD to its base grapple.
Take Form (Su):
With a living opponent ensnared in its tendrils, a Marauder can meld with that creature to improve its own abilities. The opponent must succeed on a DC 20 Fortitude save. The DC of the save is Intelligence-based. If failed, the living opponent is rendered helpless and is drawn into the hideous bulk of the Marauder. Various parts of the victim may be exposed, but in effect, the victim is now part of the Marauder. The Marauder then gains 1 HD and a stacking AC bonus of 1. It heals a number of hitpoints equal to twice the victim's HD. As an immediate once per each round, except where stated, a Marauder can use one of the following from those stored in it:
While contained in a Marauder, the victim is rendered senseless and inert. It is kept alive until the Marauder is killed, in which case the victim is killed as well and their soul is released. Victims cannot be targeted by magic, any attempt to do so only affects the Marauder. Familiars and animal companions lose their bounds as if they had been killed, yet are sustained by the Marauder and provide the Marauder unstacking benefits (between familiars and animal companions, choose the best for each benefit) as if it belonged to the abomination.
- A natural attack in place of one of its own. (in an attack action)
- A non-base land movement, such as flight, climb, burrow, etc. in place of its own. (in a move action)
- A prior memory or known fact. Such as language, familiar friends, etc. (The Marauder automatically keeps the highest of Knowledge skills among its victims.)
- An attribute in place of its own, for making a single check (including attacks[use for each attack] and saves).
- Use the ranks in a skill of one of its victims for a single check that takes a round to resolve.
- Use the natural AC of a victim.
- Use a spell-like ability of the victim, only if it is inherent to that victim's race (still abides by use limitations).
- A feat (is only active for that one turn).
- A supernatural or extraordinary ability.
Oozes, as well as unliving creatures, are not affected by Take Form.
As a full round action, a Marauder may assume the form of one of its victims for up to 8 hours. This is merely a physical transformation, packing that vast bulk and hideous form into the shape of a single victim. The Marauder has instantaneous access to all the form's memories and knowledge, and skills. It emulates all the habits and personal traits of the form. While in this form, the Marauder may still use parts of other victims from its Take Form ability. Its size changes to that of the victim's, to a minimum of two categories below its own. Friends of the victim, even if aware of its true nature now, still hesistate to attack it and take a -1 morale penalty to attacks and saves against the Marauder for every 4 HD it has.
A Marauder will never attack openly until is has assumed enough forms to give it an open advantage. They usually prey on those incapable of defending themselves, especially ones that would serve as the most unexpected vessels. This usually encompasses children and familiars, putting it in the position to ambush much more suitable targets. Leadership positions are the most desired among Marauders. They are aware of other Marauders, and despite their rarity, have been found competing with one another for the best of hosts. When attacking a party, the Marauder will seek out a stray member and take their form. Once they meet back up with the group, it will usually ambush during the night while they sleep or during early morning preparations, taking them one by one.
If in danger of death, a Marauder will escape and seek to heal itself before resuming the hunt or simply cutting its loses.
The beast stands at your height, but its four arms are spread towering over you. Its patchwork skin seems almost as surreal as the manic grin the thing wears upon its face. A four-pointed hat sits upon its head at an angle, its bells jingle over the sound of its deep breaths. At first glimpse, the creature looked like some sort of jester, but now you know it is much more. With those long arms, it rushes out at you. Two arms pick you up, and begin clawing away at your sides as you writhe in... laughter?
Size/Type: Medium Monstrous Humanoid
Hit Dice: 8d10 (44 hp)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +11/+11
Attack: +11 melee (1d3+3)
Full Attack: 4 claws +11 melee (1d3+3)
Space/Reach: 5 ft./10 ft.
Special Attacks: Tickle, Improved Grab
Special Qualities: Darkvision 60 ft., Comic Distraction, Madness
Saves: Fort +6, Ref +4, Will +7
Abilities: Str 16, Dex 15, Con 10, Int 13, Wis 12, Cha 6
Skills: Hide +13, Move Silently +13, Perform(comedy) +9
Feats: Improved Grapple, Improved Feint
Organization: Solitary or pairs
Challenge Rating: 7
Alignment: Usually chaotic evil
Advancement: 9-15 (Medium)
These former jesters once used dire magics to force their audiences into horrific bouts of laughter. Death by suffocation was frequent at their shows. Eventually the insane performers were tracked down and punished. The wizard son of a slain king polymorphed them into the terrible forms they now live as, forever tortured by their insanity and need to cause laughter at any price.
A tikelen speaks a combination of gibberish and insane laughter, both are incomprehensible.
SLA - 1/1d3 rounds: Tasha's Hideous Laughter. CL HD. DC 16, save DC is Dexterity-based.
Improved Grab (Ex): To use this ability, a tikelen must hit a creature with at least two of its claw attacks. 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 try to tickle the opponent in the following round. It uses two of its claws to maintain a pin.
Tickle (Ex): Using the two claws pinning an opponent, a tikelen can tickle the opponent until its grip is broken. It may move during this, but dragging the victim around reduces its base land speed by half. The tikelen's full attack is then reduced to two claw attacks, with which it can take another victim. While being tickled, an opponent must make a DC 16 Fortitude save each round or submit to the frantic tickling of the tikelen. The save DC is Dexterity-based. A victim who fails their save is rendered paralyzed and begins to suffocate each round as their laughter prevents any breathing. The victim still continues to make grapple checks to break free due to their violent spasms. Creatures who don't breath are only paralyzed by a tikelen's tickling prowess. Undead, oozes, constructs, and creatures with an Intelligence score below 2 are not affected by this ability.
Comic Distraction (Su): A tikelen may use a Perform(comedy) check in place of a Bluff check when feinting.
Madness (Su): Any attempt at reading a tikelen's thoughts or making contact with its tortured mind causes 2 points of permanent Wisdom damage. A tikelen cannot be cured of its insanity, even by a miracle or wish