A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    Dec 2016
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    Female

    Default Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    You'll be working under the theme of:
    Race to the Top
    Whether you emulate another race, are a paragon, or you are a member of a unique caste, the topic this month is based around Races.
    Rules
    • Entry must be a prestige class with 5-10 levels, and must be for 3.X edition of Dungeons and Dragons
    • Entry must be original, and made for this contest
    • Entry must be related to the theme
    • Entry must be completed by January 5th, 2018
    • Entry must be easy to read (templates will be provided*)
    • Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry)

    Breaking any of these rules will disqualify you, and plagiarism will get you reported.

    *The Templates are in the chat thread here.

    Chat Thread is here. Please only post entries in this thread, the chat thread is for everything other than entries.

    Good luck to all, and let the games begin!
    Last edited by Westhart; 2017-12-09 at 07:25 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
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    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Rat Lord



    Filthiness and thievery go hand in hand,
    Why is that, You may ask?
    Well, things are frequently left behind,
    When Filth Fever aids your task.

    ENTRY REQUIREMENTS
    Race/Monster: Dire Rat

    Class Skills
    The Rat Lord's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +2
    +2
    Sneak Attack +1d6, Virulent Disease, Con +1
    2nd
    +2
    +3
    +3
    +3
    Prehensile Tail, Strengthened Claws, Dex +1
    3rd
    +3
    +3
    +3
    +3
    Sneak Attack +2d6, Rodent Empathy, Bonus Feat, Cha +1
    4th
    +4
    +4
    +4
    +4
    Racial Size Increase, Rat King, Con +1
    5th
    +5
    +4
    +4
    +4
    Sneak Attack +3d6, False Look, Dex +1
    6th
    +6
    +5
    +5
    +5
    Precision Attack, Rodent Entourage, Bonus Feat, Cha +1
    7th
    +7
    +5
    +5
    +5
    Sneak Attack +4d6, Leaping Rat, Con +1
    8th
    +8
    +6
    +6
    +6
    Empowered Natural Weapons, Swarmlord, Dex +1
    9th
    +9
    +6
    +6
    +6
    Sneak attack +5d6, Plague Lord, Bonus Feat, Cha +1
    10th
    +10
    +7
    +7
    +7
    Lord of the Rats, Bonus Feat, Con +2, Dex +2, Cha +2

    Weapon and Armor Proficiencies: Rat lords are proficient with all natural weapons, simple weapons, one martial weapon of their choice, one exotic weapon of their choice, and light armour. Rat lords are unable to wield normal weapons until 4th level and must use mouthpick weapons until this point.

    Sneak Attack (Ex): This works as the Rogue ability of the same name. This stacks with other classes that advance Sneak Attack.

    Virulent Disease (Su): The DCs of all diseases originating from the rat lord (either by natural ability, spells, etc.) may gain a bonus of up to the rat lord's HD if the rat lord chooses.

    Ability Increases: At 1st, 4th, and 7th levels, the rat lord gains +1 Con.

    At 2nd, 5th, and 8th levels, the rat lord gains +1 Dex.

    At 3rd, 6th, and 9th levels, the rat lord gains +1 Cha.

    And at 10th level, the rat lord gains +2 Con, +2 Dex, and +2 Cha

    Prehensile Tail (Ex): The rat lord's tail becomes stronger and more useful. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action and use magic items such as potions and wands. If the character has the Quick Draw feat, they may use this as a free action instead.

    Strengthened Claws (Ex): The rat lord's claws become stronger and able to deal damage. They gain two secondary natural claw attacks that deal 1d4 damage, spread disease, and threaten a critical on a 20 with a x2 critical modifier. The damage dealt by these claws increases by one die at level 4.

    Rodent Empathy (Su): This functions as the Druid's Wild Empathy ability but it only works on rodents.

    Bonus Feats: At levels 3, 6, 9, and 10, the rat lord selects a bonus feat from any of the following. They must meet all prerequisites for the feat before taking it, as usual.

    Rat Lord Feat List: Craven, Two-Weapon Fighting, Multiattack, Greater Two-Weapon Fighting, Martial Stance, and Martial Study.

    Racial Size Increase: At 4 HD, dire rats increase in size from small to medium. The damage of their bite attack increases by one damage die.

    Rat King (Ex): At 4th level, the rat lord learns to walk on it's hind legs and can use its forepaws as hands, allowing it to wield non-mouthpick weapons.

    False Look (Su):At 5th level, the rat lord may produce an illusion effect over its body which causes it to look like an animal of its size or one smaller. This mimics an alter self spell.

    Precision Attacks (Ex): At 6th level, the rat lord may add its dexterity bonus to it's natural attack damage.

    Rodent Entourage (Su): At 6th level, once per day the rat lord may summon 1d3 dire rats or 1d8 rats. The rat lord has control over these creatures and they last for a number of rounds equal to the rat lord's class level (max 10 rounds).

    Leaping Rat (Ex): At level 7, the rat lord gains the pounce and rend special abilities with the rend damage being equal to the rat lord's claw damage.

    Empowered Natural Weapons (Ex): At level 8, the rat lord's bite and claw attack damage increase by an additional damage die. In addition, the rat lord gains a tail swipe attack that deals 1d4 damage and their prehensile tail may wield light melee weapons.

    Swarmlord (Su): At level 8, the rat lord gains the ability to summon 1d4 rat swarms twice a day. The rat lord has control over these swarms and they last for a number of rounds equal to the dire rat lord's class level (max 10 rounds).

    Plague Lord (Su): At level 9, the rat lord gains the ability to cast Contagion as an SLA at-will with a caster level equal to the rat lord's HD (DC 14+Cha). In addition, whenever a rat lord successfully saves against a disease or magical affliction, they may choose to harbour it inside of them with no ill effects, allowing them to choose the disease spread by their bite and claw attacks between the new disease, Filth Fever, and any other disease they have harboured previously. Any disease or magical affliction the rat lord successfully saves against is able to be spread by the rat lord's contagion SLA in addition to the base diseases allowed by contagion. Creatures which have immunity to disease instead gain a +4 bonus to saves against diseases originating from the rat lord.

    Lord of the Rats (Ex): At level 10, the dire rat lord becomes a paragon of rat-kind. Whenever a rodent-like creature tries to harm the rat lord (makes an attack roll against it), they must succeed on a will save (DC 10+1/2 HD+Con) or instead fight alongside the rat lord until all enemies are defeated, at which point the creature leaves. In addition, the rat lord gains Improved Natural Attack as bonus feats for its' bite and claw attacks.
    Last edited by Aniikinis; 2017-12-22 at 10:25 AM.
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  3. - Top - End - #3
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
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    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    The Faerie Courts

    Part I: Fae Courtiers (Savage Progressions, Classes that Emulate, etc)
    Part II: Fae Champions (Race Specific Prestige Classes, Paragon classes)
    Fae Campions, WIP
    Classes:
    Lady of the Lake
    Champion of the Wood
    Master of the Fiddle
    Trixie Pixie
    The Inheritor: LeShay rework, noble LeShay, and tapping into and enhancing LeShay heritage powers
    Spoiler: Paragons
    Show

    All the Fae paragon classes give an extra use of all racial spell like abilities (derived from base race fey type, not templates or any other effect that would grant spell like abilities) at first, two extra uses at second, and three at third, and increase the caster level by the same. These effects overlap (do not stack) with each other.In addition if the Fae possesses spell resistance (following the same conditions above) they increase it by their class level.
    Grig Paragon

    Hit Die: d6.

    Class Skills: The Grig Paragon’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (Nature) (Int), Move Silently (Dex), Perform (Cha)

    Skill Points at Each Level: 6 + Int modifier

    GRIG PARAGON
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Class Features
    1st +0 +0 +2 +2 Fiddlin’ +1 Bard
    2nd +1 +0 +3 +3 Grace of the Musician
    3rd +1 +1 +3 +3 Lord of the Fiddle, Ability Boost (+2 Charisma) +1 Bard

    Paragon Class Features
    All of the following are class features of the Grig Paragon.

    Weapon and Armor Proficiency: Grig Paragons gain no additional weapon or armor proficiencies.

    Class Features: At 1st and 3rd, you gain class features and an increase in effective level as if you had also gained a level in bard. The specific class features you gain include spells per day, spells known, bardic music, and so on. You do not, however, gain the benefit of the bard’s Hit Dice, attack progression, skill points, or saving throws.

    Fiddlin’ (Su): You add your level in the Grig Paragon class to the DC of your Fiddle supernatural ability, and increase the effects range by 10’ every level.

    Grace of the Musician: You add your charisma modifier as a luck bonus to all saves, and as a deflection bonus to AC.

    Lord of the Fiddle (Su): You’ve mastered your fiddle, and now you can play use it to play other musics as well. Whenever you use your Fiddle supernatural ability you may also activate a bardic music affect you know at the same time. In addition a number of times per day equal to your charisma modifier you may force an opponent making a save against one of your bardic music abilities or your fiddle ability to roll twice, taking the lowest result. You cannot use this on the same enemy making a save against the same effect more then once, and you can only target one enemy a round.

    Ability Boost (Ex):: At 3rd level, a Grig Paragon increases its charisma score by 2.

    Nixie Paragon

    Hit Die: d6.

    Class Skills: The Nixie Paragon’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (Nature) (Int), Move Silently (Dex), Swim (Str)

    Skill Points at Each Level: 6 + Int modifier

    NIXIE PARAGON
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Class Features
    1st +0 +0 +2 +2 Just Swimmin’ along +1 Druid
    2nd +1 +0 +3 +3 Water’s Grace
    3rd +1 +1 +3 +3 Lord of the Water, Ability Boost (+2 Charisma) +1 Druid

    Paragon Class Features
    All of the following are class features of the Nixie Paragon.

    Weapon and Armor Proficiency: Nixie Paragons gain no additional weapon or armor proficiencies.

    Class Features: At 1st and 3rd, you gain class features and an increase in effective level as if you had also gained a level in druid. The specific class features you gain include spells per day, spells known, wild shape, and so on. You do not, however, gain the benefit of the druid’s Hit Dice, attack progression, skill points, or saving throws.
    Spoiler
    Show

    I couldn’t think of something that fit better, so druid it was…


    Just Swimmin’ Along: The Nixie adds 10’ per level to her swim speed, and the same number as a competence bonus on all swim checks. In addition if she takes the charge action while underwater she benefits from the pounce ability.

    Water’s Grace: The Nixie adds its charisma modifier as a luck bonus to all saves and as a deflection bonus to AC. When fully submerged (in water) the Nixie adds twice this bonus.

    Lord of the Water: The Nixie counts all swim checks as if she had rolled 20 (remember, that a 20 on a skill check is not necessarily an automatic success). In addition she adds her charisma bonus on all attack and damage rolls while completely submerged in water.

    Ability Boost (Ex):: At 3rd level, a Nixie Paragon increases its charisma score by 2.

    Pixie Paragon

    Hit Die: d6.

    Class Skills: The Pixie Paragon’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (Nature) (Int), Move Silently (Dex), Perform (Cha)

    Skill Points at Each Level: 6 + Int modifier

    PIXIE PARAGON
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Class Features
    1st +0 +0 +2 +2 Sneak Attack +1d6, Archer +1 Beguiler
    2nd +1 +0 +3 +3 Shield of Trickery
    3rd +1 +1 +3 +3 Sneak Attack +2d6, Trickster Incarnate, Ability Boost (+2 Charisma) +1 Beguiler
    Paragon Class Features
    All of the following are class features of the Pixie Paragon.

    Weapon and Armor Proficiency: Pixie Paragons gain no additional weapon or armor proficiencies.

    Class Features: At 1st and 3rd, you gain class features and an increase in effective level as if you had also gained a level in beguiler. The specific class features you gain include spells per day, spells known, bonus feats, and so on. You do not, however, gain the benefit of the beguiler’s Hit Dice, attack progression, skill points, or saving throws. A pixie has the unique option of using its charisma for the purposes of spells in place of intelligence.

    Sneak Attack (Ex): At first and third levels you gain +1d6 sneak attack damage. If you are using pixie special arrows you may use your sneak attack with them, although the damage becomes subdual.

    Archer: Pixies, while renown for trickery, are wonderful archers. They extend the range of all precision damages that have a fixed range (such as sneak attack’s 30’) by a multiple equal to their class level+1. Thus a first level pixie paragon can use sneak attack out to 60’, while one who was third level can use it out to 120’.

    Shield of Trickery (Su): The Pixie adds its charisma modifiers as a luck bonus to all saves and as a deflection bonus to AC.

    Trickster Incarnate (Su): The pixie may use prestidigation at will, and to pierce his natural invisibility effect or any illusions he utilizes with a spell such as True Seeing must make a spellcraft check vs: 10+½ pixie’s HD+Charisma Modifier. If the check succeeds the spell operates normally, if it fails the spell does not see through the pixie’s illusion effects.

    Ability Boost (Ex):: At 3rd level, a Pixie Paragon increases its charisma score by 2.

    Nymph Paragon

    Hit Die: d6.

    Class Skills: The Nymph Paragon’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (Nature) (Int), Move Silently (Dex), Perform (Cha), Spellcraft (Int), Swim (Str)

    Skill Points at Each Level: 6 + Int modifier

    NYMPH PARAGON
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Class Features
    1st +0 +0 +2 +2 Of the Lake +1 Druid
    2nd +1 +0 +3 +3 Armor of the Lake
    3rd +1 +1 +3 +3 Lake’s Immortality, Ability Boost (+2 Charisma) +1 Druid
    Paragon Class Features
    All of the following are class features of the Pixie Paragon.

    Weapon and Armor Proficiency: Pixie Paragons gain no additional weapon or armor proficiencies.

    Class Features: At 1st and 3rd, you gain class features and an increase in effective level as if you had also gained a level in druid. The specific class features you gain include spells per day, spells known, wildshape, and so on. You do not, however, gain the benefit of the druid’s Hit Dice, attack progression, skill points, or saving throws.

    Of the Lake: You add your level in the Nymph Paragon class to the DC’s of your blinding beauty and stunning glance abilities, and as a bonus on wild empathy checks.

    Armor of the Lake (Ex): You add your charisma modifier to your DR X/cold iron derived from your race. Thus if you had a 20 in charisma, the base DR 10 would become 15 (For a player this would be 14th level).

    Lake’s Immortality: Once per month if you are within 10*charisma modifier miles of a freshwater lake and are slain you are resurrected a week later, per True Resurrection.

    Ability Boost (Ex):: At 3rd level, a Nymph Paragon increases its charisma score by 2.

    Dryad Paragon

    Hit Die: d6.

    Class Skills: The Dryad Paragon’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (Nature) (Int), Move Silently (Dex), Perform (Cha)

    Skill Points at Each Level: 6 + Int modifier

    DRYAD PARAGON
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Class Features
    1st +0 +0 +2 +2 Strengthened Link +1 Druid
    2nd +1 +0 +3 +3 Armor of the Wood
    3rd +1 +1 +3 +3 Tree Independant, Ability Boost (+2 Charisma) +1 Druid
    Paragon Class Features
    All of the following are class features of the Dryad Paragon.

    Weapon and Armor Proficiency: Dryad Paragons gain no additional weapon or armor proficiencies.

    Class Features: At 1st and 3rd, you gain class features and an increase in effective level as if you had also gained a level in druid. The specific class features you gain include spells per day, spells known, wild shape, and so on. You do not, however, gain the benefit of the druid’s Hit Dice, attack progression, skill points, or saving throws.

    Strengthened Link (Su): You may travel 300 yards+100 yards per point of charisma modifier you have away from your tree. In addition when within 300 yards you add your charisma modifier as a morale bonus to attack and damage rolls.

    Armor of the Wood (Su): You add your charisma bonus as a luck bonus to all saves and as a deflection bonus to AC.

    Tree Independant: You no longer need to stay near your tree, but whenever you are within the enhanced range of Strengthened Link you gain your charisma modifier as a morale bonus on attack and damage rolls.

    Ability Boost (Ex):: At 3rd level, a Dryad Paragon increases its charisma score by 2.


    Hit Die: d6.

    Class Skills: The Moonfolk Paragon’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Move Silently (Dex), Perform (Cha), Spellcraft (Int),

    Skill Points at Each Level: 6 + Int modifier

    MOONFOLK PARAGON
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Class Features
    1st +1 +0 +2 +2 Warrior’s Grace +1 Sorcerer
    2nd +2 +0 +3 +3 Sorcerer’s Knowledge
    3rd + + + +3 Lord of the Dead, Ability Boost (+2 Charisma) +1 Sorcerer
    Paragon Class Features
    All of the following are class features of the Moonfolk Paragon.

    Weapon and Armor Proficiency: Moonfolk Paragons gain no additional weapon or armor proficiencies.

    Class Features: At 1st and 3rd, you gain class features and an increase in effective level as if you had also gained a level in sorcerer. The specific class features you gain include spells per day, spells known, and a familiar. You do not, however, gain the benefit of the sorcerers Hit Dice, attack progression, skill points, or saving throws.

    Warrior’s Grace (Ex): The Moonfolk adds 10’ per level to its land speed, and add its charisma modifer as a competence bonus to balance and tumble checks.

    Sorcerer’s Knowledge (Ex): The moonfolk adds one spell off any spell list ot its natural sorcerer casting, of a level it can already cast. This spell must either be of the necromancy or enchantment schools, or have the darkness or evil descriptor. They also add their charisma bonus as a competence bonus on spellcraft and knowledge (Arcana) checks.

    Lord of the Dead: Uncontrolled Mindless undead can not attack the Moonfolk Paragon, and all other undead must make a will save (DC: 10+Cha mod) to be able to do so.

    Ability Boost (Ex):: At 3rd level, a Moonfolk Paragon increases its charisma score by 2.

    Last edited by Westhart; 2018-01-24 at 11:39 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  4. - Top - End - #4
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Lidless Master



    I see for the master.
    The master met his end.
    I see for the master.
    The Master is Me.

    ENTRY REQUIREMENTS
    Race/Monster: Isitoq

    Class Skills
    The Lidless Master's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    Level Base
    Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special Grave
    Tokens
    1st
    +0
    +0
    +2
    +2
    Telepathic Link, Reverse Sensor 6
    2nd
    +1
    +0
    +3
    +3
    - 12
    3rd
    +1
    +1
    +3
    +3
    - 18
    4th
    +4
    +1
    +4
    +4
    - 24
    5th
    +5
    +1
    +4
    +4
    - 30
    6th
    +6
    +2
    +5
    +5
    - 36
    7th
    +7
    +2
    +5
    +5
    - 42
    8th
    +8
    +2
    +6
    +5
    - 48
    9th
    +9
    +3
    +6
    +6
    - 54
    10th
    +10
    +3
    +7
    +7
    - 60

    Weapon and Armor Proficiencies: Lidless Masters are proficient with all natural weapons.

    Telepathic Link:
    Last edited by Lanth Sor; 2017-12-08 at 07:30 PM.

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    Competitions and Substystem Compendium: Here
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  5. - Top - End - #5
    Banned
     
    Jormengand's Avatar

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    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    The Maker


    Image: Turiel, Angel of the Mountain by Peter Morbacher

    "No man is an island,
    Entire of itself,
    Every man is a piece of the continent,
    A part of the main.
    If a clod be washed away by the sea,
    Europe is the less.
    As well as if a promontory were.
    As well as if a manor of thy friend's
    Or of thine own were:
    Any man's death diminishes me,
    Because I am involved in mankind,
    And therefore never send to know for whom the bell tolls;
    It tolls for thee."
    John Donne,
    Meditation 17, Devotions upon Emergent Occasions

    All creatures are made, whether by the force of the universe's evolutionary imperative or the meddling of those creatures already abounding. Whatever the case, makers learn to bring forth these creatures for their own ends, and use these endless forms to great effect. A maker, of course, also learns the spells of creating inanimate beings.

    Adventures: Makers adventure for all the reasons that members of their previous class might, but also to find new creatures to aid them.

    Characteristics: A maker can summon powerful creatures for almost any purpose. He relies on elite spells, which are stronger than their relatively small level might suggest - he essentially learns a few spells which are better than usual.

    Alignment: Any. Making the creations of the world your allies can be done via love or force alike.

    Religion: Deities of life, creation or animals are common among makers, but any deity is possible.

    Background: A maker is usually a conjurer or necromancer wishing to call upon stronger creatures than the ones they already had on their side, whether the maker was a wizard who bound outsiders to his will, a cleric who crafted armies of the dead or a druid who called upon nature's wrath.

    Races: Any. Any species of creature contains those willing to make the rest of the creations of gods and nature alike their plaything.

    Other Classes: Members of other classes generally see the maker's summoning capabilities as simply extra power atop whatever abilities the maker already had - few are fazed by summoning any more. That said, they may worry about the morals of those who bind angels and demons alike to their will.

    Role: A maker generally summons creatures to aid him, but still has all the spells that the original class knew, actually increasing his versatility beyond that of his base class.

    Adaptation: The elite spell concept could easily be adapted to include other spells from sources outside of the player's handbook, or alternatively a new class could be made using elite spells around a different theme.

    ENTRY REQUIREMENTS
    Spellcasting: Must be capable of casting fourth-level spells.
    Skills: Craft (any) 10 ranks or 10 ranks in any knowledge skill used to identify creatures (usually Arcana, Dungeoneering, Local, Nature, Religion or The Planes).

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +0 +0 +2 Advanced Companionship, Elite Spellcasting 1
    2nd +1 +0 +0 +3 1 1
    3rd +1 +1 +1 +3 1 1 1
    4th +2 +1 +1 +4 1 1 1 1
    5th +2 +1 +1 +4 2 1 1 1 1
    6th +3 +2 +2 +5 2 2 1 1 1 1
    7th +3 +2 +2 +5 2 2 2 1 1 1 1
    8th +4 +2 +2 +6 2 2 2 2 1 1 1 1
    9th +4 +3 +3 +6 3 2 2 2 2 1 1 1 1
    10th +5 +3 +3 +7 3 3 2 2 2 2 1 1 1 1

    Class Skills
    The maker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis).
    Skills Points at Each Level: 2 + int

    Weapon and Armour Proficiency: The maker gains no proficiency in any kind of weapons or armour.

    Elite Spellcasting
    The maker gains an additional caster level and additional spells per day and spells known of each level as though he had continued to take levels in a class with which he met the prerequisites. If he had mutliple classes with which he met the prerequisites, he must choose one of those classes to progress.

    Further, the maker gains elite spells from the maker elite spell list as additional spells known. He knows a number of each level of elite spells given on Table: The Maker. At first level, this means he only gains an elite cantrip (though he can cast that elite cantrip as many times per day as he has spell slots with which to cast it). If he prepares spells, like a wizard or cleric does, or if he retrieves spells - whether like a sha'ir does or like a spirit shaman does - he can cast elite spells spontaneously much like a druid casts summon nature's ally spells by expending a full or empty spell slot (but not an expended one!). If he casts spells directly like a beguiler or warmage does, he treats the elite spells as being additional spells on his list.

    If he learns spells like a sorcerer, he simply gains additional spells known which do not take up ordinary spell slots. Further, a maker can learn an additional nonelite spell by forfeiting the nonelite version of the elite spell he is learning (if there is one), even if his class would not entitle him to do that this level or in addition to any spells he is entitled to swap out this level. For example, a sorcerer/maker who learns summon progenitor III (elite summon monster III) can swap out his summon monster III spell known for another third-level spell known.

    Elite spells have an "E" or the word "Elite" before their spell level, for example "E3" or "Elite third". This doesn't change the actual level of the spell (for example, the elite third level spell would still take up a third-level spell slot and the DC is still that of a third-level spell). Rather, it signifies only that it's an elite spell of that level and therefore defies many of the expectations of what is possible of a spell of that level (see the next paragraph).

    A maker can learn an elite spell even if he can't learn the nonelite version of the same spell. A druid/maker can learn summon progenitor III (elite summon monster III), for example. A maker who learns an spell which uses a different ability score based on caster uses the primary ability modifier which determines their spell saving throw difficulty class if their class isn't listed in the spell. A creature with an elite spell-like ability uses charisma in this case.

    No ability ever entitles you to learn additional elite spells unless it mentions them in particular. For example, the Extra Spell feat does not allow you to learn an additional elite spell. Similarly, items cannot replicate elite spells, nor can an item which would replicate one (such as a wand of conflagration (elite fireball)) be created except by an ability which specifies that it can do. If you are entitled to know an elite spell, you might still not be able to cast the spell in question, for example if you enter as a bard or paladin.

    Advanced Companionship
    Maker levels are treated as levels in each class the maker possesses for purposes of advancing Rebuke Undead or any class feature which grants the maker a companion creature of some kind innately except for a cohort or followers like the thrallherd's.

    Maker Elite Spell List

    0lvl

    Assistance (Elite Guidance): +5 on single attack roll, saving throw, skill check, ability check, or damage roll.
    Create Geyser (Elite Create Water): Creates a stream of water which can cause floods.
    Know Direction and Location (Elite Know Direction): Break the uncertainty principle.
    Repair (Elite Mending): Repairs an item to full hit points.
    Summon Instrument of Legend (Elite Summon Instrument): Instrument is a tool of legend for the duration, giving a +10 bonus on perform checks.

    1st

    Invisible Slave (Elite Unseen Servant): Summon a better unseen servant.
    Nature's Courier (Elite Animal Messenger): Animal visits a location and speaks with a recipient.
    Steed (Elite Mount): Summons a rending pony or an amazing horse.
    Summon Nature's Guardian I (Elite Summon Nature's Ally I): Summons hoary marmot, bald eagle, gibbon, jellyfish, osprey, dolphin, small viper serpent or jackal.
    Summon Progenitor I (Elite Summon Monster I): Summons coyote, osprey, inferno beetle, dolphin, mauler, gibbon, hoary marmot, yatagarasu, medium monstrous millipede, small monstrous deathstalker, murderhawk, small monstrous tarantula, jellyfish or small viper serpent.

    2nd

    Inferno Trap (Elite Fire Trap): Trap deals 1d6 damage/level.
    Master Undead (Elite Command Undead): Many undead obey your commands.
    Summon Horde (Elite Summon Swarm): Summon swarm of vampire bats, marmots or tarantulas.
    Summon Nature's Guardian II (Elite Summon Nature's Ally II): Summon dark bear, alligator, dire mauler, dire vampire bat, small inferno, storm, wind or rock elemental, attricipegasus, hammerhead, medium viper serpent, man-o-war or great mauler.
    Summon Progenitor II (Elite Summon Monster II): Summon giant bumblebee, demolition beetle, riding coyote, bald eagle, lemure wanderer, man-o-war, jackal, large monstrous millipede, medium monstrous deathstalker, hammerhead, medium monstrous tarantula or medium viper serpent.
    Vine Trap (Elite Snare): Create a strong snare.
    Wood Craft (Elite Wood Shape): Craft properly out of wood.

    3rd

    Great Hut (Elite Tiny Hut): Hut defends occupants.
    Rejuvenate Companion (Elite Heal Mount): As rejuvenate (Elite Heal) on mount, animal companion, familiar or similar.
    Steed of Shadows (Elite Phantom Steed): Create a better phantom steed.
    Summon Nature's Guardian III (Elite Summon Nature's Ally III): Summon great ape, dire otter, dire jackal, giant bald eagle, sabretooth, giant osprey, moon clan, mako, constrictor serpent, large viper serpent, or lava-kin.
    Summon Progenitor III (Elite Summon Monster III): Summon dark bear, buffalo, dire mauler, atriccipegasus, small inferno, storm, wind or rock elemental, great ape, dire otter, hound of Tindalos, constrictor serpent, wild boar, dire vampire bat, huge monstrous millipede, alligator, drech taskmaster, large viper serpent or great mauler.
    Undead Horde (Elite Animate Dead): Animate stronger skeletons and zombies.

    4th

    Autonomous Shelter (Elite Secure Shelter): Shelter fends off enemies and aids with tasks.
    Black Spiked Tentacles (Elite Black Tentacles): Tentacles grapple targets and damage even on failed grapple.
    Minor Invention (Elite Minor Creation): Create an object with possible moving parts.
    Monstrous Vermin (Elite Giant Vermin): Change vermin into big, elite forms.
    Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.*
    Summon Nature's Guardian IV (Elite Summon Nature's Ally IV): Summon juvenile boltcrow, grizzly bear, giant alligator, velociraptor, dire great ape, dire wild boar, dire great mauler, medium inferno, storm, wind or rock elemental, flamefather salamander, sea tiger, great white, huge viper serpent, jaguar, juvenile shellyfish, spearhead or minor terraphage.
    Summon Progenitor IV (Elite Summon Monster IV): Summon tabernacle archon, giant osprey, giant bald eagle, sabretooth, wind, sand, rock, inferno, arctic, lava, jelly, crystal, smoke or storm mephit, dire jackal, giant hornet, preying mantis, mako, yeth greyhound, large monstrous tarantula, huge viper serpent, or hedgedog.
    Wall of Inferno (Elite Wall of Fire): Wall scorches creatures who cross it.
    Wall of Permafrost (Elite Wall of Ice): Wall freezes enemies.

    5th

    Cave Canem (Elite Mage's Faithful Hound): Hound is stronger, moves, and doesn't end so fast when set off.
    Fabricate: Transforms raw materials into finished items.*
    Insect Storm (Elite Insect Plague): Swarms can move.
    Major Invention (Elite Major Creation): Create an object with possible moving parts.
    Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.*
    Summon Nature's Guardian V (Elite Summon Nature's Ally V): Summon adult boltcrow, arctic bear, dire sabretooth, icthyasaur, large inferno, storm, wind or rock elemental, eaglion, wind-watcher, elasmotherium, moon clan, giant constrictor serpent, watersprite, adult shellyfish or killer whale.
    Summon Progenitor V (Elite Summon Monster V): Summon coyote archon, grizzly bear, giant scarab, sea tiger, eaglion, medium inferno, storm, wind or rock elemental, warhawk, bristling devil, velociraptor, dire great ape, dire wild boar, great white, large monstrous deathstalker, umbral hound, dire mauler, giant alligator, or jaguar.
    Wall of Rock (Elite Wall of Stone): Wall is exceptionally strong.
    Wall of Void (Elite Wall of Force): Wall is immune to everything.

    6th

    Create Monstrosities (Elite Create Undead): Create flesheaters, flesheater kings, Osirians, and revenants.
    Invigourate Objects (Elite Animate Objects): Animated objects become elite versions instead.
    Planar Ally: As lesser planar ally, but up to 12 HD.*
    Planar Binding: As lesser planar binding, but up to 12 HD.*
    Summon Nature's Guardian VI (Elite Summon Nature's Ally VI): Summon dire grizzy, huge inferno, storm, wind or rock elemental, mammoth, hexacheires, dire velociraptor, giant jellyfish, faerie, superior salamander, humpback whale or average terraphage.
    Summon Progenitor VI (Elite Summon Monster VI): Summon arctic bear, humpback whale, whirlwind eladrin, dire sabretooth, large inferno, storm, wind or rock elemental, great janni, tsaeb soahc, shackled devil, ætherwasp, gargantuan monstrous millipede, elasmotherium, icthyosaur, huge monstrous tarantula or giant constrictor serpent.
    Walking Woods (Liveoak): Tree becomes treeman.
    Wall of Steel (Elite Wall of Iron): Wall is stronger and hits harder when toppled.

    7th

    Animate World (Elite Animate Plants): Plants become elite animated objects.
    Blade of Destruction (Elite Mage's Sword): Sword cuts through buildings and people alike.
    Folding Fortress (Elite Magnificent Mansion): Mansion is bigger and staffed by invisible slaves.
    Rule Undead (Elite Control Undead): Puts undead under your total control.
    Summon Nature's Guardian VII (Elite Summon Nature's Ally VII): Summon elder boltcrow, dire jaguar, greater inferno, storm, wind or rock elemental, great djinni, hidden doom, faerie (with sleep arrows), giant man-o-war, titanoceratops, sperm whale or elder terraphage.
    Summon Progenitor VII (Elite Summon Monster VII): Summons mammoth, attricipal, humpback whale, great djinni, huge inferno, storm, wind or rock elemental, hidden doom, skeletal devil, dire velociraptor, huge monstrous deathstalker, slime demon, giant jellyfish or hexacheires.
    Swarming End (Elite Creeping Doom): Swarms move on their own and aren't dependent on you.
    Void Cage (Elite Forcecage): Box is bigger and can't be got rid of.

    8th

    Body Double (Elite Clone): Spell is free and clone doesn't suffer penalties.
    Create Greater Monstrosities (Elite Create Greater Undead): Create shades, banshees, lost souls or spirit eaters.
    Planar Ally, Greater: As lesser planar ally, but up to 18 HD.*
    Planar Binding, Greater: As lesser planar binding, but up to 18 HD.*
    Summon Nature's Guardian VIII (Elite Summon Nature's Ally VIII): Summon dire great white, thunderbird, royal salamander or elder shellyfish
    Summon Progenitor VIII (Elite Summon Monster VIII): Summon dire grizzly, sperm whale, titanoceratops, song guardian, greater inferno, storm, wind or rock elemental, giant man-o-war, white lion, colossal monstrous millipede, dire jaguar, gargantuan monstrous tarantula, spinosaurus or vulture demon

    9th

    Compost Army (Elite Shambler): Summon 1d4+2 animated compost heaps.
    Elemental Horde (Elite Elemental Swarm): Summon inferno, storm, wind or rock elementals
    Gate: Connects two planes for travel or summoning.*
    Summon Nature's Guardian IX (Elite Summon Nature's Ally IX): Summon elder inferno, storm, wind or rock elemental, world's smallest violinist, faerie (with sleep and memory loss arrows) or celestial lancer.
    Summon Progenitor IX (Elite Summon Monster IX): Summon sorcerous serpent, smilodonal, thunderbird, elder inferno, storm, wind or rock elemental, spiked devil, dire great white, gargantuan monstrous deathstalker, black witch, spider demon, colossal monstrous tarantula or pummeler demon.

    *If the Elite Standard Spells variant is in place.

    Animate World (Elite Animate Plants)
    Level: Maker E7
    You animate large numbers of plants as elite creatures

    Animate World works like (Animate Plants) except that the animated plants emulate elite animated creatures rather than regular ones.

    Assistance (Elite Guidance)
    Level: Maker E0
    You grant a creature assistance with some task it will take in the near future.

    Assistance works like guidance except that it provides a +5 bonus to a single attack or damage roll, saving throw, or skill or ability check other than an initiative check.

    Autonomous Shelter (Elite Secure Shelter)
    Level: Maker E4
    The archmage Ari'El developed this spell as a joke taken too far about a description of the original secure spell describing the furniture in the shelter as "Rude furnishings".

    Autonomous shelter works much like secure shelter except that the furnishings loudly admonish any enemy who enters the shelter, levelling vile insults at them. If this doesn't disuade them after one round, then each round thereafter one of the furnishings comes to life as a large elite animated object and attacks. The furnishings return to their positions and resume an inert state after the intruders are all dead or fled.

    If the furnishings are turfed out of the shelter, then they animate as above, except that rather than driving off attackers they spread a disturbance, heckling juries, enraging crowds or starting bar brawls. The writing desk delivers forged orders to anyone it can reasonably send them to. Invariably, the furnishings are monstrously impolite.

    Black Spiked Tentacles (Elite Black Tentacles)
    Level: Maker E4
    This is about as far as I was willing to take this reference.

    Black spiked tentacles work like black tentacles except that the tentacles' effective strength score is 25, they are treated as huge, and the damage they deal is 1d8+7 bludgeoning and 2d6+10 piercing. A creature who avoids being grappled still takes 1d6+5 points of damage from the spikes.

    Elite spells like black spiked tentacles are difficult to resist fully. A creature with freedom of movement or a similar effect gets a +20 bonus to avoid or escape the grapple, but isn't outright immune to being grappled.

    Blade of Destruction (Elite Mage's Sword)
    Level: Leveller E7, Maker E7
    You cause a massive force blade to spring into being.

    This spell works much like mage's sword. However, the sword is a +5 vorpal weapon and its base damage is 6d6. Its deflection bonus to AC is 5. A building attacked by the sword has its hardness ignored, and if the attack roll is a natural 20, the building's structure is compromised and 2d4 sections of the building fall down, starting with the one being attacked (if it's still standing after the damage) and those near it.

    Elite spells like blade of destruction are difficult to resist fully. If you fail to overcome a creature's spell resistance, the sword just floats back to you instead of disappearing. You can't try to make it attack that creature again, though.

    Body Double (Elite Clone)
    Level: Apothecary E8, Maker E8
    Components: V, S
    You create a body double for when the original body dies.

    Body double works like clone except that there is no material or focus component and that the clone is raised without level loss, so it rises at the level at which the original died or at the level that the original was when the clone was created, whichever is higher. The duplicate grows magically over the course of 2d4 weeks and enters a state of self-preserving suspended animation, so it doesn't decay. In fact, the duplicate has hardness 20 until the soul re-enters it.

    Cave Canem (Elite Faithful Hound)
    Level: Maker E5
    Duration: 1 hour/level
    It's pronounced "CAR-way CAN-em"; it means "Beware of the dog".

    Cave canem works like mage's faithful hound except that the dog doesn't disappear quickly when triggered and that you can choose how the dog should react when a creature comes within 120 feet (not the usual 30 feet) - it can bark as a swift action, but it can also move (with a 30 foot movement rate) or attack (+14 attack bonus, 3d6+9 damage). You may choose whether it pursues enemies out of its patrol range, goes to the edge of the patrol range and barks until they go away, or returns to its starting point. In any case, you must set a relatively simple program of behaviour for the dog.

    Elite spells like cave canem are difficult to resist fully. The damage the dog deals is not subject to spell resistance.

    Compost Army (Elite Shambler)
    Level: Maker E9
    You summon an army of living compost heaps to aid you, because that is exactly what high-level spellcasters need.

    Compost army works just like shambler except that it summons animated compost heaps rather than shambling mounds.

    Animated Compost Heap (Elite Shambling Mound)
    Size/Type: Large Plant
    Hit Dice: 11d8+55 (104 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), swim 30 ft., burrow 10 ft.
    Armor Class: 26 (-1 size, +11 natural, +2 dex, +4 competence), touch 15, flat-footed 24
    Base Attack/Grapple: +8/+19
    Attack: Slam +15 melee (2d6+7)
    Full Attack: 2 slams +15 melee (2d6+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved grab, constrict 2d6+9
    Special Qualities: Blindsight 30 ft., Darkvision 60 ft., elite creature, immunity to acid, electricity, and fire, low-light vision, plant traits,
    Saves: Fort +12, Ref +5, Will +7
    Abilities: Str 25, Dex 14, Con 21, Int 10, Wis 14, Cha 12
    Skills: Hide +5*, Listen +13, Move Silently +13
    Feats: Cleave, Iron Will, Power Attack, Weapon Focus (slam)
    Environment: Temperate marshes
    Organization: Solitary
    Challenge Rating: 9
    Treasure: 1/10th coins; 50% goods; 50% items
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Immunity to Acid, Electricity and Fire (Ex)
    As well as being immune to all three of these energy types (and not vulnerable to cold), the animated compost heap retains the shambling mound's constitution gain when struck by electricity only.

    Create Geyser (Elite Create Water)
    Level: Leveller E0, Maker E0
    Duration: Concentration, up to 1 round/level and instantaneous.
    You pour water from your hands.

    Create geyser works just like create water except that the water shoots from your hands as though from a decanter of endless water, and you can change the amount which comes out each round up to the maximum is determined as per the create water spell, potentially dealing damage just like a decanter of endless water does. The concentration duration is how long the water comes out for; when it is there it doesn't go away.

    Create Greater Monstrosities (Elite Create Greater Undead)
    Level: Maker E8
    Components: V, S
    You create devastatingly powerful elite undead creatures.

    Create greater monstrosities works like create greater undead except that there is no material component, you automatically control the creatures (shared with the maximum given in animate dead) and that the creatures created are shades if you have 15 or fewer caster levels, banshees if you have 16 or 17, lost souls if you have 18 or 19 or spirit eaters if you have 20 or more.

    Shade (Elite Shadow)
    Size/Type: Medium Undead (Incorporeal)
    Hit Dice: 3d12 (19 hp)
    Initiative: +4
    Speed: Fly 40 ft. (perfect) (8 squares)
    Armor Class: 21 (+4 Dex, +1 deflection, 6 competence), touch 21, flat-footed 17
    Base Attack/Grapple: +1/—
    Attack: Incorporeal touch +8 melee (1d8 Str)
    Full Attack: Incorporeal touch +8 melee (1d8 Str)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Create spawn, strength damage
    Special Qualities: Darkvision 60 ft., exceptional creature, immune to acid and cold, incorporeal traits, +6 turn resistance, undead traits
    Saves: Fort +1, Ref +5, Will +5
    Abilities: Str Ø, Dex 18, Con Ø, Int 8, Wis 14, Cha 15
    Skills: Hide +10*, Listen +8, Search +5, Spot +8
    Feats: Alertness, Dodge
    Environment: Any
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always chaotic evil
    Advancement:
    Level Adjustment:

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Banshee (Elite Wraith)
    Size/Type: Medium Undead (Incorporeal)
    Hit Dice: 5d12 (32 hp)
    Initiative: +10
    Speed: Fly 60 ft. (perfect) (12 squares)
    Armor Class: 26 (+6 Dex, +2 deflection, +8 competence), touch 26, flat-footed 20
    Base Attack/Grapple: +2/—
    Attack: Incorporeal touch +8 melee (2d6 plus 1d8 Constitution drain)
    Full Attack: Incorporeal touch +8 melee (2d6 plus 1d8 Constitution drain)
    Space/Reach: 5 ft./5 ft..
    Special Attacks: Constitution drain, create spawn, keen
    Special Qualities: Darkvision 60 ft., daylight weakness, elite creature, immunity to cold and sonic, incorporeal traits, +6 turn resistance, undead traits, unnatural aura
    Saves: Fort +1, Ref +7, Will +7
    Abilities: Str Ø, Dex 22, Con Ø, Int 14, Wis 16, Cha 18
    Skills: Diplomacy +8, Hide +14, Intimidate +12, Listen +13, Search +10, Sense Motive +9, Spot +13, Survival +3 (+5 following tracks)
    Feats: AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    Constitution Drain (Su)
    Because the save DC is charisma-based, it's DC 16, not DC 14. It also does more damage as given above.

    Daylight Weakness (Ex)
    Banshees are weaker in natural sunlight (not just a daylight spell) - their touch attack does only as much damage and constitution drain as a wraith's in sunlight and they take a -10 penalty to dexterity.

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Keen (Sp)
    A banshee's keen is much like a shout spell except that it frightens creatures who fail the save instead of deafening them and the save is a will save. It is usable every 1d4 rounds.

    Lost Soul (Elite Spectre)
    Size/Type: Medium Undead (Incorporeal)
    Hit Dice: 7d12 (45 hp)
    Initiative: +11
    Speed: 40 ft. (8 squares), fly 80 ft. (perfect)
    Armor Class: 15 (+7 Dex, +2 deflection), touch 15, flat-footed 13
    Base Attack/Grapple: +3/—
    Attack: Incorporeal touch +10 melee (1d8 plus energy drain)
    Full Attack: Incorporeal touch +10 melee (1d8 plus energy drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Energy drain, create spawn
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, electricity and positive energy, incorporeal traits, +8 turn resistance, undead traits, unnatural aura
    Saves: Fort +2, Ref +9, Will +8
    Abilities: Str Ø, Dex 24, Con Ø, Int 14, Wis 18, Cha 18
    Skills: Hide +17, Intimidate +14, Knowledge (religion) +12, Listen +16, Search +12, Spot +16, Survival +4 (+6 following tracks)
    Feats: Alertness, Blind-Fight, Improved Initiative
    Environment: Any land and underground
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Energy Drain (Su)
    Because the save DC is charisma-based, it's 17, not 15.

    Spirit Eater (Elite Devourer)
    Size/Type: Huge Undead (Extraplanar)
    Hit Dice: 12d12 (78 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 28 (-2 size, +1 dex, +15 natural +4 competence), touch 13, flat-footed 27
    Base Attack/Grapple: +6/+25
    Attack: Claw +15 melee (1d8+11) or bite +16 melee (2d6+11)
    Full Attack: 2 claws +15 melee (1d8+11) and bit +16 melee (2d6+11)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Energy drain, trap essence, swallow soul, spell-like abilities
    Special Qualities: Darkvision 60 ft., elite creature, immunity to fire and electricity, spell deflection, spell resistance 23, undead traits
    Saves: Fort +4, Ref +5, Will +13
    Abilities: Str 32, Dex 12, Con Ø, Int 16, Wis 20, Cha 20
    Skills: Climb +26, Concentration +18, Diplomacy +7, Jump +26, Listen +20, Move Silently +16, Search +10, Sense Motive +13, Spot +20, Survival +5 (+7 following tracks)
    Feats: Blind-Fight, Combat Casting, Combat Expertise, Improved Initiative, Weapon Focus (bite)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 14
    Treasure: None
    Alignment: Always neutral evil
    Advancement:
    Level Adjustment:

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Energy Drain (Su)
    A creature bitten by the spirit eater is also subject to this effect, though the bite does 2 negative levels' worth of drain instead of 1. In any case, because the DC is charisma-based, it's DC 21, not DC 19.

    Swallow Soul (Ex)
    A spirit eater can make improved grab and swallow whole attacks. Any creature swallowed in this way automatically traps that creature's essence.

    Spell-like Abilities
    The DCs are all 2 higher, because they're charisma-based.

    Create Monstrosities (Elite Create Undead)
    Level: Maker E6
    You create powerful elite undead creatures.

    Create monstrosities works like create undead except that there is no material component, you automatically control the creatures (shared with the maximum given in animate dead) and that the creatures created are flesheaters if you have 11 or fewer caster levels, flesheater kings if you have 12, 13 or 14, Osirians if you have 15, 16 or 17 or revenants if you have 18 or more.

    Flesheater Flesheater King
    Size/Type: Medium Undead
    Hit Dice: 2d12 (13 hp) 4d12+3 (29 hp)
    Initiative: +4 +5
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+4 Dex, +2 natural), touch 12, flat-footed 12 17 (+5 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +1/+4 +2/+7
    Attack: Bite +4 melee (1d6+3 plus paralysis) Bite +7 melee (1d8+5 plus paralysis)
    Full Attack: Bite +4 melee (1d6+3 plus paralysis) and 2 claws +2 melee (1d3+1 plus paralysis) Bite +7 melee (1d8+5 plus paralysis) and 2 claws +5 melee (1d4+2 plus paralysis)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ghoul fever, paralysis Ghoul fever, paralyis, stench
    Special Qualities: Darkvision 60 ft., exceptional creature, undead traits, +4 turn resistance
    Saves: Fort +0, Ref +4, Will +5 Fort +1, Ref +6, Will +6
    Abilities: Str 17, Dex 19, Con Ø, Int 13, Wis 14, Cha 16 Str 21, Dex 21, Con Ø, Int 13, Wis 14, Cha 20
    Skills: Balance +8, Climb +7, Hide +8, Jump +7, Move Silently +8, Spot +7 Balance +9, Climb +11, Hide +10, Jump +11, Move Silently +10, Spot +8
    Feats: Multiattack Multiattack, Toughness
    Environment: Any
    Organization: Solitary or gang (2-4)
    Challenge Rating: 3 5
    Treasure: None
    Alignment: Always chaotic evil
    Advancement:
    Level Adjustment:

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Ghoul Fever, Paralysis and Stench
    Because the save DC is charisma based, it's 14 for a flesheater and 17 for a flesheater king.

    Osirian (Elite Mummy)
    Size/Type: Medium Undead
    Hit Dice: 8d12+8 (60 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 26 (+10 natural, +1 dex, +5 competence), touch 16, flat-footed 25
    Base Attack/Grapple: +4/+11
    Attack: Slam +11 melee (1d6+10 plus mummy rot)
    Full Attack: Slam +11 melee (1d6+10 plus mummy rot)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Despair, mummy rot
    Special Qualities: Absorb cold, Damage reduction 10/-, darkvision 60 ft., elite creature, immunity to electricity and force, undead traits, vulnerability to fire
    Saves: Fort +4, Ref +3, Will +8
    Abilities: Str 24, Dex 12, Con Ø, Int 6, Wis 14, Cha 15
    Skills: Hide +8, Listen +8, Move Silently +8, Spot +8
    Feats: Alertness, Great Fortitude, Improved Toughness
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually lawful evil
    Advancement:
    Level Adjustment:

    Absorb Cold
    Osirians are most at home in cold, dark tombs, and cold only aids mummification. They are healed by cold damage, rather than harmed by it, much like by negative energy damage. Ironically, of course, Osirians are most effective when displaced from their desert homelands into the middle of a raging blizzard.

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Revenant (Elite Mohrg)
    Size/Type: Medium Undead
    Hit Dice: 14d12 (91 hp)
    Initiative: +11
    Speed: 30 ft. (6 squares)
    Armor Class: 33 (+6 Dex, +11 natural, +6 competence), touch 22, flat-footed 27
    Base Attack/Grapple: +7/+14
    Attack: Slam +14 melee (2d6+9) or tongue +14 melee touch (paralysis)
    Full Attack: 2 Slams +14/+14 melee (2d6+9) and tongue +14 melee touch (paralysis)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved grab, paralyzing touch, create spawn
    Special Qualities: Darkvision 60 ft., elite creature, immunity to bludgeoning, cold and fire, undead traits
    Saves: Fort +4, Ref +12, Will +9
    Abilities: Str 25, Dex 23, Con Ø, Int 11, Wis 10, Cha 18
    Skills: Climb +15, Hide +23, Listen +11, Move Silently +23, Spot +15, Swim +11
    Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
    Environment: Any
    Organization: Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)
    Challenge Rating: 11
    Treasure: None
    Alignment: Always chaotic evil
    Advancement:
    Level Adjustment:

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Initiative
    Revenants have an extra +1 bonus to initiative rolls (mohrgs do too, but it isn't listed in the text.)

    Paralysing Touch
    Because the save DC is charisma-based, it's 21 rather than 17

    Elemental Horde (Elite Elemental Swarm)
    Level: Maker E9
    You open a great gate to one of the elemental planes, and put of it pour the vast armies of elementals.

    Elemental horde works like elemental swarm except that it summons inferno, storm, wind or rock elementals instead of fire, water, air or earth elementals.

    Folding Fortress (Elite Magnificent Mansion)
    Level: Maker E7
    Effect: Extradimensional fortress, up to 10 10-ft cubes per level, and one suit of armour per level.
    Duration: 4 hours/level (D)
    You summon up a fortress attended by a great many servants and guarded by menacing suits of armour.

    Folding fortress works much like magnificent mansion except as noted above and for the following. The portal into the mansion can be opened or closed by you as a free action at will, and you can change who can or cannot enter as you wish. Twice as much food is available, and the servants function as invisible slaves instead of unseen servants (though they are still visible).

    One suit of armour - including gauntlets and carrying a pike - per level stands to attention, ready to spring to life if someone makes a scene. The items cannot be donned or wielded; instead they attack creatures at your command. They will not leave the fortress even if prompted. Any suit of armour which hasn't acted yet (or has had at least a full round doing nothing since its last action) is considered ready to attack anyone who bypasses your fortress's defenses, for example by using a plane shift or similar ability to gain access directly.

    Elite spells like folding fortress are difficult to resist fully. See invisibility and similar devices don't reveal the entrance, and even true seeing only entitles the user to an opposed caster level check to attempt to see it. The elite versions of both spells work fine, however.

    Animated Suit of Armour
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp; actual hp 50)
    Initiative: +1
    Speed: 40 ft, fly 20 (levitation only)
    Armor Class: 26 (+9 full plate +1, +1 dex, +4 natural, +2 competence), touch 13, flat-footed 25
    Base Attack/Grapple: +1/+3
    Attack: Slam +3 melee (1d6+2) or pike +1 +4 (1d8+4 *3)
    Full Attack: Slam +3 melee (1d6+2) or pike +1 +4 (1d8+4 *3) or Slam -2 melee (1d6+2) and pike +1 +4 (1d8+4 *3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pike mastery
    Special Qualities: Construct traits, darkvision 60 ft., low-light vision, full plate +1 traits, elite creature
    Saves: Fort +0, Ref +0, Will -3
    Abilities: Str 14, Dex 12, Con Ø, Int Ø, Wis 4, Cha 4
    Skills:
    Feats:
    Environment: Folding Fortress
    Organization: 1 per caster level
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Pike Mastery (Ex)
    The animated suit of armour's pike allows it to deal lethal piercing damage or nonlethal bludgeoning damage at no penalty against enemies 10 or 15 feet away, and nonlethal piercing or lethal bludgeoning damage at a -4 penalty at the same distance. It can't attack enemies 5 feet away with the pike, but can slam enemies at this distance instead.

    An animated suit of armour which readies its pike against a charge does triple damage.

    Full Plate +1 traits (Ex/Su)
    The only way to defeat an animated suit of armour for good is actually destroying it. It has 50 hit points (irrespective of what its hit dice and type may have to say about this) and hardness 12. Dispelling the +1 enchantment on the full plate reduces this to 40 hit points and hardness 10.

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Great Hut (Elite Tiny Hut)
    Level: Maker E3
    You create a hut that protects you and your allies from attack and the elements.

    Great hut works like tiny hut except that you can leave it without it ending, and it offers a measure of protection above the usual. Creaturs inside the hut have cover from attacks outside the hut. Any spell cast against the hut's occupants entails a caster level check against the hut's caster; failure indicates that the hut blocks the spell (though it may still have an effect outside the hut).

    The hut protects against the elements come hell or high water: no wind short of the funnel of a tornado can destroy it, and its temperature is not influenced until the outside temperature is below -200 degrees farenheit (-129C, 144K or 260R) or above 300 degrees farenheit (149C, 422K or 560R) - it is still one a 1 degree to 1 degree basis after that.

    Enemies cannot enter the hut freely; it is protected by a forcefield (10 hp/caster level, hardness 5) which only hedges out enemies. Further, the hut fires a barrage of crossbow bolts (Attack bonus = level + casting ability modifier, damage = 1d8), one per round at each enemy who is within 80 feet or who attacked the hut within the last round and is within 800 feet. However, the hut takes a while to ready its defenses: it will not attack or provide a forcefield in the first 10 minutes after the spell is cast.
    Last edited by Jormengand; 2018-01-25 at 06:47 AM.

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    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Inferno Trap (Elite Fire Trap)
    Level: Maker E2
    You set a trap which reacts explosively to any enemy triggering it.

    Inferno trap works just like fire trap except that the damage is 1d6 per caster level (maximum 20d6), that the area is a 10 foot radius sphere, that an unsuccessful dispel magic spell sets the trap off if the caster is within the explosion area, that you can trap any object so that the trap triggers when the object is used, that you can change which creatures or types of creatures can use the item without setting off the trap as a free action at any time, and that you can ward the object in other ways, just not with another inferno trap.

    Elite magic traps such as inferno trap are tricky to detect, disable and resist fully. A creature with trapfinding can use the search skill to find an inferno trap and disable device to disable it. The DC in each case is 25 + the elite spell's level (27). A creature with evasion or a similar ability takes a quarter of the spell's damage even if they pass the save, and a creature with improved evasion or a similar ability takes three quarters of the spell's damage on a successful save.

    Insect Storm (Elite Insect Plague)
    Level: Leveller E5, Maker E5
    You send a wave of locusts to attack your enemies.

    Insect storm works like insect plague except that the swarms move at your behest and are mantis swarms:

    Mantis Swarm (Elite Locust Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +7
    Speed: 10 ft. (2 squares), fly 60 ft. (average)
    Armor Class: 23 (+4 size, +7 Dex, +2 Competence), touch 23, flat-footed 16
    Base Attack/Grapple: +4/—
    Attack: Swarm (4d6)
    Full Attack: Swarm (4d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits, elite creature
    Saves: Fort +6, Ref +9, Will +3
    Abilities: Str 6, Dex 24, Con 12, Int Ø, Wis 12, Cha 2
    Skills: Listen +5, Spot +5
    Feats:
    Environment: Temperate plains
    Organization: Solitary, cloud (2-7 swarms), or plague (11-20 swarms)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Distraction
    Because the DC is constitution-based, it's 14 instead of 12.

    Invigourate Objects (Elite Animate Objects)
    Level: Maker E6
    You grant a semblance of life to a variety of objects, and empower them to aid you in your struggle.

    Invigourate objects works just like animate objects except that it invigourates objects, creating invigourated objects instead of animating them, creating animated objects. You can also control the invigourated objects to the effect of redirecting them to attack a different target each round as a free action.

    Invigourated Object, Tiny Invigourated Object, Small Invigourated Object, Medium
    Size/Type: Tiny Construct Small Construct Medium Construct
    Hit Dice: 1d10 (5 hp) 1d10+10 (15 hp) 2d10+20 (31 hp)
    Initiative: +4 +3 +1
    Speed: 40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels
    Armor Class: 18 (+2 size, +4 Dex, +2 Competence), touch 18, flat-footed 14 18 (+1 size, +3 Dex, +2 natural, +2 competence), touch 16, flat-footed 15 18 (+1 dex, +4 natural, +3 competence), touch 14, flat-footed 17
    Base Attack/Grapple: +0/-8 +0/-3 +1/+4
    Attack: Slam +2 melee (1d3) Slam +2 melee (1d4+1) Slam +3 melee (1d6+3)
    Full Attack: Slam +2 melee (1d3) Doubleslam +2/+2 melee (1d4+1) Tripleslam +3/+3/+3 melee (1d6+3)
    Space/Reach: 2½ ft./0 ft. 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks: See text
    Special Qualities: Construct traits, darkvision 60 ft., low-light vision, exceptional creature; also see text
    Saves: Fort +0, Ref +4, Will -3 Fort +0, Ref +3, Will -3 Fort +0, Ref +1, Will -3
    Abilities: Str 10, Dex 18, Con Ø, Int Ø, Wis 4, Cha 4 Str 12, Dex 16, Con Ø, Int Ø, Wis 1, Cha 1 Str 16, Dex 12, Con Ø, Int Ø, Wis 1, Cha 1
    Skills:
    Feats:
    Environment: Any
    Organization: Group (4) Pair Solitary
    Challenge Rating: 1 2 4
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:
    Invigourated Object, Large Invigourated Object, Huge Invigourated Object, Gargantuan
    Size/Type: Large Construct Huge Construct Gargantuan Construct
    Hit Dice: 4d10+30 (52 hp) 8d10+40 (84 hp) 16d10+60 (148 hp)
    Initiative: +1 0 -1
    Speed: 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels
    Armor Class: 19 (-1 size, +1 dex, +5 natural, +4 competence), touch 14, flat-footed 18 19 (-2 size, +6 natural, +5 competence), touch 13, flat-footed 19 19 (-4 size, -1 Dex, +8 natural, +6 competence), touch 11, flat-footed 19
    Base Attack/Grapple: +3/+12 +6/+21 +12/+33
    Attack: Slam +7 melee (1d8+6) Slam +11 melee (2d6+9) Slam +17 melee (2d8+12)
    Full Attack: Quadraslam +7/+7/+7/+7 melee (1d8+6) Pentaslam +11/+11/+11/+11/+11 melee (2d6+9) Hexaslam +17/+17/+17/+17/+17/+17 melee (2d8+12)
    Space/Reach: 10 ft./5 ft. (long) 10 ft./10 ft. (tall) 15 ft./10 ft. (long) 15 ft./15 ft. (tall) 20 ft./15 ft. (long) 20 ft./20 ft. (tall)
    Special Attacks: See text
    Special Qualities: Construct traits, darkvision 60 ft., low-light vision, elite creature; also see text
    Saves: Fort +1, Ref +2, Will -2 Fort +2, Ref +2, Will -1 Fort +5, Ref +4, Will +2
    Abilities: Str 20, Dex 12, Con Ø, Int Ø, Wis 4, Cha 4 Str 24, Dex 10, Con Ø, Int Ø, Wis 4, Cha 4 Str 28, Dex 8, Con Ø, Int Ø, Wis 4, Cha 4
    Skills:
    Feats:
    Environment: Any
    Organization: Solitary
    Challenge Rating: 5 8 10
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:
    Invigourated Object, Colossal
    Size/Type: Colossal Construct
    Hit Dice: 32d10+80 (256 hp)
    Initiative: -2
    Speed: 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels
    Armor Class: 20 (-8 size, -2 Dex, +12 natural, +8 competence), touch 8, flat-footed 20
    Base Attack/Grapple: +24/+51
    Attack: Slam +27 melee (4d6+15)
    Full Attack: Octoslam +27/+27/+27/+27/+27/+27/+27/+27 melee (4d6+15)
    Space/Reach: 30 ft./20 ft. (long) 30 ft./30 ft. (tall)
    Special Attacks: See text
    Special Qualities: Construct traits, darkvision 60 ft., low-light vision, elite creature; also see text
    Saves: Fort +10, Ref +8, Will +7
    Abilities: Str 32, Dex 6, Con Ø, Int Ø, Wis 4, Cha 4
    Skills:
    Feats:
    Environment: Any
    Organization: Solitary
    Challenge Rating: 14
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Invisible Slave (Elite Unseen Servant)
    Level: Maker E1
    Range: Medium (100 ft + 10 ft/level)
    You bring into being a force which obeys your commands.

    The invisible slave works just like an unseen servant except as noted above, and that it has an effective strength score of 6 (so its lift, drag and push weights are changed accordingly). It has a +5 bonus to all skill checks (it doesn't take a penalty from its strength; in effect it has a +7 untyped and -2 strength to strength-based skills) and can complete tasks with a DC of up to 15, at which it is treated as trained. Its speed is 30 feet.

    It can take up to 30 points of damage before it dissipates.

    Know Direction And Location (Elite Know Direction)
    Level: Maker E0
    You discern your own direction and location.

    Know direction and location works like know direction except that instead of discerning just North, you discern the following:

    • True North, Magnetic North, and the conventional direction used as a North-equivalent standard. You also discern east, west, south, up and down on each of these bases (if for some reason you don't know where gravitational up-and down are, the spell tells you that too).
    • Your current velocity (speed and direction) relative to some obvious standard, usually relative to the planet you're on.
    • The name of the plane you are on.
    • Your actual location in the plane, in co-ordinates.
    • The name of the settlement you are in, if any, or the nearest settlement otherwise, if any.


    All names are given in every language you speak, though the DM should not bother giving all of this information unless relevant.

    Major Invention (Elite Major Creation)
    Level: Maker E5
    You invent an item made of a variety of materials

    Major invention works like major creation except that you can create out of any material except for extremely rare materials which are intrinsically magical or have some other immense power (at the DM's discretion as to what falls in this category, but major invention can make all types of materials major creation can). Vegetable matter lasts for 6 hours/level, materials that major creation can't make last 1 round/level, and everything else lasts longer as though it were one place higher in the table.

    You do not need a skill check to make a complex item unless the DC is 50 or higher.

    Master Undead (Elite Command Undead)
    Level: Maker E2
    Targets: Up to one undead creature/level in range.
    Duration: Permanent or 1 day/level; see text.
    You take total control of undead creatures.

    Master undead works like command undead against intelligent undead, except that it affects more of them (see above). Against unintelligent undead, it provides an equivalent level of control as though you'd animated them: they follow your commands with no check needed. However, they must count towards the limit inherent in animate dead if you wish the duration to be permanent. If you don't have them count towards that limit, or if you release them from that limit later, they only remain under your control for 1 day/level after that.

    Minor Invention (Elite Minor Creation)
    Level: Maker E4
    You invent an object out of wood, stone, metal or crystal.

    Minor invention works like minor creation except that it can also create stone, crystal or base metals. If you don't, it lasts twice as long as normal.

    You do not need a skill check to make a complex item unless the DC is 40 or higher.

    Monstrous Vermin (Elite Giant Vermin)
    Level: Maker E4
    You create a variety of elite creatures.

    Monstrous vermin works just like giant vermin except that the creatures become the elite versions of the creatures in question and their understanding of your commands is according to their intelligence. You do not need to cast the spell on millipedes, tarantulas or deathstalkers for it to be effective, but it is effective when cast on millipedes.

    Nature's Courier (Elite Animal Messenger)
    Level: Maker E1
    You make an animal visit a creature with a message, and fight anyone who would stop it.

    Nature's courier works like animal messenger except that it affects a small or smaller animal rather than just a tiny one, and the creature becomes an elite version of the same creature (if there is no specific elite version, use the general elite creature template). The creature speaks one language you do and can speak with the intended recipient. While its intelligence is usually still low, it can hold a conversation just like a particularly dim human can. It has enough navigational skill and sense to search an area for the intended recipient.

    The creature also has enough common sense to fight back if attacked if it can survive combat with the attacker but can't survive fleeing. It fights to the end if it can clearly neither run nor win a fight.

    Rejuvenate (Elite Heal)
    Level: Apothecary E6
    Saving Throw: Will partial; see text
    You restore a creature to perfect health.

    Rejuvenate works like heal except as noted above and that it removes the Ability Burned, Ability Damaged, Ability Drained, Blinded, Caught on Fire, Confused, Cowering, Dazed, Dazzled, Deafened, Disabled, Dying, Energy Drained, Exhausted, Fascinated, Fatigued, Frightened, Frozen Solid, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Staggered, Stunned, Turned, and Unconscious conditions from the target and restores all their hit points and removes all nonlethal damage from them. It also removes the detrimental effects of any nonelite spell which influences the mind and body directly except by actually transforming it (in the sort of way that fear and nausea do but entanglement, grappling and petrification don't; the DM may need to use their best judgement here).

    You may also reverse the aging of the creature by up to one tenth of the time that creature's race spends in middle age - 3.6 years for a human, which is 3 years, 219 days, 3 hours, 29 minutes and 15.648 seconds (or just 3 years 219 days if a year is considered to be exactly 365 days). The creature may resist this effect without needing to make a save, though.

    If targeted against an undead creature, the creature instead immediately takes 10 points of positive energy damage per level or enough damage to destroy it immediately, whichever is more. A successful will save reduces this to half that amount.

    Elite spells like rejuvenate are difficult to resist fully. The spell heals damage and conditions that would normally be difficult or impossible to heal magically without issue, and even restores hit points which have been lost to a creature such as a shape of fire or levels and constitition lost from death. An undead creature with an ability which would make them take no effect on a successful save is instead damaged for a quarter of the usual amount.

    Note: Makers cannot usually cast rejuvenate. It is listed here for convenience because it is referenced in another spell.

    Rejuvenate Companion (Elite Heal Mount)
    Level: Apothecary E3, Maker E3
    You restore your companion to perfect health.

    Rejuvenate companion works like whichever of rejuvenate or maim heals your familiar, animal companion, special mount, undead companion, or similar companion derived from a class feature or similar ability, though not a cohort. It can only target that creature and only affects that creature.

    (Maim works like rejuvenate only its effects on living and undead creatures are reversed.)

    Repair (Elite Mending)
    Level: Apothecary E0, Maker E0
    Target: 1 object of up to 500 lbs
    You repair an object fully.

    Repair works like mending except as noted above and that it repairs an object no matter how damaged it is. It can't restore magical properties, though.

    Rule Undead (Elite Control Undead)
    Level: Maker E7
    Targets: Up to 10 HD/level of undead creatures.
    Duration: Permanent or 1 day/level
    You force many creatures to obey you.

    Rule Undead works just like control undead except as noted above and that unintelligent undead cannot save. The duration is as master undead, including needing to count permanent control against your animate dead limit. Undead are under your total control and you can control them telepathically, allowing you to decide their exact actions.

    Steed (Elite Mount)
    Level: Maker E1
    You summon a trusty steed to aid you in battle.

    Steed works like mount except that it summons a rending pony or amazing horse instead of a pony or light horse.

    Horse, Amazing
    Size/Type: Large Magical Beast
    Hit Dice: 3d10+12 (27 hp)
    Initiative: +2
    Speed: 80 ft. (16 squares), fly 30 (poor)
    Armor Class: 17 (-1 size, +2 Dex, +4 natural +2 competence), touch 13, flat-footed 15
    Base Attack/Grapple: +3/+11
    Attack: Hoof +6 melee (1d4+4)
    Full Attack: 2 hooves +6 melee (1d4+4) and bite +1 melee (1d3+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks:
    Special Qualities: Darkvision 60 feet, elite creature, low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 14, Con 18, Int 6, Wis 13, Cha 8
    Skills: Listen +4, Spot +4
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 2
    Advancement:
    Level Adjustment:

    Amazing horses cannot speak, but understand common. They can fight while carrying a rider and are trained for war.

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Pony, Rending
    Size/Type: Medium Magical Beast
    Hit Dice: 2d10+6 (17 hp)
    Initiative: +2
    Speed: 60 ft. (12 squares)
    Armor Class: 16 (+2 Dex, +2 natural, +2 competence), touch 14, flat-footed 14
    Base Attack/Grapple: +2/+5
    Attack: Rending pony weapon +5 melee or +4 ranged (1d3+3)
    Full Attack: 2 Rending pony weapons +5 melee or +4 ranged (1d3+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rend
    Special Qualities: Darkvision 60 ft, exceptional creature, low-light vision, scent
    Saves: Fort +5, Ref +4, Will +1
    Abilities: Str 16, Dex 14, Con 16, Int 6, Wis 12, Cha 6
    Skills: Listen +5, Spot +5
    Feats: Endurance
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 2
    Advancement:
    Level Adjustment:

    Rending ponies understand common but do not speak. They can fight while carrying a rider.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Rend
    If a rending pony hits with both rending pony weapons in the same turn, it automatically deals an extra 2d3+4 points of damage.

    Rending Pony Weapon
    When used at range, the rending pony weapons have a range increment of 10 feet and are treated as thrown. In any case, the damage they deal is slashing.

    Steed of Shadows (Elite Phantom Steed)
    Level: Maker E3
    You summon a better phantom steed to carry you. You don't summon a better spell description, though - we're out of those.

    Steed of shadows works like phantom steed except that it can carry any creature you designate, you can change which creatures it can carry at any time with no action, and it's superior in the following regards:

    The steed has 21 hit points plus 3/level, and an AC of 26 (-1 size, +4 natural, +5 dex, +2 deflect, +6 competence). It moves twice as fast and can carry twice as much, including bearing two riders at once. At 16th level it can use dimension door, at 18th shadow walk and at 20th greater teleport as spell-like abilities at will except that it can take the creature or creatures riding it, anything it can carry, and nothing else irrespective of which spell it is emulating.

    Summon Horde
    Level: Maker E2
    You summon a horde of elite creatures.

    Summon horde works like summon swarm except that it summons vampire bat swarms, marmot swarms or tarantula swarms.

    Marmot Swam (Elite Rat Swarm)
    Size/Type: Tiny Animal (Swarm)
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +3
    Speed: 25 ft. (5 squares), climb 25 ft.
    Armor Class: 17 (+2 size, +3 Dex, +2 competence), touch 17, flat-footed 14
    Base Attack/Grapple: +3/—
    Attack: Swarm (2d6 plus disease)
    Full Attack: Swarm (2d6 plus disease)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Disease, distraction
    Special Qualities: Half damage from slashing and piercing, elite creature, immunity to cold, low-light vision, scent, swarm traits
    Saves: Fort +6, Ref +7, Will +2
    Abilities: Str 4, Dex 17, Con 14, Int 2, Wis 12, Cha 2
    Skills: Balance +11, Climb +11, Hide +17, Listen +6, Move Silently +9, Spot +7, Swim +11
    Feats: Alertness, Stealthy, Weapon FinesseB
    Environment: Any
    Organization: Solitary, pack (2-4 swarms), or infestation (7-12 swarms)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Disease and Distraction
    Because the save DCs are constitution-based, they're 14 instead of 12.

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Tarantula Swarm (Elite Spider Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +4
    Speed: 30 ft. (4 squares), climb 30 ft.
    Armor Class: 20 (+4 size, +4 Dex, +2 competence), touch 20, flat-footed 16
    Base Attack/Grapple: +1/—
    Attack: Swarm (2d6 plus poison)
    Full Attack: Swarm (2d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, poison
    Special Qualities: Darkvision 60 ft., exceptional creature, immune to sonic, immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
    Saves: Fort +5, Ref +4, Will +0
    Abilities: Str 3, Dex 19, Con 14, Int Ø, Wis 10, Cha 2
    Skills: Climb +12, Listen +4, Spot +4
    Environment: Warm forests
    Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Distraction and Poison
    Because the save DCs are consitution-based, they're 13 instead of 11. The poison damage is 1d6 str, not 1d3 str.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Vampire Bat Swarm (Elite Bat Swarm)
    Size/Type: Diminutive Animal (Swarm)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +3
    Speed: 5 ft. (1 square), fly 60 ft. (good)
    Armor Class: 19 (+4 size, +3 Dex, +2 competence), touch 17, flat-footed 14
    Base Attack/Grapple: +2/—
    Attack: Swarm (1d6 + 1 con)
    Full Attack: Swarm (1d6 + 1 con)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, wounding
    Special Qualities: Blindsense 20 ft., exceptional creature, immune to weapon damage, low-light vision, swarm traits
    Saves: Fort +5, Ref +8, Will +3
    Abilities: Str 5, Dex 17, Con 14, Int 2, Wis 14, Cha 4
    Skills: Listen +11, Spot +11
    Feats: Alertness, Lightning Reflexes
    Environment: Temperate deserts
    Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Distraction
    Because the save DC is constitution-based, it's 13 and not 11.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Wounding
    The bleed damage is 1d6 and not just 1.

    Summon Instrument of Legend (Elite Summon Instrument)
    Level: Maker E0
    You call forth an instrument of legendary capabilities.

    Summon instrument of legend works like summon instrument except that for the duration, the instrument is an instrument of legend, which provides a +10 bonus to perform checks made to use it for its intended purpose. (After the duration the instrument doesn't go away but anyone can play it and it doesn't provide a perform bonus, just like with summon instrument).

    Summon Nature's Guardian (Elite Summon Nature's Ally)
    Level: Maker E1, E2, E3, E4, E5, E6, E7, E8, E9 (see text)
    Casting Time: One standard action
    You summon one of nature's guardians, the powerful creatures assigned to aid the protectors of nature in their time of need.

    Each summon nature's guardian spell works like the summon nature's ally spell of the equivalent nonelite level except that it summons elite creatures of the same kind.

    Summon Progenitor (Elite Summon Monster)
    Level: Maker E1, E2, E3, E4, E5, E6, E7, E8, E9 (see text)
    Casting Time: One standard action
    You summon one of the progenitors, the powerful creatures who are the archetypes from which their lesser versions are based.

    Each summon progenitor spell works like the summon monster spell of the equivalent nonelite level except that it summons elite creatures of the same kind, and if a creature would normally gain the celestial or fiendish template, you choose which the elite version gains as you summon it.

    Swarming End (Elite Creeping Doom)
    Level: Leveller E7, Maker E7
    You summon swarms which go out and do your bidding.

    This spell works just like creeping doom except that you summon millipede swarms and they operate without you needing to spend actions or stay within 100 feet - they can go as far as they like and do your bidding under their own actions.

    Millipede Swarm (Elite Centipede Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), climb 40 ft.
    Armor Class: 24 (+4 size, +6 Dex, +4 competence), touch 24, flat-footed 18
    Base Attack/Grapple: +6/—
    Attack: Swarm (4d6 plus poison)
    Full Attack: Swarm (4d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, poison
    Special Qualities: Darkvision 60 ft., elite creature, immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
    Saves: Fort +8, Ref +9, Will +5
    Abilities: Str 1, Dex 24, Con 14, Int Ø, Wis 14, Cha 6
    Skills: Climb +12, Spot +4
    Feats: Weapon FinesseB
    Environment: Underground
    Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Distraction and Poison
    Because the DC is constitution-based, it's 16 instead of 13.

    Undead Horde (Elite Animate Dead)
    Level: Maker E3
    Components: V,S
    You animate a horde of undead creatures

    Undead horde works much like animate dead and uses the same limit, but it creates bone warriors and walking corpses instead of skeletons and zombies. Also, just by knowing this spell, your animate dead limit is doubled (effectively, undead horde lets you create twice as many undead as animate dead, and other spells which refer to the limit use the doubled limit).

    Bone Warrior (Elite Skeleton)

    Bone warrior is a template just like skeleton except as noted here.

    Armour Class
    As well as the listed natural armour bonus, the bone warrior gains a competence bonus to AC equal to 1, plus 1 per 4 hit dice.

    Damage
    The bone warrior's claws do damage as though it were one size larger.

    Special Qualities
    As well as the listed qualities, the bone warrior is immune to acid and electricity and has the following qualities:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Damage Reduction (Ex)
    The bone warrior's damage reduction is 10/adamantine and DR 5/bludgeoning. Remember that the damage reduction does not stack, but adamantine weapons which don't deal bludgeoning damage are subject to DR 5.

    Abilities
    The bone warrior's dexterity increases by 6, its strength increases by 2, it has no intelligence or constitution score, its wisdom changes to 12 and its charisma changes to 4.

    Challenge Rating
    A bone warrior's challenge rating is equal to its hit dice if it has 1 or fewer, and 2 higher than the number given on the table in the skeleton's description.

    Walking Corpse (Elite Zombie)

    Walking corpse is a template just like zombie except as noted here.

    Speed
    If the base creature can fly, its maneuverability drops to poor if it is higher.

    Armour Class
    As well as the natural armour bonus, the walking corpse gets a competence bonus to AC equal to 1, plus 1 per 8 hit dice.

    Damage
    The walking corpse deals damage with its slam as though it were one size higher. It also gets a bite attack which deals damage one size worse than a zombie's slam attack. A creature who is bitten contracts walker plague (DC 10+half the walking corpse's hit dice, incubation 1 day, damage 1d4 CON, any creature killed by the CON damage rises as a walking corpse).

    Special Qualities
    A walking corpse doesn't gain the single actions only ability. Instead, it gains immunity to electricity and the following:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Damage Reduction
    The walking corpse's damage reduction is DR 10/adamantine and DR 5/slashing. Remember that damage reduction doesn't stack, but adamantine weapons that don't deal slashing damage are subject to DR 5.

    Abilities
    A walking corpse's strength increases by 6, its dexterity doesn't change, it has no constitution or intelligence, its wisdom changes to 12 and its charisma changes to 4.

    Feats
    Instead of toughness, a walking corpse has improved toughness as a bonus feat (giving it one hit point per hit die, not just three hit points).

    Challenge Rating
    As hit dice if the walking corpse's hit dice are less than or equal to 2, otherwise as the number of the zombie challenge rating table plus 2.

    Vine Trap (Elite Snare)
    Conjuration [Creation]
    Level: Maker E2
    Effect: One vine trap
    You craft a more powerful trap to ensnare a creature.

    Vine trap works like snare except that you don't need materials to make the trap, and instead a vine springs into being to trap the enemy. The relevant DCs to spot or escape the trap are 27, not 23. The trap is also self-lifting, so doesn't require a supple tree, only some tall object nearby. If it's attached to such an object, it lifts the creature trapped into the air and deals 1d6 points of damage, plus another 1d6 points each time they try to escape, whether they succeed or fail. Otherwise, it entangles them and anchors them to the ground: it doesn't do damage immediately but does do 1d6 damage to the creature every time it tries to escape.

    Elite spells like vine trap are difficult to resist fully. Effects which would normally allow creatures to escape automatically such as freedom of movement instead just grant a +20 bonus to any roll to escape it.

    Void Cage (Elite Forcecage)
    Level: Maker E7
    Components: V,S
    Area: Barred cage (20- to 40-ft cube) or windowless cell (10- to 20-ft cube)
    You create a truly indestructible cage.

    Void cage works just like forcecage except as noted above (you can choose the size within the parameters given above) and that it's actually indestructible. Even effects that would normally destroy a forcecage do not work on a void cage. The exception is that elite versions of spells which would destroy a forcecage (such as all is dust) can destroy the void cage.

    Walking Woods (Elite Liveoak)
    Level: Maker E6
    You animate a tree into a fierce protector of nature.

    Walking woods works like liveoak except that instead of turning an oak into a treant it turns any kind of tree into a treeman.

    Treeman (Elite Treant)
    Size/Type: Colossal Plant
    Hit Dice: 7d8+42 (73 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 23 (-8 size, +15 natural, +6 competence), touch 8, flat-footed 23
    Base Attack/Grapple: +5/+30
    Attack: Slam +12 melee (4d6+15)
    Full Attack: 2 slams +12 melee (4d6+15)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Animate trees, double damage against objects, trample 4d6+22
    Special Qualities: Damage reduction 10/slashing, immunity to cold, electricity and sonic, low-light vision, plant traits, vulnerability to fire
    Saves: Fort +11, Ref +2, Will +7
    Abilities: Str 40, Dex 10, Con 22, Int 12, Wis 16, Cha 12
    Skills: Diplomacy +3, Hide -20*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
    Feats: Improved Sunder, Iron Will, Power Attack
    Environment: Temperate forests
    Organization: Solitary or grove (4-7)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually neutral good
    Advancement: None
    Level Adjustment:

    *Treemen have a +40 racial bonus to hide checks made in wooded areas.

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Wall of Inferno
    Level: Maker E4
    You conjure up a flaming wall which burns anyone so bold or so foolish as to cross.

    Wall of inferno works like wall of fire except that the wall is 60 feet high and that the waves of heat deal 4d6 damage to each creature within 10 feet and 2d6 to each creature within 20 feet but not within 10 feet, as well as the wall dealing 5d6 points of fire damage plus 2 points per level to each creature who crosses it. A creature who takes damage from the wall Catches on Fire and 40 points of cold damage are needed in one round to put out a section of the wall.

    Wall of Permafrost
    Level: Maker E4
    Effect: Anchored plane of ice, up to 2 10-ft squares per level, or hemisphere of ice with a radius of up to 5 feet + 5 feet/2 levels.
    Save: Fortitude Partial; see text.
    Spell Resistance: No
    You conjure up a chilling wall which can freeze enemies within.

    Wall of permafrost works like wall of ice except as noted above, that creatures can't disrupt the spell as it's cast, that the hemisphere deals damage just as the plane does, and that any creature who takes damage from the wall must take a fortitude save or be Frozen Solid for one round. A creature who is Frozen Solid cannot take actions or make any kind of movement, and is helpless.

    Wall of Rock (Elite Wall of Stone)
    Level: Maker E5
    Effect: Rock wall whose area is up to 2 5-ft squares/level
    You create a wall of hard, nigh-impenetrable rock.

    Wall of rock works like wall of stone except as noted above, that the rock's thickness is 1 inch per 2 caster levels, it has twice the normal hardness and hit points, and it is strong enough to hold itself without foundations or buttresses. Creatures cannot burst through the wall with sheer strength.

    Wall of Steel (Elite Wall of Iron)
    Level: Maker E6
    Components: V,S
    Effect: Steel wall whose area is up to 2 5-ft squares/level; see text of wall of iron
    You create a shiny but deadly wall of steel

    Wall of steel works like wall of iron except as noted above and that the wall is 1 inch thick per 2 caster levels, its hardness and hit points are doubled, creatures cannot break the wall with sheer strength, and the wall deals 15d6 damage to a creature of any size if toppled.

    Wall of Void (Elite Wall of Force)
    Level: Maker E5
    You summon up a wall which is truly impassable.

    Wall of void works like wall of force except that nothing except elite versions of spells which could destroy a wall of force (such as all is dust) can break the wall. Spells, powers, and other abilities or devices which would do not affect it unless they are elite.

    Wood Craft (Elite Wood Shape)
    Level: Maker E2
    Target: One touched piece of wood no larger than 50 cu. ft. + 5 cu. ft/level
    You craft out of wood in intricate detail.

    Wood craft works like wood shape except as noted above and that you can create any level of detail or moving parts without risk of failure. You don't have to make a relevant craft check unless the DC is at least 30, and you don't have to take a craft check to create anything that you could have created with wood shape.
    Last edited by Jormengand; 2018-01-25 at 06:43 AM.

  7. - Top - End - #7
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    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Elite Standard Spells
    Certain spells are already powerful enough to be elite. To make an elite version of fabricate would involve attempting to make it stronger without further pushing its ability to ruin games. To make an elite version of planar ally would be to make a ridiculously powerful spell even more so. For these spells, a possible solution is to make the spells themselves elite. In this case, they are removed from their standard spell lists and placed on elite spellcaster lists as specified instead.

    More Elite Creatures and Elite Creature Rules

    The following elite creatures are those summonable with the Summon Nature's Guardian and Summon Progenitor spells, among other spells. Those which come with templates are presented without them - you will have to choose and apply a template yourself. Some of them wield elite equipment.

    In general, abilities do not allow you to transform into elite creatures unless they specify so in the description. Not even polymorph any object can turn a creature into an elite creature. Similarly, abilities don't allow you to summon or call elite creatures unless they tell you so in the description.

    The following special qualities show up a lot in this section, so they aren't copied individually each time. Absorb is a stronger version of damage immunity. Elite creature contains the standard rules for elite creatures. Exceptional creature is listed on creatures too weak to make the standard elite creature ability reasonable.

    Elite templates are presented for certain creatures. If you wish to apply multiple templates, you must apply the elite template first. Particularly, these templates include bone warrior, walking corpse, elite mephit, monstrous deathstalker, monstrous millipede, monstrous tarantula, viper serpent and generic elite creature.

    Absorb
    Unless otherwise specified, the damage type noted in the special quality heals, rather than harms, the creature.

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.




    Ætherwasp (Elite Xill)
    Size/Type: Medium Outsider (Extraplanar)
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 24 (+3 Dex, +7 natural, +4 competence), touch 17, flat-footed 21
    Base Attack/Grapple: +5/+7
    Attack: Nikarada wakizashi +7 melee (1d6+2/17-20 *6) or claw +7 melee (1d4+2) or greatbow +8 ranged (3d6/*7)
    Full Attack: 2 nikarada wakizashi +5 melee (1d6+2/17-20 *6, 1d6+2/17-20 *6) and 2 claws +5 melee (1d4+1); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 greatbows +4 ranged (3d6/*7, 3d6/*7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Implant, improved grab, paralysis
    Special Qualities: Darkvision 60 ft., elite creature, immunity to acid and electricity, planewalk, spell resistance 21
    Saves: Fort +8, Ref +7, Will +5
    Abilities: Str 15, Dex 16, Con 19, Int 12, Wis 12, Cha 11
    Skills: Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings)
    Feats: Improved Initiative, MultiattackB, Multiweapon Fighting
    Environment: Ethereal Plane
    Organization: Solitary or gang (2-5)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    Paralysis
    Because the DC is constitution based, it's 16 and not 14.

    Alligator (Elite Crocodile)
    Size/Type: Medium Animal
    Hit Dice: 3d8+12 (25 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), swim 40 ft.
    Armor Class: 18 (+1 Dex, +4 natural, +3 competence), touch 14, flat-footed 17
    Base Attack/Grapple: +2/+8
    Attack: Bite +8 melee (1d8+9) or tail slap +8 melee (1d12+9)
    Full Attack: Bite +8 melee (1d8+9) or tail slap +8 melee (1d12+9)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Elite creature, hold breath, immunity to fire and sonic, low-light vision
    Saves: Fort +7, Ref +4, Will +2
    Abilities: Str 23, Dex 12, Con 19, Int 1, Wis 12, Cha 2
    Skills: Hide +7*, Listen +4, Spot +4, Swim +12
    Feats: Alertness, Skill Focus (Hide)
    Environment: Warm marshes
    Organization: Solitary or colony (6-11)
    Challenge Rating: 4
    Advancement: 4-5 HD (Medium)
    Level Adjustment:

    Archon, Tabernacle (Elite Lantern Archon)
    Size/Type: Small Outsider (Archon, Extraplanar, Good, Lawful)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +7
    Speed: Fly 60 ft. (perfect) (12 squares)
    Armor Class: 18 (+1 size, +3 dex, +4 natural), touch 14, flat-footed 15
    Base Attack/Grapple: +1/-8
    Attack: Light ray +5 ranged touch (2d6 + ignite)
    Full Attack: 2 light rays +5 ranged touch (2d6 + ignite)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Absorb light, aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., exceptional creature, immunity to bludgeoning, electricity, fire, ability damage and petrification, magic circle against evil, teleport, tongues
    Saves: Fort +4 (+8 against poison), Ref +5, Will +2
    Abilities: Str 1, Dex 16, Con 14, Int 6, Wis 11, Cha 16
    Skills: Concentration +6, Diplomacy +7, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
    Feats: Improved Initiative
    Environment: A lawful good-aligned plane
    Organization: Solitary, pair, or squad (3-5)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always lawful good
    Advancement: 2-4 HD (Small)
    Level Adjustment:

    Absorb Light
    A tabernacle archon is healed rather than harmed by light attacks such as searing light or sunbeam.

    Aura of Menace
    Will DC 15 negates.

    Ignite
    A creature struck by a tabernacle archon's light rays Catches on Fire unless they pass a DC 15 reflex save. The save DC is charisma-based.

    Archon, Coyote (Elite Hound Archon)
    Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares)
    Armor Class: 23 (+9 natural, +2 dex, +2 competence), touch 14, flat-footed 21
    Base Attack/Grapple: +6/+10
    Attack: Bite +8 melee (1d8+2) or flamberge +10 melee (8d6+6/14-20 *3)
    Full Attack: Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or flamberge +10/+5 melee (8d6+6/14-20 *3) and bite +3 melee (1d8+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., elite creature, immunity to electricity, fire, negative energy, ability damage, ability drain, energy drain and petrification, magic circle against evil, scent, spell resistance 19, teleport, tongues
    Saves: Fort +6 (+10 against poison), Ref +7, Will +6
    Abilities: Str 18, Dex 14, Con 13, Int 10, Wis 13, Cha 16
    Skills: Concentration +10, Diplomacy +3, Hide +11*, Jump +17, Listen +10, Move Silently +11, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)
    Feats: Improved Initiative, Power Attack, Track
    Environment: A lawful good-aligned plane
    Organization: Solitary, pair, or squad (3-5)
    Challenge Rating: 7
    Treasure: No coins; double goods; standard items
    Alignment: Always lawful good
    Advancement: None
    Level Adjustment:

    Aura of Menace
    Will DC 18 negates.

    Attricipal (Elite Avoral)
    Size/Type: Medium Outsider (Extraplanar, Good)
    Hit Dice: 7d8+49 (80 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares), fly 120 ft. (good)
    Armor Class: 28 (+6 Dex, +8 natural, +4 competence), touch 20, flat-footed 22
    Base Attack/Grapple: +7/+9
    Attack: Claw +13 melee (2d6+2) or talon +13 melee (2d6+2) or wing +13 melee (2d8+2)
    Full Attack: 2 claws +13 melee (2d6+2) and 2 talons +13 melee (2d6+2); or 2 wings +13 melee (2d8+2) and 2 talons +13 melee (2d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, fear aura
    Special Qualities: Damage reduction 10/evil or silver, darkvision 60 ft., elite creature, immunity to cold, electricity, sonic, being frozen solid, petrification and polymorphing, lay on hands, low-light vision, speak with animals, spell resistance 27, true seeing
    Saves: Fort +12 (+16 against poison), Ref +11, Will +8
    Abilities: Str 15, Dex 23, Con 24, Int 15, Wis 16, Cha 20
    Skills: Bluff +15, Concentration +17, Diplomacy +9, Disguise +5 (+7 acting), Handle Animal +17, Hide +16, Intimidate +7, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21
    Feats: Empower Spell-Like Ability (arcane bolt), Flyby Attack, Weapon Finesse
    Environment: A good-aligned plane.
    Organization: Solitary
    Challenge Rating: 11
    Treasure: No coins; double goods; standard items
    Alignment: Always neutral good
    Advancement: None
    Level Adjustment:

    Fear Aura
    Because the aura is charisma-based, the DC is 19, not 17.

    Spell-like abilities
    The attricipal replaces the avoral's magic missile and lightning bolt spell-like abilities with the elite versions arcane bolt and doombolt (see the leveller spell descriptions). Because the save DCs of the spell-like abilities are charisma-based, they're 2 higher than listed in the avoral's description.

    Attricipegasus (Elite Hippogriff)
    Size/Type: Large Magical Beast
    Hit Dice: 3d10+15 (31 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares), fly 150 ft. (average)
    Armor Class: 18 (-1 size, +4 Dex, +4 natural, +1 competence), touch 14, flat-footed 14
    Base Attack/Grapple: +3/+13
    Attack: Claw +8 melee (1d4+6)
    Full Attack: 2 claws +8 melee (1d4+6) and 2 talons +6 melee (1d4+3) and 2 wings +6 melee (1d3+3) and bite +6 melee (1d8+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks:
    Special Qualities: Darkvision 60 ft., elite creature, immunity to fear and stunning, low-light vision, scent
    Saves: Fort +6, Ref +5, Will +2
    Abilities: Str 22, Dex 18, Con 20, Int 6, Wis 14, Cha 8
    Skills: Listen +5, Spot +9
    Feats: Dodge, MultiattackB, Wingover
    Environment: Temperate hills
    Organization: Solitary, pair, or flight (7-12)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Bald Eagle (Elite Eagle)
    Size/Type: Small Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +4
    Speed: 10 ft. (2 squares), fly 80 ft. (good)
    Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
    Base Attack/Grapple: +0/-4
    Attack: Talons +5 melee (1d4+1)
    Full Attack: 2 talons +5 melee (1d4+1) and bite +0 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks:
    Special Qualities: Exceptional creature, evasion, FREEDOM! of movement, immunity to bludgeoning, low-light vision
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 14, Cha 6
    Skills: Listen +4, Spot +16
    Feats: Alertness, Weapon FinesseB
    Environment: Temperate mountains
    Organization: Solitary or pair
    Challenge Rating: 2
    Advancement: None
    Level Adjustment:

    Evasion
    When a bald eagle passes a reflex save against an attack which normally deals half damage on a successful reflex save, the bald eagle takes no damage from the attack.

    FREEDOM! of movement (Sp)
    Freedom of movement is constantly active on the bald eagle (Caster level 7th). It can be dispelled, but the bald eagle can reinstate it as a free action.

    Bear, Arctic (Elite Polar Bear)
    Size/Type: Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), swim 30 ft.
    Armor Class: 23 (-1 size, +3 Dex, +7 natural, +4 competence), touch 16, flat-footed 20
    Base Attack/Grapple: +6/+18
    Attack: Claw +15 melee (1d8+10)
    Full Attack: 2 claws +15 melee (1d8+10) and bite +10 melee (2d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Absorb cold, elite creature, immunity to slashing, low-light vision, scent
    Saves: Fort +11, Ref +9, Will +3
    Abilities: Str 31, Dex 16, Con 21, Int 2, Wis 12, Cha 6
    Skills: Hide +0*, Listen +5, Spot +7, Swim +18
    Feats: Awesome BlowB, Endurance, Run, Track
    Environment: Cold plains
    Organization: Solitary or pair
    Challenge Rating: 6
    Advancement: None
    Level Adjustment:

    Bear, Dark (Elite Black Bear)
    Size/Type: Medium Animal
    Hit Dice: 3d8+12 (25 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (+3 Dex, +4 natural, +2 competence), touch 15, flat-footed 16
    Base Attack/Grapple: +2/+8
    Attack: Claw +8 melee (1d4+6)
    Full Attack: 2 claws +8 melee (1d4+6) and bite +3 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks:
    Special Qualities: Darkvision 60 feet, elite creature, immunity to negative energy and blindness, low-light vision, scent
    Saves: Fort +7, Ref +6, Will +2
    Abilities: Str 23, Dex 16, Con 19, Int 2, Wis 12, Cha 6
    Skills: Climb +4, Hide -1*, Listen +4, Spot +4, Swim +8
    Feats: Awesome BlowB, Endurance, Run
    Environment: Temperate forests
    Organization: Solitary or pair
    Challenge Rating: 4
    Advancement: 4-5 HD (Medium)
    Level Adjustment:

    *A dark bear's dark fur gives it a +8 bonus to hide checks in the dark.

    Grizzly Bear (Elite Brown Bear)
    Size/Type: Large Animal
    Hit Dice: 6d8+30 (57 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (-1 size, +3 Dex, +5 natural, +3 competence), touch 15, flat-footed 17
    Base Attack/Grapple: +4/+18
    Attack: Claw +13 melee (1d8+10)
    Full Attack: 2 claws +13 melee (1d8+10) and bite +8 melee (2d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Elite creature, immunity to acid and slashing, low-light vision, scent
    Saves: Fort +10, Ref +8, Will +3
    Abilities: Str 31, Dex 16, Con 21, Int 2, Wis 12, Cha 6
    Skills: Listen +4, Spot +7, Swim +14
    Feats: Endurance, Run, Track
    Environment: Cold forests
    Organization: Solitary or pair
    Challenge Rating: 6
    Advancement: None
    Level Adjustment:

    Black Witch (Elite Night Hag)
    Size/Type: Medium Outsider (Evil, Extraplanar)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 24 (+3 Dex, +11 natural), touch 13, flat-footed 21
    Base Attack/Grapple: +8/+12
    Attack: Bladed triskelion +12 melee (4d6+4, 15-20 *4) or bite +12 melee (2d6+6 plus disease)
    Full Attack: Bladed triskelion +10/+10/+10 melee (4d6+4, 15-20 *4) or bite +12 melee (2d6+6 plus disease)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, dream haunting
    Special Qualities: Change shape, damage reduction 15/cold iron and magic, elite creature, immunity to acid, cold, electricity, fire, charm, fear, poison and sleep, spell resistance 27
    Saves: Fort +12*, Ref +11*, Will +10*
    Abilities: Str 19, Dex 16, Con 18, Int 11, Wis 15, Cha 18
    Skills: Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
    Feats: Alertness, Combat Casting, Two-weapon Fighting
    Environment: A evil-aligned plane
    Organization: Solitary
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Always neutral evil
    Advancement: 9-16 HD (Medium)
    Level Adjustment:

    Dream haunting
    The dream haunting deals 1d6 points of drain and not just 1.

    Spell-like abilities
    Because the abilities are charisma-based, the DCs are 3 higher. The black witch knows arcane bolt instead of magic missile as a spell-like ability (see the leveller's spell descriptions).

    Juvenile Boltcrow (Elite Juvenile Arrowhawk) Adult Boltcrow (Elite Adult Arrowhawk) Elder Boltcrow (Elite Elder Arrowhawk)
    Size/Type: Small Outsider (Air, Extraplanar) Medium Outsider (Air, Extraplanar) Large Outsider (Air, Extraplanar)
    Hit Dice: 3d8+9 (22 hp) 7d8+21 (52 hp) 15d8+75 (142 hp)
    Initiative: +7
    Speed: Fly 80 ft. (perfect) (12 squares)
    Armor Class: 23 (+1 size, +7 Dex, +4 natural, +1 competence), touch 19, flat-footed 16 25 (+7 Dex, +6 natural, +2 competence), touch 19, flat-footed 18 28 (-1 size, +7 Dex, +8 natural, +4 competence), touch 20, flat-footed 21
    Base Attack/Grapple: +3/+2 +7/+11 +15/+27
    Attack: Electricity ray +11 ranged touch (4d6) or bite +11 melee (1d6+3) Electricity ray +14 ranged touch (4d8) or bite +14 melee (1d8+5) Electricity ray +21 ranged touch (4d8) or bite +23 melee (2d6+11)
    Full Attack: Electricity ray +11 ranged touch (4d6) or bite +11 melee (1d6+3) Electricity ray +14 ranged touch (4d8) or bite +14 melee (1d8+5) Electricity ray +21 ranged touch (4d8) or bite +22 melee (2d6+11)
    Space/Reach: 5 ft./5 ft. 10 ft./5 ft.
    Special Attacks: Electricity ray
    Special Qualities: Absorb electricity, darkvision 60 ft., elite creature, immunity to acid, cold, fire, disease and poison,
    Saves: Fort +6, Ref +10, Will +4 Fort +8, Ref +12, Will +6 Fort +14, Ref +16, Will +10
    Abilities: Str 16, Dex 25, Con 16, Int 10, Wis 13, Cha 13 Str 18, Dex 25, Con 16, Int 10, Wis 13, Cha 13 Str 26, Dex 25, Con 20, Int 10, Wis 13, Cha 13
    Skills: Diplomacy +3, Escape Artist +13, Knowledge (the planes) +6, Listen +7, Move Silently +13, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings) Diplomacy +3, Escape Artist +17, Knowledge (the planes) +10, Listen +11, Move Silently +17, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings) Diplomacy +3, Escape Artist +25, Knowledge (the planes) +18, Listen +21, Move Silently +25, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 with bindings)
    Feats: Dodge, Weapon Finesse Dodge, Flyby Attack, Weapon Finesse Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)B
    Environment: Elemental Plane of Air
    Organization: Solitary or clutch (2-4)
    Challenge Rating: 5 7 10
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Bristling Devil (Elite Barbazu)
    Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 6d8+30 (57 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares)
    Armor Class: 23 (+2 Dex, +9 natural, +2 competence), touch 14, flat-footed 21
    Base Attack/Grapple: +6/+8
    Attack: Lochaber +13 melee (4d8+9 plus infernal wound) or claw +12 melee (1d6+2)
    Full Attack: Lochaber +13/+8 melee (4d8+9 plus infernal wound) or 2 claws +12 melee (1d6+2)
    Space/Reach: 5 ft./5 ft. (10 ft. with lochaber)
    Special Attacks: Infernal wound, beard, battle frenzy, summon devil
    Special Qualities: Damage reduction 5/silver and good, darkvision 60 ft., elite creature, immunity to acid, cold, fire, disease, petrification and poison, see in darkness, spell resistance 19, telepathy 1000 ft.
    Saves: Fort +10, Ref +7, Will +5
    Abilities: Str 22, Dex 15, Con 21, Int 6, Wis 10, Cha 10
    Skills: Climb +15, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
    Feats: Improved Initiative, Power Attack, Weapon Focus (halberd)
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair, team (3-5), or squad (6-10)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement: 7-9 HD (Medium); 10-18 HD (Large)
    Level Adjustment:

    Beard
    Because the save DC is constitution-based, it's 18, not 16.

    Infernal Wound
    This ability applies to the devil's lochaber rather than a glaive. The check DC is 18, because it's constitution-based.

    Summon Devil
    The bristling devil summons lemure wanderers and bristling devils instead of lemures and barbazu.

    Buffalo (Elite Bison)
    Size/Type: Large Animal
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (-1 size, +6 natural, +2 competence), touch 11, flat-footed 17
    Base Attack/Grapple: +3/+15
    Attack: Gore +10 melee (1d8+12) or hoof +10 melee (1d4+4)
    Full Attack: Gore +10 melee (1d8+12) and 2 hooves +8 melee (1d4+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Stampede
    Special Qualities: Elite creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +8, Ref +4, Will +1
    Abilities: Str 26, Dex 10, Con 18, Int 2, Wis 11, Cha 4
    Skills: Listen +7, Spot +5
    Feats: Alertness, Endurance, MultiattackB
    Environment: Temperate plains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 4
    Advancement: None
    Level Adjustment:

    NOTE: Characters cannot wash their hands in a buffalo.

    Coyote (Elite Dog)
    Size/Type: Small Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (+1 size, +3 Dex, +2 natural, +1 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +0/-3 +0/-3
    Attack: Bite +5 melee (1d6+5) or claw +5 melee (1d3+5)
    Full Attack: Bite +5 melee (1d6+5) and two claws +5 melee (1d3+5)
    Space/Reach: 5 ft./5 ft.
    Special Attacks:
    Special Qualities: Exceptional creature, immunity to fire, low-light vision, scent
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 20, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Jump +11, Listen +5, Spot +5, Survival +1*
    Feats: Alertness, TrackB
    Environment: Temperate plains
    Organization: Solitary or pack (5-12)
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Demolition Beetle (Elite Giant Bombadier Beetle)
    Size/Type: Medium Vermin
    Hit Dice: 2d8+8 (17 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+6 natural, +2 dex, +1 competence), touch 13, flat-footed 17
    Base Attack/Grapple: +1/+4
    Attack: Bite +4 melee (1d8+3)
    Full Attack: Bite +4 melee (1d8+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid spray
    Special Qualities: Darkvision 60 ft., exceptional creature, immunity to acid, fire and poison, vermin traits
    Saves: Fort +7, Ref +2, Will +0
    Abilities: Str 16, Dex 14, Con 18, Int Ø, Wis 10, Cha 9
    Skills:
    Feats:
    Environment: Warm forests
    Organization: Solitary, cluster (2-5) or click (6-11)
    Challenge Rating: 4
    Advancement:
    Level Adjustment:

    Acid Spray
    The acid deals 2d6+4 damage in a 20 foot cone. Because the save DC is constitution-based, it's 15, not 13.

    Dire Great Ape (Elite Dire Ape)
    Size/Type: Large Animal
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), climb 30 ft.
    Armor Class: 22 (-1 size, +4 Dex, +6 natural, +3 competence), touch 16, flat-footed 18
    Base Attack/Grapple: +3/+13
    Attack: Claw +10 melee (2d6+8)
    Full Attack: 2 claws +10 melee (2d6+8) and bite +5 melee (3d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend 4d6+9
    Special Qualities: Elite Creature, frightful presence, immunity to sonic, low-light vision, scent
    Saves: Fort +6, Ref +8, Will +5
    Abilities: Str 26, Dex 18, Con 14, Int 2, Wis 12, Cha 14
    Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
    Feats: Alertness, Improved Toughness
    Environment: Warm forests
    Organization: Solitary or company (5-8)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: 6-15 HD (Large)
    Level Adjustment:

    Frightful Presence (Ex)
    When a dire great ape pounds its chest and bellows (a standard action for it), each enemy who witnesses this act must take a DC 18 will save or be frightened. The save DC is charisma-based and includes a +4 racial modifier.

    Dire Great Mauler (Elite Dire Wolverine)
    Size/Type: Large Animal
    Hit Dice: 5d8+25 (47 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), climb 10 ft.
    Armor Class: 19 (-1 size, +3 Dex, +4 natural, +3 competence), touch 15, flat-footed 16
    Base Attack/Grapple: +3/+13
    Attack: Claw +10 melee (1d6+8)
    Full Attack: 2 claws +10 melee (1d6+8) and bite +5 melee (1d8+4) or 2+ claws +10 melee (1d6+8)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Maul, rage
    Special Qualities: Elite creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +8, Ref +7, Will +5
    Abilities: Str 26, Dex 17, Con 19, Int 2, Wis 12, Cha 10
    Skills: Climb +16, Listen +7, Spot +7
    Feats: Alertness, Improved Toughness, TrackB
    Environment: Cold forests
    Organization: Solitary or pair
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Maul (Ex)
    When a dire great mauler makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done.

    Rage (Ex)
    Dire great maulers can end their rage voluntarily when no enemies are in the area that it can locate. They get a +8 bonus instead of +4 to strength and constitution.

    Dire Great White (Elite Dire Shark)
    Size/Type: Huge Animal (Aquatic)
    Hit Dice: 18d8+108 (189 hp)
    Initiative: +4
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 26 (-2 size, +4 Dex, +7 natural, +7 competence), touch 19, flat-footed 22
    Base Attack/Grapple: +13/+31
    Attack: Bite +22 melee (4d8+15)
    Full Attack: Bite +22 melee (4d8+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved grab, swallow whole
    Special Qualities: Elite creature, immunity to acid, cold and fire, keen scent
    Saves: Fort +16, Ref +15, Will +13
    Abilities: Str 31, Dex 18, Con 20, Int 2, Wis 14, Cha 10
    Skills: Listen +13, Spot +12, Swim +18
    Feats: Cleave, Combat Reflexes, Great Cleave, Improved Natural Attack (bite), Improved Toughness, Power Attack, Weapon Focus (bite)
    Environment: Cold aquatic
    Organization: Solitary or school (2-5)
    Challenge Rating: 11
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Swallow Whole
    The dire great white's swallow whole attack deals 3d6+10 points of bludgeoning and 2d6+6 points of acid damage per round, and the AC of its digestive tract is 20 (it's just that competent!). You need to deal 40 points of damage to cut your way out.

    Dire Grizzly (Elite Dire Bear)
    Size/Type: Large Animal
    Hit Dice: 12d8+60 (114 hp)
    Initiative: +1
    Speed: 60 ft. (12 squares)
    Armor Class: 27 (-1 size, +2 Dex, +11 natural, +5 competence), touch 16, flat-footed 25
    Base Attack/Grapple: +9/+23
    Attack: Claw +24 melee (3d6+15)
    Full Attack: 2 claws +24 melee (3d6+15) and bite +23 melee (3d8+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Elite creature, immunity to cold, slashing, and fear, low-light vision, scent
    Saves: Fort +12, Ref +10, Will +9
    Abilities: Str 40, Dex 15, Con 19, Int 2, Wis 12, Cha 10
    Skills: Listen +10, Spot +10, Swim +18
    Feats: Alertness, Awesome BlowB, Endurance, Improved Toughness, Run, Weapon Focus (claw)
    Environment: Cold forests
    Organization: Solitary or pair
    Challenge Rating: 9
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Dire Jackal (Elite Dire Wolf)
    Size/Type: Large Animal
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-1 size, +4 Dex, +3 natural, +2 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +4/+15
    Attack: Bite +11 melee (1d8+15) or claw +5 melee (1d6+5)
    Full Attack: Bite +11 melee (1d8+15) or claw +5 melee (1d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Elite creature, damage reduction 5/-, immunity to cold, electricity, fire and fear, low-light vision, scent
    Saves: Fort +8, Ref +9, Will +6
    Abilities: Str 30, Dex 18, Con 17, Int 2, Wis 12, Cha 10
    Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
    Feats: Alertness, Run, TrackB, Weapon Focus (bite)
    Environment: Temperate forests
    Organization: Solitary or pack (5-8)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: 7-18 HD (Large)
    Level Adjustment:

    Improved Trip
    The check modifier is +13, not +11.

    Dire Jaguar (Elite Dire Tiger)
    Size/Type: Large Animal
    Hit Dice: 16d8+48 (120 hp)
    Initiative: +4
    Speed: 60 ft. (12 squares)
    Armor Class: 25 (-1 size, +4 Dex, +8 natural, +4 competence), touch 17, flat-footed 22
    Base Attack/Grapple: +12/+26
    Attack: Claw +22 melee (3d6+10)
    Full Attack: 2 claws +22 melee (3d6+10) and bite +21 melee (3d8+10)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 3d6+10
    Special Qualities: Elite creature, immunity to electricity, fire, piercing and fear, low-light vision, scent
    Saves: Fort +13, Ref +14, Will +11
    Abilities: Str 31, Dex 18, Con 17, Int 2, Wis 12, Cha 10
    Skills: Hide +9*, Jump +16, Listen +6, Move Silently +13, Spot +7, Swim +12
    Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
    Environment: Warm forests
    Organization: Solitary or pair
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Dire Mauler (Elite Dire Badger)
    Size/Type: Medium Animal
    Hit Dice: 3d8+15 (28 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), burrow 10 ft.
    Armor Class: 18 (+4 Dex, +3 natural, +1 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +2/+6
    Attack: Claw +6 melee (1d6+4)
    Full Attack: 2 claws +6 melee (1d6+4) and bite +1 melee (1d6+2) or 2+ claws +6 (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Maul, rage
    Special Qualities: Elite creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +7, Ref +7, Will +4
    Abilities: Str 18, Dex 18, Con 19, Int 2, Wis 12, Cha 10
    Skills: Listen +6, Spot +6
    Feats: Alertness, Toughness, TrackB
    Environment: Temperate forests
    Organization: Solitary or cete (2-5)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Maul (Ex)
    When a dire mauler makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done.

    Rage (Ex)
    Dire maulers can end their rage voluntarily when no enemies are in the area that it can locate. They get a +8 bonus instead of +4 to strength and constitution.

    Dire Sabretooth (Elite Dire Lion)
    Size/Type: Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +4
    Speed: 60 ft. (12 squares)
    Armor Class: 22 (-1 size, +4 Dex, +6 natural, +3 competence), touch 16, flat-footed 18
    Base Attack/Grapple: +6/+20
    Attack: Claw +16 melee (2d6+10)
    Full Attack: 2 claws +16 melee (2d6+10) and bite +10 melee (2d8+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 2d6+5
    Special Qualities: Elite creature, immunity to bludgeoning, cold and fire, low-light vision, scent
    Saves: Fort +11, Ref +10, Will +8
    Abilities: Str 30, Dex 18, Con 20, Int 2, Wis 14, Cha 10
    Skills: Hide +4*, Listen +8, Move Silently +7, Spot +8
    Feats: Alertness, Awesome BlowB, Run, Weapon Focus (claw)
    Environment: Warm plains
    Organization: Solitary, pair, or pride (6-10)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Advancement: 9-16 HD (Large); 17-24 HD (Huge)
    Level Adjustment:

    Dire Otter (Elite Dire Weasel)
    Size/Type: Medium Animal
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), swim 30
    Armor Class: 20 (+4 Dex, +4 natural, +2 competence), touch 16, flat-footed 16
    Base Attack/Grapple: +2/+4
    Attack: Bite +8 melee (1d6+6)
    Full Attack: Bite +8 melee (1d6+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Attach, blood drain
    Special Qualities: Elite creature, immunity to cold and piercing, low-light vision, scent
    Saves: Fort +5, Ref +7, Will +4
    Abilities: Str 18, Dex 19, Con 14, Int 2, Wis 12, Cha 11
    Skills: Hide +8, Listen +3, Move Silently +8, Spot +5
    Feats: Alertness, Stealthy, Weapon FinesseB
    Environment: Temperate hills
    Organization: Solitary or pair
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Attach
    A dire otter's AC while attached is 16, not 12. The dire otter can choose whether or not the bite attaches it to a creature, and can fall off into an adjacent square as a free action.

    Blood Drain
    A dire otter deals 1d6+1 points of constitution damage per round, not just 1d4.

    Dire Vampire Bat (Elite Dire Bat)
    Size/Type: Large Animal
    Hit Dice: 4d8+16 (34 hp)
    Initiative: +6
    Speed: 20 ft. (4 squares), fly 60 ft. (good)
    Armor Class: 21 (-1 size, +6 Dex, +5 natural, +1 competence), touch 16, flat-footed 15
    Base Attack/Grapple: +3/+13
    Attack: Bite +8 melee (2d6+6 plus leech)
    Full Attack: Bite +8 melee (2d6+6 plus leech)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Leech
    Special Qualities: Blindsense 40 ft., elite creature, immunity to cold and negative energy
    Saves: Fort +8, Ref +10, Will +6
    Abilities: Str 22, Dex 22, Con 18, Int 2, Wis 14, Cha 6
    Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
    Feats: Alertness, Stealthy
    Environment: Temperate deserts
    Organization: Solitary or colony (5-8)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Leech
    When a vampire bat deals damage with its bite, it regains half that many hit points, up to its maximum.

    Dire Velociraptor (Elite Megaraptor)
    Size/Type: Large Animal
    Hit Dice: 8d8+48 (84 hp)
    Initiative: +4
    Speed: 80 ft. (16 squares)
    Armor Class: 22 (-1 size, +4 Dex, +6 natural, +3 competence), touch 16, flat-footed 18
    Base Attack/Grapple: +6/+18
    Attack: Talons +13 melee (3d6+8)
    Full Attack: Talons +13 melee (3d6+8) and 2 foreclaws +8 melee (1d6+4) and bite +8 melee (2d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce
    Special Qualities: Damage reduction 5/-, elite creature, immunity to acid, fire and piercing, low-light vision, scent
    Saves: Fort +10, Ref +10, Will +4
    Abilities: Str 26, Dex 19, Con 21, Int 2, Wis 15, Cha 10
    Skills: Hide +11, Jump +27, Listen +12, Spot +12, Survival +12
    Feats: Improved Toughness, Run, Track
    Environment: Warm forests
    Organization: Solitary, pair, or pack (3-6)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Dire Wild Boar (Elite Dire Boar)
    Size/Type: Large Animal
    Hit Dice: 7d8+35 (66 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 21 (-1 size, +6 natural, +3 dex, +3 competence), touch 15, flat-footed 18
    Base Attack/Grapple: +5/+19
    Attack: Gore +14 melee (1d8+15)
    Full Attack: Gore +14 melee (1d8+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Ferocity
    Special Qualities: Elite creature, immunity to cold, slashing and sonic, low-light vision, scent
    Saves: Fort +10, Ref +8, Will +9
    Abilities: Str 30, Dex 16, Con 20, Int 2, Wis 15, Cha 8
    Skills: Listen +9, Spot +9
    Feats: Alertness, Awesome BlowB, Endurance, Iron Will
    Environment: Temperate forests
    Organization: Solitary or herd (5-8)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Dolphin (Elite Porpoise)
    Size/Type: Medium Animal
    Hit Dice: 2d8+6 (15 hp)
    Initiative: +3
    Speed: Swim 80 ft. (16 squares)
    Armor Class: 18 (+5 Dex, +2 natural, +1 competence), touch 16, flat-footed 13
    Base Attack/Grapple: +1/+3
    Attack: Slam +6 melee (2d6+2)
    Full Attack: Slam +6 melee (2d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks:
    Special Qualities: Blindsight 120 ft., exceptional creature, hold breath, immunity to cold and fire, low-light vision
    Saves: Fort +6, Ref +6, Will +1
    Abilities: Str 14, Dex 20, Con 16, Int 2, Wis 12, Cha 6
    Skills: Listen +8*, Spot +7*, Swim +8
    Feats: Weapon Finesse
    Environment: Temperate aquatic
    Organization: Solitary, pair, or school (3-20)
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Dretch Taskmaster (Elite Dretch)
    Size/Type: Small Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 size, +5 natural, +2 dex, +1 competence), touch 14, flat-footed 17
    Base Attack/Grapple: +2/+1
    Attack: Claw +6 melee (1d6+3)
    Full Attack: 2 claws +6 melee (1d6+3) and bite +4 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, summon demon
    Special Qualities: Damage reduction 5/cold iron and good, darkvision 60 ft., exceptional creature, immunity to electricity, fire and poison, resistance to acid 10 and cold 10, telepathy 100 ft.
    Saves: Fort +5, Ref +5, Will +3
    Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 11, Cha 16
    Skills: Diplomacy +8, Hide +9, Intimidate +8, Listen +5, Move Silently +5, Spot +5, Search +5, Survival +5 (+7 following tracks)
    Feats: Multiattack
    Environment: A chaotic evil-aligned plane
    Organization: Solitary, pair, or gang (3-5)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always chaotic evil
    Advancement:
    Level Adjustment:

    Spell-like abilities
    The spell-like abilities are both usable 3 times per day. Because the save DCs are charisma based, they're 15 and 16, not 12 and 13.

    Summon demon
    Dretch taskmasters can summon 1d3 dretches with a 100% chance of success or 1 dretch taskmaster with a 35% chance of success.

    Eaglion (Elite Griffon)
    Size/Type: Large Magical Beast
    Hit Dice: 7d10+28 (66 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), fly 100 ft. (good)
    Armor Class: 22 (-1 size, +4 Dex, +6 natural, +3 competence), touch 16, flat-footed 18
    Base Attack/Grapple: +7/+15
    Attack: Bite +13 melee (3d6+6)
    Full Attack: Bite +13 melee (3d6+6) and 2 claws +10 melee (1d8+3)
    Space/Reach: 10ft./5 ft.
    Special Attacks: Pounce, rake 2d6+3
    Special Qualities: Darkvision 60 ft., elite creature, immune to bludgeoning, fire, sonic and wind effects, low-light vision, scent
    Saves: Fort +9, Ref +9, Will +6
    Abilities: Str 22, Dex 18, Con 18, Int 7, Wis 15, Cha 8
    Skills: Jump +10, Listen +7, Spot +11
    Feats: Iron Will, Multiattack, Weapon Focus (bite)
    Environment: Temperate hills
    Organization: Solitary, pair, or pride (6-10)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Elasmotherium (Elite Rhinoceros)
    Size/Type: Large Animal
    Hit Dice: 8d8+56 (92 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (-1 size, +7 natural, +2 dex, +3 competence), touch 14, flat-footed 19
    Base Attack/Grapple: +6/+20
    Attack: Gore +15 melee (3d6+15)
    Full Attack: Gore +15 melee (3d6+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Powerful charge
    Special Qualities: Elite creature, immunity to cold, electricity and fire, low-light vision
    Saves: Fort +13, Ref +8, Will +3
    Abilities: Str 30, Dex 14, Con 25, Int 2, Wis 13, Cha 2
    Skills: Listen +14, Spot +3
    Feats: Alertness, Endurance, Improved Natural Attack (gore)
    Environment: Warm plains
    Organization: Solitary or herd (2-12)
    Challenge Rating: 6
    Advancement:
    Level Adjustment:

    Powerful Charge
    The elasmotherium's attack on a charge deals 6d6+30 points of damage, not 4d6+24.
    Last edited by Jormengand; 2018-01-26 at 09:16 AM.

  8. - Top - End - #8
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Interplanar Merchant

    "I deal only in the rarest and most precious commodities..."

    The oldest and wealthiest Mercanes don't get that way by being pushovers. These Interplanar Merchants are mighty in magic, and are as quick-witted and adaptable as any of the mortal races. Purveyors of powerful magic items, they can always be trusted to adhere to the letter (if not the spirit) of any contract. However, caveat emptor - unlike common Mercanes, some Interplanar Merchants deal in souls as well as artifacts...

    Spoiler: Design Note
    Show
    A Mercane will most likely enter this class as a 1st-level wizard, and finish it as an 18th-level character (7 outsider HD, 1 wizard level, 10 Interplanar Merchant levels) with 16th-level spellcasting. This allows 9th-level spells for such a character by 20th level.

    It's focused more towards NPCs; a PC would struggle with the delayed spellcasting and would obviously want to start a campaign at 9th level for the Level Readjustment.


    Prerequisites:
    To become an Interplanar Merchant, a character must fulfill all the following criteria.

    Alignment
    Any lawful.

    Race
    Mercane.

    Skills
    Appraise 11 ranks, Knowledge (the planes) 11 ranks.

    Feats
    Diligent, Magical Aptitude, plus any one item creation feat.

    Spells
    Ability to cast 1st-level arcane spells.

    Hit Die: d8

    Class Skills
    The Interplanar Merchant's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana, geography, local, nobility and royalty, the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

    Skill Points per Level: 8 + Int modifier

    Table: The Interplanar Merchant
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
    1st
    +1
    +2
    +2
    +2
    Artifice, Level Readjustment +1 level of existing arcane spellcasting class
    2nd
    +2
    +3
    +3
    +3
    +2 levels of existing arcane spellcasting class
    3rd
    +3
    +3
    +3
    +3
    +1 level of existing arcane spellcasting class
    4th
    +4
    +4
    +4
    +4
    Dreams of Wealth +2 levels of existing arcane spellcasting class
    5th
    +5
    +4
    +4
    +4
    +1 level of existing arcane spellcasting class
    6th
    +6/+1
    +5
    +5
    +5
    +2 levels of existing arcane spellcasting class
    7th
    +7/+2
    +5
    +5
    +5
    +1 level of existing arcane spellcasting class
    8th
    +8/+3
    +6
    +6
    +6
    +2 levels of existing arcane spellcasting class
    9th
    +9/+4
    +6
    +6
    +6
    +1 level of existing arcane spellcasting class
    10th
    +10/+5
    +7
    +7
    +7
    +2 levels of existing arcane spellcasting class

    Weapon and Armour Proficiencies
    Interplanar Merchants gain no proficiency with any weapon or armor.

    Artifice (Ex)
    At first level an Interplanar Merchant gains full proficiency with magic items. Use Magic Device is always considered a class skill for him, and he is always considered to have maximum ranks invested in that skill (he regains any skill points already invested in that skill when he gains this ability).

    Level Readjustment (Ex)
    Beginning at 1st level, an Interplanar Merchant loses some of the inflexibility of his race. He ignores the +7 level adjustment for being a Mercane.

    Dreams of Wealth (Su)
    Beginning at 4th level, an Interplanar Merchant gains the astral mart I and summon money I Dreams Of Wealth, each useable once per day as a Golden Alchemist of his character level. The level of these abilities increases by 1 per class level (to a maximum of astral mart VII and summon money VII at 10th level).

    Spellcasting (Ex)
    When a new Interplanar Merchant level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 2nd-level spells before he added the prestige class level (or as if he had gained two levels in the spellcasting class, on every even-numbered Interplanar Merchant level). He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 2nd-level spells before he became an Interplanar Merchant, he must decide to which class he adds each level of Interplanar Merchant for the purpose of determining spells per day.
    Last edited by rferries; 2017-12-31 at 08:07 PM.

  9. - Top - End - #9
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Psiphyte


    Quote of Some Kind by a member of the class!

    ENTRY REQUIREMENTS
    Race: Xeph, or any humanoid with the psionic subtype who has trained with Xephs in their homeland (2 ranks in Knowledge [local: Xeph Homeland])

    Class Skills
    The Psiphyte's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Power points per day Powers Known Level Known
    1st
    +0
    +X
    +X
    +X
    Class Ability 2 1 1
    2nd
    +1
    +X
    +X
    +X
    Class Ability 5 2 1
    3rd
    +2
    +X
    +X
    +X
    Class Ability 9 3 2
    4th
    +3
    +X
    +X
    +X
    Class Ability 13 4 2
    5th
    +3
    +X
    +X
    +X
    Class Ability 17 5 3

    Weapon and Armor Proficiencies: A place to put the different proficiencies.
    Put all the different class abilities in here!

    Power Points/Day A Psiphyte’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points).

    Powers Known A Psiphyte chooses his powers from the power list provided below. At 1st level, a Psionic Fist knows one power of your choice. Each time he attains a new level, he learns one new power. A Psiphyte can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Psiphyte can manifest per day is limited only by his daily power points. A Psiphyte simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against Psiphyte powers is 10 + the power’s level + the Psiphyte's Charisma modifier.

    Maximum Power Level Known A Psiphyte gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Psiphyte gains the ability to master more complex powers. To learn or manifest a power, a Psionic Fist must have a Charisma score of at least 10 + the power’s level.

    Variant: As a variant, you can allow a xeph character to use the psiphyte class to advance their existing manifesting class. Simply add the psiphyte's power list to the manifester's power list but use the psiphyte's power point progression instead of the base class to represent the derailment of their training to incorporate Xeph psionic theory.




    Power list:
    1st level: Burst, Catfall, Float, Deja Vu, Dimension hop, Thicken Skin, Adrenal Boost, Hungry Touch, Psionic Speak with Plants, Expansion, Compression, Mindlink, Syncronicity, Psionic Pass without Trace
    2nd level: Animal affinity, Bestow Power, psionic tree shape, psionic forest voice
    3rd level: Hustle, Psionic plant growth, psionic nature's balance, share pain, forced share pain, psionic poison vines, timehop

  10. - Top - End - #10
    Orc in the Playground
     
    MindFlayer

    Join Date
    Apr 2013
    Location
    near Milan / Italy
    Gender
    Male

    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    PRIMUS

    When Gruumsh, He Who Never Sleeps, created my race he had something in mind.
    Something perfect.
    Something like me.

    Tralkask, orchish Primus.

    ENTRY REQUIREMENTS
    Race: Any
    Alignment: Anyone typical for his race.
    Class: At least 7 levels in his race favored class.
    Special: must have a race. creature that doesn't have a race (like monsters with character levels) can't gain levels in this PrC.

    Class Skills
    The Primus' class skills (and the key ability for each skill) are the same of the favored class of his race.
    The number of Skill Points at Each Level is same of the favored class of his race.

    Hit Dice: the same of the favored class of his race.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Blessing of the creator
    1st
    +X
    +X
    +X
    +X
    Ability enhancement I, Racial Paragon
    2nd
    +X
    +X
    +X
    +X
    Blessing of the Creator
    1st
    3rd
    +X
    +X
    +X
    +X
    Natural Leader
    4th
    +X
    +X
    +X
    +X
    Skills of the Ancients
    2nd
    5th
    +X
    +X
    +X
    +X
    Defender of his Folk
    6th
    +X
    +X
    +X
    +X
    Ability enhancement II
    3rd
    7th
    +X
    +X
    +X
    +X
    Fighter for the Tribe
    8th
    +X
    +X
    +X
    +X
    King of the Race
    4th
    9th
    +X
    +X
    +X
    +X
    10th
    +X
    +X
    +X
    +X
    Father of the nation
    5th

    Weapon and Armor Proficiencies: A Primus is proficient in every weapon, armor and shield the favored class of his race gives proficiency with[/QUOTE]

    Ability enhancement (Ex): A Primus is, above all, the maximum expression of what a member of his race can be. As he grows in powers, he strenghten the iconic abilities of his race while reinforcing its weakness as well.

    At 1st level:
    - If the Primus belongs to a race that gives a racial bonus to at least one ability AND a racial penalty to at least one ability, the Primus can choose a penalty and reduce it by one (i.e. from -2 to -1) and he can choose a bonus and raise it by one (from +2 to +3);
    - If the Primus belongs to a race that gives a racial bonus to at least one ability BUT no racial penalties to abilities,can choose a bonus and raise it by two;
    - If the Primus belongs to a race that gives a racial penalty to at least one ability BUT no racial bonuses to abilities, the Primus can choose a penalty and reduce it by two;
    - If the Primus belongs to a race that gives no racial bonuses and penalties at all, ha can choose an ability and gain a +2 racial bonus to it.

    At 6th level, growing in power and might, a Primus applies this ability again, gaining the effect that fits his situation after the application of this ability at 1st level.

    For example, a Human gains the Primus' 1st level: he has no racial bonuses and penalties so he gains a +2 to an ability of choice. Then he attains 6th level in this PrC: he now has a +2 racial bonus to an ability and all he can do is to raise that same bonus to +4.
    An Elf Primus, instead, would gain the same benefit both at 1st and 6th level: the first application of this ability would bring his racial modifiers to Dex +3 / Con -1; the second application would bring the penalty to 0 and raise the Dex bonus to +4.

  11. - Top - End - #11
    Bugbear in the Playground
     
    Baby Gary's Avatar

    Join Date
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    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    This is the WIP for my PrC

    ULTIMATE DRAGONS




    ULTIMATE CHROMATIC DRAGON

    Spoiler: ULTIMATE CHROMATIC DRAGONS
    Show


    Quote of Some Kind by a member of the class!

    ENTRY REQUIREMENTS
    Race: Any chromatic dragon
    Special: Must be Ancient or older
    :
    :
    :

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: 6 + int

    Hit Dice: d12

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +2 +2 +2 Improved Flight
    2nd +2 +3 +3 +3
    3rd +3 +3 +3 +3 Older, Stronger, Smarter
    4th +4 +4 +4 +4
    5th +4 +4 +4 +4 Improved Flight
    6th +6 +5 +5 +5
    7th +7 +5 +5 +5 Older, Stronger, Smarter
    8th +8 +6 +6 +6
    9th +9 +6 +6 +6 Improved Flight
    10th +10 +7 +7 +7

    Weapon and Armor Proficiencies: A place to put the different proficiencies.

    Improved Flight: At level 2 and again at level 7 an Ultimate Chromatic Dragon increases his flight maneuverability one step


    ULTIMATE METALLIC DRAGON

    Spoiler: ULTIMATE METALLIC DRAGONS
    Show


    Quote of Some Kind by a member of the class!

    ENTRY REQUIREMENTS
    Race: Any Metallic dragon
    Special: Must be Ancient or older
    :
    :
    :

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: 6 + int

    Hit Dice: d12

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +2 +2 +2 Improved Flight
    2nd +2 +3 +3 +3
    3rd +3 +3 +3 +3 Older, Stronger, Smarter
    4th +4 +4 +4 +4
    5th +4 +4 +4 +4 Improved Flight
    6th +6 +5 +5 +5
    7th +7 +5 +5 +5 Older, Stronger, Smarter
    8th +8 +6 +6 +6
    9th +9 +6 +6 +6 Improved Flight
    10th +10 +7 +7 +7

    Weapon and Armor Proficiencies: A place to put the different proficiencies.

    Improved Flight: At level 2 and again at level 7 an Ultimate Metallic Dragon increases his flight maneuverability one step

    Last edited by Baby Gary; 2017-12-12 at 09:23 AM.
    Muad'drin tia dar allende caba'drin rhiadem! Los Valdar Cuebiyari! Los! Carai an Caldazar! Al Caldazar!

    Amazing avatar by Linklele

    Extended Sig

    Quote Originally Posted by The Cats View Post
    Oh wadda you know Gary, you're just a baby.
    Quote Originally Posted by Jormengand View Post
    Yes, but immunity to wizard and resistance to fighter kinda makes up for it.
    Quote Originally Posted by daremetoidareyo View Post
    It's all fun and games until you encounter the roc weremegalodon

  12. - Top - End - #12
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    The Quintessential [race]



    Quote of Some Kind by a member of the class!


    Adventures: A Quintessential [Race] can find itself travelling to aid or harm its chosen race depending on how it entered the class, it also may adventure for any other reason, with the close link to its chosen race being nothing more that another tool.

    Characteristics: A Quintessential [Race] can be useful in any number of roles, usually the same covered by their chosen race, while also gaining the ability to serve as a valuable emmisary with them.

    Alignment: A Quintessential [Race] can be of any alignment.

    Religion: A Quintessential [Race] belonging to the chosen race or with a good story with them may worship any of the gods favored by that race, otherwise they are as likely to worship any god as any other creature.

    Background: A Quintessential [Race] can come from any background as long as they have spent a long amount of time with their chosen race, be it in war, peace or just being one of them.

    Races: Any sentient creature can become a A Quintessential [Race].

    Other Classes: members of a class to which the A Quintessential [Race] belonged may see a member of the class as inferior for their differing training, or as blessed for learning the secrets of their chosen race. As always most classes appreciate those capable of pulling their weigth.

    Role: The role of a Quintessential [Race] is defined by their previous classes, with their new training enhancing the previous one or allowing them to get some new abilities to round out any weaknesses.

    Adaptation: Any number of races can be added to the list of chosen races, and in fact may be added by me eventually.

    ENTRY REQUIREMENTS
    Skills: 6 ranks on a craft, perform or profession skill associated with the chosen race
    special: must have spent a long time interacting with the chosen race, be it only on the battlefield, being raced by members of it, trading with them occasionally or being one of them.

    Class Skills
    The Quintessencial [Race] can choose 10 skills to be class skills.
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    Level Base Attack Bonus Fort Save Ref Save Will Save Special class features
    1st +0 +0 +0 +0 boon, chosen race +1 level of existing class features
    2nd +1 +0 +0 +0 boon
    3rd +1 +1 +1 +1 boon, just your regular [race] +1 level of existing class features
    4th +2 +1 +1 +1 boon
    5th +2 +1 +1 +1 boon, best of their kind +1 level of existing class features

    Weapon and Armor Proficiencies: A place to put the different proficiencies.

    Boons: boons are special abilities that represent your chosen race and you may have learned through tutoring, an innate understanding of the race´s workings, picking them up as you saw them or all of the above. As quintessentials tend to have wildly different abilities when they first pick up the class many of them decide that familiarizing themselves with a race that differs too much from whatever doctrine they follow is too hard, and choose to take boons from the generic boon list, from which any quintessential [race] may pick, to a maximum of 3 boons. Any boon that affects BAB, number of skill points or hit die type, does so retroactively unless said otherwise. If any boon grants you a feat you already have you may instead choose a feat you qualify for.

    Chosen Race: at 1st level you pick a race for which you meet the prerequisite, forever after naming you as a Quintessential [race] and allowing you to pick boons from that race´s list, this choice may not be changed, but after taking all levels of the class for your chosen race you may start the prestige class again, choosing a new race for which you qualify.

    Just a regular [race] (Ex): you gain a +2 bonus to an ability your chosen race gets a +2 bonus to and no longer take a disguise penalty when emulating a member of said race. Quintessential [Races] who chose their own race also gain a +2 bonus on an ability score to which they took a penalty at character gen and gain a bonus on al Cha checks and charisma based skill checks with members of their own race. Quintessential humans get +2 to any ability score instead, and get 4 extra class skills if they happen to also be human.

    Best of their kind (Su): at 5th level the quintessential [race] may as well be a member of its chosen race for all it knows about them, it gains the alternate form, being able to turn into a specific member of its chosen race, and counting as having their type and subtype whenever it would be benefitial to them. If The quintessential race happens to be a member of its chosen race its alternate form ability allows it to turn into any specimen of its race, granting it a +15 disguise bonus to impersonate a specific person it has seen instead of the usual +10 from alternate form.

    Spoiler: Races
    Show
    Spoiler: Dwarf
    Show
    associated skills: Profession (miner), perform (singing), craft (weaponsmithing), craft (armorsmithing), craft (jewelry).

    boons:

    -Hold the line!(Ex): as long as standing on the ground and moving no more that half her speed during the round, the quintessential dwarf gets a +1 bonus to AC (including touch AC) and weapon damage rolls at the end of each turn, stacking up to twice her quintessential dwarf level.

    -Down to earth (Ex): you gain earth sense (RoS pg 82) as a bonus feat, in addition when you get a full´s night rest (or the equivalent 8 hour passtime if you) in contact with the ground you heal double the normal amount. Creatures with the earth subtype are one step friendly towards you (before they meet you, if you piss them off this doesn´t help you).

    -Tough stuff (Ex): you gain temporary hit points equal to 1/5th of your base hitpoints, this recover at a rate of 1 each round. If it wasn´t already your fortitude save progression with this class becomes good.

    -Playing with magma (Su): you gain fire resistance equal to twice your HD, becoming fire inmunnity when you reach 12 HD. All weapons you use do an extra 1d6 fire damage for each quintessential dwarf level you have and every time you hit an enemy (ad before damage is applied) with one of them you remove 5 fire resistance from them for 1 round/class level.

    -Shieldbearer (Ex): you gain proficiency with tower shields if you didn´t have it before and don´t take an armor check penalty or the penalty on your attack rolls usually accrued by using one. A shield bonus you get from the tower shield applies to touch attacks, and as an immediate action you can let an ally within 10 ft for each Quintessential Dwarf level benefit from it (or total cover, as long as you haven´t attacked that turn), and then place yorself on an square adjacent to them.

    -Mighty bulwark (Ex/Sp): your shield now provides cover against targeted spells and may be used to bash, not loosing your bonus to AC while using it that way, (Sp). as a standard action once per encounter you may slam your shield against the ground, dealing damage equal to a shield bash from your shield in a 10 ft wide, 20 ft/level long line and forcing enemies in the line to make a reflex save with a DC 10+ 1/2 HD+ Con modifier or fall prone. Every square within the line becomes difficult terrain. Requirements: Shielbearer.

    Spoiler: elf
    Show
    associated skills: perform (wind instrument), craft (bowmaking), perform (dance), craft (woodworking).

    boons:
    -combat caster (Su): you may as part of an attack action cast any touch spell you know an deliver it with the weapon you are using (ray spells are not weapons for this), The spell must have a casting time of 1 standard action or less. If the attack is successful, the attack deals damage normally; then the effect of the spell is resolved. casting a spell in this way does not provoke attack of opportunities, but other things (like firing a ranged weapon in melee) may do so.
    Requirements: ability to cast 2nd level spells and +5 BAB or a Duskblade´s arcane channeling ability or an Arcane Archer´s imbue arrow ability.

    -imbue projectile (Sp): as the Arcane Archer´s Imbue arrow ability but it can be used with any ranged weapon and the projectile is not affected by the spell. Requirements: combat caster.

    -arcane beatdown (Su): you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. Requirements: caster level 14, combat caster, or Duskblade´s Arcane channeling (Full Attack) ability.

    -practiced grace (Ex): you gain weapon finesse as a bonus feat and it applies to any melee weapon, If it wasn´t already your reflex save progression with this class becomes good.

    -at home in the forest (Ex): you gain Woodland Stride and camouflage as the ranger abilities of the same name. requirements: knowledge (nature) 12 ranks.

    -Accomplished skimisher (Ex): you gain desert wind dodge as a bonus feat and double the range at which precision abilities (sneak attack, skirmish, etc.) can be applied, in addition anytime someone fails an attack against you or you make a save you may take a 5-ft step that doesn´t count against the maximum nuber of 5-ft steps you can take in a round.


    Spoiler: gnome
    Show
    associated skills: craft (alchemy), perform (comedy), profession (chef), perform (act).

    boons:
    -shadow of myself (Sp): in every encounter at the beginning of your initiative you may as a free action create 1 illusory image as if affected by a mirror image spell, if by the end of the encounter the image hasn´t been destroyed it dissapears. if you take all quintessential gnome levels you can create 1 image for every 5 HD you have.

    -Gno mercy! (Ex): your crit multiplier for any weapon you wield doubles (from x2 to x3, x3 to x4 and so on),
    against enemies that have a smaller score in whatever attribute affects your attacks with the weapon (Str for melee and Dex for ranged. if multiple attributes are used for the same attack roll only one of the attributes bigger than your opponent´s counts.). In addition, if one of your attacks drops an enemy below 0 HP you may at the start of your initiative coup de grace it as a free action, provided that it remains within your reach.





    Spoiler: halfling
    Show
    associated skills: perform (wind instrument), profession (gambler).

    boons:
    -a halfling´s best friend (Ex): you gain an animal companion as a druid of a level equal to your HD, this animal companion may only be a riding dog, or a suitable replacement for the setting (eberron quintessential halflings can get dinosaurs for example).

    -tricksy fighting (Ex): your base attack bonus from Quintessential halfling levels increases by one step and you get +1 skillpoint the level for each level of the class. In addition you gain improved feint as a bonus feat and can feint as a swift action if you have all Quintessential halfling levels.

    -I make my own luck (Ex): gain any two [luck] feats that you qualify for as bonus feats, anytime you roll a natural 20 on a check you can instead gain a luck point and re-roll.



    Spoiler: human
    Show
    associated skills: perform (oratory), others to come...

    boons:
    -double down (Ex): you gain a bonus feat (that you must qualify for) and +1 skill point/level.

    -I got the gist of it (Sp): 1/day for every 4 HD you have you may attempt to use a spell that was used between the end of your last round or the beginning of the current one by making a spellcraft check with a DC of 15+level of the spell,
    to attempt this check you must spend an action equal to the one used to cast the spell. if you succeed the spell is cast exactly as if it was casted by the original caster, and if it fails you spend the action but not an use of the ability. To copy any spell with expensive or XP components you must provide them in order to cast the spell. Requirements: spellcraft 6 ranks.

    -Prime stock: Gain one of the following: Brand of the Nine Hells, Disciple of Darkness, Favored of the Companions, Knight of the Stars, Profane Vow, Sacred Vow, Servant of Heaven, Servant of the Old Ones, Thrall to Demon, or True Believer. You also gain +1 level of existing class features. This boon may only be taken at 2nd or 4th level of this class.


    Spoiler: kobold
    Show
    associated skills: profession (miner), craft (trapmaking), perform (wind instrument), craft (poisonmaking).

    boons:
    -hard to get rid off (Ex):you gain Kobold Endurance (RoD) as a bonus feat and evasion as the rogue ability. In addition you can detect poison at will (this is Sp).

    -they get the pointy bit (Ex): you gain proficiency with all weapons with spear on their name, all these weapons count as finessable to you and you can use your Dex modifier instead of your Str modifier for damage when using them
    and your reach (and range increment when applicable) when using any of these weapons is increased by 5 ft.

    -Dragon magic (Sp): you learn one lesser invocation from the Dragonfire adept list, usable at will, with a caster level equal to your HD, at 7th level you learn another invocation, which may from up to the lesser invocation list,
    at 12 th level you learn an invocation from up to the greater invocation list and at 17th level you learn an invocation from up to the dark invocation list. This boon may be taken more than once.

    -Surging blood (Ex): you get dragowrought (RotD p 100) as a bonus feat and gain +1 natural armor and 5 resist against your dragon´s breath weapon energy type for each quintessential Kobold level.

    Spoiler: Orc
    Show
    associated skills: craft (weaponsmithing), craft (armorsmithing), perform (percussion), perform (wind instrument), profession (hunter).

    boons:
    -Might makes right (Ex): you may use your Strength instead of Charisma for all Charisma checks or charisma related skill checks.

    -Impressive physique (Ex): you gain powerful build as the goliath racial trait, in addition you double your Strength bonus for the purpose of Strength checks to break an object.

    -not a quitter (Ex): you gain diehard as a bonus feat, in addition whenever you have less that half your max HP all morale bonuses affecting you double.


    Spoiler: General boons
    Show
    military training: the BAB and hit die size provided by The quintessential [race] increases by one step,
    up to full BAB and d12 HD.

    The best at what you do: you may gain plus one level of existing class features this level. This boon can only be taken when gaining the 2nd or fourth level of this class.

    hardy: the hit die size granted by the quintessential [race] improves by 2 steps, up to d12. One of your save becomes a good one.

    trained fellow
    : you get 2 extra skill points per Quintessential Race level and 5 new class skills of your choice, in addition you may get a free skill trick you qualify for, if you don´t qualify for any skill tricks you instantly gain the first that you qualify to take. One of your saves becomes a good save.

    lucky is my middle name: two of your saves become good saves.

    We were always at war with the [race](Ex): gain a favored enemy bonus equal to your Quintessential [race]
    level (maximum +5), your favored enemy is the one that appplies to your chosen race. (humanoid (human) if your chosen race is human)
    Last edited by neriractor; 2018-01-26 at 10:35 AM.
    Quote Originally Posted by Coidzor View Post
    Ah, yes, trolls, the monsters that are such wusses their primary means of reproduction is being eaten by other creatures.
    Quote Originally Posted by 5ColouredWalker View Post
    With all this talk of half dragon cohorts I may need to scrap riding a actual Dragon given how unoptimized it is.
    hey, order a gig here: https://www.fiverr.com/neriractor

    I would really appreciate it.


  13. - Top - End - #13
    Dwarf in the Playground
    Join Date
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    Male

    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    THE CHIAROSCURI



    I am shadow. I am the light! - Lamont Cranston

    A secretive organization, dedicated to protecting the best interests of the goodly kingdoms through covert means – Chiaroscuri utilize political, social, and/or economic pressures; espionage; blackmail; assassinations; and precision military strikes (often using mercenaries for that last technique) to ensure the greater good. Of course, their definition of greater good may or may not align with anyone else’s, and their division into independent cabals of 15 to 150 operatives (plus the children of operatives, who are often trained from a young age to become operatives) means that they may often be working at cross purposes with other cabals within the greater “organization”.

    The Chiaroscuri (sometimes called radiant shadows)’s abilities are derived from a series of rituals that infuse magical energy into their body to gain special traits. These rituals involve having magical glyphs in the Illumian language drawn on their skin and then other Chiaroscuri casting spells with the shadow and light descriptors on them. They alternate between major and minor rituals each level. There are two categories of rituals: moon/lunar rituals that increase their control over their appearance and lantern rituals that forge a connection between their body and magical writing.


    ENTRY REQUIREMENTS
    Max ranks in Hide and Disguise
    At least caster level 1 or Max ranks in Knowledge Arcana, Spellcraft, and Use Magical Devise


    Class Skills
    The Chiaroscuri's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (Local) (Int), Learn Language, Listen (Wis), Move Silently (Dex), Open Lock (Dex) Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis) Spellcraft (Int) , and Use Magical Device.
    Skills Points at Each Level: 6 + int

    Hit Dice: d6

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
    1st +0 +0 +2 +2 Natural Linguist, Subtypes, Sneak Attack +1d6
    2nd +1 +1 +3 +3 Moon or Lantern Resistance +1 as existing casting class
    3rd +2 +1 +3 +3 Ceremony of Moon or Lantern, Sneak Attack +2d6
    4th +3 +1 +4 +4 Moon or Lantern Resonance +1 as existing casting class
    5th +3 +2 +4 +4 Ceremony of Moon or Lantern, Sneak Attack +3d6
    6th +4 +2 +5 +5 Bonus Changeling or Illumian Feat +1 as existing casting class
    7th +5 +2 +5 +5 Ceremony of Moon or Lantern, Sneak Attack +4d6 +1 as existing casting class

    Weapon and Armor Proficiencies: A Chiaroscuri is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and any one exotic weapon. The Chiaroscuris are proficient with light armor, but not with shields.

    Ritual of Shadow Made Light: Upon becoming a Chiaroscuri, they undergo the first major ritual. As a result of this ritual:
    • Learn Language is treated as a class skill for all their future levels, regardless of class;
    • Their skin becomes paler and gains a grey undertone;
    • Their irises and pupils change color to match their sclera (i.e. white for humans);
    • They have a 50% chance of losing their head hair;
    • They have a 50% chance of losing their eyebrows;
    • They lose all other hair on their bodies;
    • They gain the Augmented, Shapechanger, and Human Subtypes.
    • They may take Racial Feats for Illumians and Changelings, provided they have the relevant racial features and meet the other requirements.

    The physical changes from this ritual are The Chiaroscuri’s “Natural form” for purposes of True Seeing, and any shape changing abilities they have (or later gain through this class)

    Sneak Attack: At each odd level in the class, The Chiaroscuri gains or increases Sneak Attack as a Rouge.

    Moon or Lantern Resistance: At 2nd level, The Chiaroscuri undergoes a minor ritual to increase their magical defenses. If they chose the Ritual of Lunar Resistance, they gain a +2 bonus against sleep and charm spells. If they chose the Ritual of Lantern Resistance, a ring of insubstantial, glowing sigils perpetually orbit their head; these sigils provide illumination equivalent to a candle; they may be suppressed as a standard action and unsuppressed as a free action; so long as they are visible, the Chiaroscuri gains a +2 bonus against shadow spells.

    Caster Level and Spells per Day: At each new level as a Chiaroscuri, the character increases in caster level for one casting class they have. At 2nd, 4th, 6th, and 7th levels, they gain new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Chiaroscuri, he must decide to which class he adds the new level for purposes of determining spells per day.

    Ceremony of Moon or Lantern: At 3rd, 5th, and 7th levels, The Chiaroscuri undergoes a major ritual to infuse more of their magical power into their body. Each time, they can choose to undergo either the Ceremony of the Moon or the Ceremony of the Lantern.

    Ceremony of the Moon: Each time they undergo the Ceremony of the Moon, The Chiaroscuri gains increasing control over their appearance. The first time they undergo this ceremony, they gain Lesser Disguise Self, which is replaced by Minor Change Shape the second time, and Lesser Change Shape the third time. A changeling who takes levels as a Chiaroscuri is treated as if they had already undergone the Ceremony of the Moon twice, and therefore can only undergo it once, gaining Lesser Change Shape.

    Lesser Disguise Self (Sp): Each time they undergo the Ceremony of the Moon, The Chiaroscuri gains increasing control over their appearance. This at will spell-like ability takes a full round action to use. It functions as Disguise Self except it only affects your body, not your possessions and it will not hide the single-color nature of your eyes.

    Minor Change Shape (Su): Each time they undergo the Ceremony of the Moon, The Chiaroscuri gains increasing control over their appearance. As the changeling ability on p. 41 of Races of Ebron.

    Lesser Change Shape (Ex): Each time they undergo the Ceremony of the Moon, The Chiaroscuri gains increasing control over their appearance. After their third time through the ritual, their control over their body has become so great, that their ability is now an extraordinary ability that that takes a standard action. They still revert to their “natural” (post Ritual of Shadow Made Light) form on death, but True Seeing no longer reveals this form.

    Ceremony of the Lantern: Each time they undergo the Ceremony of the Lantern, The Chiaroscuri gains increasing innate powers of word and light. An Illumian gaining levels as a Chiaroscuri, is treated as if they had already undergone the Ceremony of the Lantern twice, and therefore can only undergo it once, gaining a third Power Sigil and the Shifting Sigils feature.

    Power Sigils (Su): Each time they undergo the Ceremony of the Lantern, The Chiaroscuri gains a Power Sigil, as described on page 54 of Races of Destiny. In addition to the Sigils from p. 54 of Races of Destiny, they can chose Ruul or Laen (See new Sigil(s) below). These sigils are slightly taller and brighter than the Luminous Sigils gained from the Ritual of Lantern Resistance. Like Luminous Sigils, Power Sigils may be suppressed as a standard action and unsuppressed as a free action. If the Chiaroscuri has both Luminous Sigils and Power Sigils, then both are suppressed or unsuppressed together. The Chiaroscuri gains no benefits from suppressed Power Sigils.

    Final Utterance (Ex): The first time they undergo the Ceremony of the Lantern, The Chiaroscuri gains the Final Utterance Extraordinary Ability, as described on p. 55 of Races of Destiny.

    Sigil Word (Su): The second time they undergo the Ceremony of the Lantern, The Chiaroscuri gains the benefit of a Sigil Word as described on pages 54 and 55 of Races of Destiny. In addition to the Words from p. 54-55 of Races of Destiny, they can choose one of the new words described below (See new Words below). Sigil Words are comprised of TWO Power Sigils; even if The Chiaroscuri has more than two Power Sigils, they may only have one Sigil Word at a time (see below).

    Shifting Sigils (Su): The third time they undergo the Ceremony of the Lantern, The Chiaroscuri gains the ability to change their Sigils and Words. Once per week, they may change their Sigil Word and may change any or all of their Sigils at the same time. Once per day, they may change their Sigil that is not part of a Sigil Word.

    Moon or Lantern Resonance: At 4th level, The Chiaroscuri undergoes a minor ritual to increase their capabilities. If they chose the Ritual of Lunar Resonance, they gain a+2 racial bonus to Bluff, Intimidate, and Sense Motive. If they chose the Ritual of Lantern Resonance, their connection to writing based magic grows stronger: any time interact with a spell whose name includes glyph, rune, sigil, or symbol, they are immune to its effects if their HD exceed the spells caster level but take a -4 penalty to their saves if it does not.

    Bonus Feat: At 6th level, The Chiaroscuri gains a bonus feat related to Changelings and Illumians. If they have undergone the Ceremony of the Moon at least once, they can choose one of the following: Persona Immersion, Quick Change, Racial Emulation, Disturbing Visage. If they have undergone the Ceremony of the Lantern at least once, they can choose one of the following: Bright Sigil, Enhanced Power Sigils, Improved Sigil (First), Improved Sigil (Second), Subtle Sigil.

    New Sigils:
    Ruul:+15 to all move speeds you possess
    Lean :+5 to Hide and Move Silently
    Voosh :+5 to Search and Spot
    New Words:
    Spoiler: Ruul Words
    Show

    Aeshruul: When the illumian deals damage to a target with a sneak attack or a critical hit, their target is treated as entangled until the beginning of the illumian’s next turn.

    Hoonruul: The illumian can spend a turn or rebuke undead attempt as a swift action to gain the benefits of the Combat Reflexes feat until the beginning of the illumian’s next turn. If they have the Combat Reflexes feat, increase the number of attacks of opportunities you can make each round by 2.

    Ruulvkrau: The illumian can as a move action spontaneously convert a prepared spell into a short ranged teleport. They instantly transfer themself from their current location to any other spot within a range of 15 ft plus 20 feet per level of the spell slot converted. They may take carried and worn objects up to their maximum load, but not creatures. Attempting to teleport to a place occupied by a solid object causes the attempt to fail, wasting the action, but leaving the spell unconverted.

    Ruulnaen: During the time when the illumian prepares spells, she can choose to leave a 1st-level or 2nd-level spell slot unfilled to add an insight bonus equal to the spell slot’s level on initiative rolls. This effect lasts until the next time the illumian prepares spells. She cannot fill the vacant spell slot until the next time she prepares spells.

    Ruuluur: The illumian may delay their action to add 1d6 per spell level to her unarmed strike damage rolls and her sneak attack damage rolls. This effect lasts until the beginning of her next turn, and she may use it twice per day.

    Ruulvaul: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as an immediate action to melee attack at her highest base attack bonus before the start of her next turn.

    Spoiler: Lean Words
    Show
    Aeshlaen: When the illumian deals damage to a target with a sneak attack or a critical hit, their target is blinded until the beginning of the illumian’s next turn.

    Hoonlaen: The illumian can spend a turn or rebuke undead attempt as a swift action to blink, as per the spell until the beginning of their next turn.

    Laenkrau: If the illumian casts an illusion or enchantment spell while hiding from their targets, the spell is more difficult for targets that fail to spot the illumian to resist as if the illumian was one caster level higher.

    Naenlaen: When the illumian succeeds a hide check opposed by opponents spot checks, they may treat any spell they cast before the beginning of their next turn as if it did not have verbal components.

    Laenuur: The illumian may reduce the extra damage dealt by their sneak attack by 1d6 to reduce the penalty to their hide check while sniping to -10.

    Vaullaen: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as an immediate action to blur themself, as per the spell until the beginning of their next turn

    Spoiler: Voosh Words
    Show
    Aeshvoosh: When the illumian deals damage to a target with a sneak attack or a critical hit, their target is surrounded in a dim glow for one minute. This functions like Faerie Fire cast by a first level Druid, except it only affects the target, not an area of affect.

    Vooshoon: Twice per day, the illumian can spend a turn or rebuke attempt as a swift action to gain a bonus on sense motive rolls equal to ¼ their spot ranks or to their Wisdom bonus, whichever is higher. This effect lasts until the beginning of her next turn.

    Vooshkrau: The illumian can as a move action spontaneously convert a prepared spell into Arcane Sight or Scrying.

    Vooshnaen: During the time when the illumian prepares spells, she can choose to leave a 1st-level or 2nd-level spell slot unfilled to add an insight bonus equal to the spell slot’s level on search and spot checks. This effect lasts until the next time the illumian prepares spells. She cannot fill the vacant spell slot until the next time she prepares spells.

    Uurvoosh: When making a Search or Spot check, you add your Dexterity modifier to the check.

    Vaulvoosh: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as an immediate action to negate invisibility within 30 feet of themself as by invisibility purge.

    Spoiler: Words With Both Sigils New
    Show
    Laenruul: Twice per day, the illumian can hide while moving at a walk or hustle without penalty.

    Vooshruul: Twice per day, the illumian can track while moving at their normal speed without penalty or at up to twice their normal speed with a -10 penalty on the check.

    Laenvoosh: When interacting with invisible entities, they must interact with you as if you were also invisible.

    New Feats:
    Spoiler: Improved Sigil Feats for New Sigils
    Show
    Improved Sigil (Ruul)[Racial]
    Prerequisite:Illumian, Ruul Power Sigil
    Benefits:Your ruul power Sigil grants an additional +1 insight bonus per power Sigil to initiative rolls.

    Improved Sigil (Lean)[Racial]
    Prerequisite:Illumian, Lean Power Sigil
    Benefits: Your voosh power Sigil grants you the ability to use the Hide skill even while being observed. As long as you are within 5 feet per power Sigil of some sort of shadow other than your own, you can hide yourself from view in the open without anything to actually hide behind.

    Improved Sigil (Voosh)[Racial]
    Prerequisite:Illumian, Voosh Power Sigil
    Benefits:Your voosh power Sigil grants an additional +5 insight bonus per power Sigil on search checks to detect secret doors and hidden compartments.

    Spoiler: Improved Sigil (First)
    Show
    Improved Sigil (First)[Racial]
    Prerequisite:Illumian, At least one Power Sigil
    Benefits:If you only have one Power Sigil, this feat functions as the Improved Sigil Feat for that Sigil. If you have more than one Power Sigil, this feat functions as the Improved Sigil Feat for the first Sigil of your Sigil word.

    Spoiler: Improved Sigil (Second)
    Show
    Improved Sigil (Second)[Racial]
    Prerequisite:Illumian, At least two Power Sigils, Improved Sigil (First)
    Benefits:This feat functions as the Improved Sigil Feat for the second Sigil of your Sigil word.

    Spoiler: Improved Sigil (Third)
    Show
    Improved Sigil (Third)[Racial]
    Prerequisite:Illumian, At least three Power Sigils, Improved Sigil (Second)
    Benefits:This feat functions as the Improved Sigil Feat for the Sigil that is not part of your Sigil word.
    Last edited by Ranged Ranger; 2018-01-26 at 02:17 PM.

  14. - Top - End - #14
    Ettin in the Playground
    Join Date
    Jun 2015

    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Racist Paragon

    Quote from Pelor :May the light kill undead forever

    ENTRY REQUIREMENTS:
    No requirement.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are none
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    0th
    +0
    +0
    +0
    +0
    Weird Morality
    1st
    +1
    +0
    +0
    +0
    1st favored enemy
    2nd
    +2
    +0
    +0
    +0
    2nd favored enemy
    3rd
    +3
    +1
    +1
    +1
    3rd favored enemy
    4th
    +4
    +1
    +1
    +1
    4th favored enemy

    Weapon and Armor Proficiencies: None

    Weird Morality
    Racist acts no longer influence the alignment of the racist paragon nor count as evil acts for the racist paragon.

    Favored Enemy (Ex)
    At 1st level, a racist paragon may select a type of creature from among those given on Table: Ranger Favored Enemies. The racist paragon gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    At second level and every level thereafter, the racist paragon may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

    If the racist paragon chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the ranger favored enemy table. If a specific creature falls into more than one category of favored enemy, the racist paragon's bonuses do not stack; he simply uses whichever bonus is higher.
    Last edited by noob; 2017-12-20 at 07:53 AM.

  15. - Top - End - #15
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Inferno Elemental, Small Inferno Elemental, Medium Inferno Elemental, Large
    Size/Type: Small Elemental (Fire, Extraplanar) Medium Elemental (Fire, Extraplanar) Large Elemental (Fire, Extraplanar)
    Hit Dice: 2d8+4 (13 hp) 4d8+16 (42 hp) 8d8+40 (76 hp)
    Initiative: +7 +9 +11
    Speed: 60 ft. (12 squares)
    Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
    Base Attack/Grapple: +1/-3 +3/+4 +6/+12
    Attack: Slam +5 melee (1d4 plus 1d8 fire) Slam +8 melee (1d6+1 plus 2d8 fire) Slam +12 melee (2d6+2 plus 2d8 fire)
    Full Attack: Slam +5 melee (1d4 plus 1d4 fire) Slam +8 melee (1d6+1 plus 1d6 fire) 2 slams +12 melee (2d6+2 plus 2d6 fire)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Burn, Spell-Like Abilities
    Special Qualities: Darkvision 60 ft., exceptional creature, elemental traits, immunity to fire, piercing and sonic Darkvision 60 ft., elemental traits, elite creature, immunity to fire, piercing and sonic Damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to fire, piercing and sonic
    Saves: Fort +2, Ref +6, Will +0 Fort +5, Ref +9, Will +1 Fort +7, Ref +13, Will +2
    Abilities: Str 10, Dex 16, Con 14, Int 4, Wis 11, Cha 12 Str 12, Dex 20, Con 18, Int 4, Wis 11, Cha 14 Str 14, Dex 24, Con 20, Int 6, Wis 11, Cha 16
    Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
    Feats: Dodge, Improved InitiativeB, Weapon FinesseB Dodge, Improved InitiativeB, Mobility, Weapon FinesseB Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
    Environment: Elemental Plane of Fire
    Organization: Solitary
    Challenge Rating: 3 5 7
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:
    Inferno Elemental, Huge Inferno Elemental, Greater Inferno Elemental, Elder
    Size/Type: Huge Elemental (Fire, Extraplanar)
    Hit Dice: 16d8+96 (168 hp) 21d8+126 (220 hp) 24d8+144 (252 hp)
    Initiative: +13 +14 +15
    Speed: 70 ft. (14 squares)
    Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 15, flat-footed 12 26 (-2 size, +10 Dex, +8 natural), touch 16, flat-footed 16 27 (-2 size, +11 Dex, +8 natural), touch 17, flat-footed 16
    Base Attack/Grapple: +12/+24 +15/+28 +18/+32
    Attack: Slam +19 melee (2d8+4 plus 3d8 fire) Slam +24 melee (2d8+5 plus 3d8 fire) Slam +28 melee (2d8+6 plus 4d8 fire)
    Full Attack: 3 slams +19 melee (2d8+4 plus 3d8 fire) 4 slams +24 melee (2d8+5 plus 3d8 fire) 5 slams +28 melee (2d8+6 plus 4d8 fire)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Burn, Spell-like Abilities
    Special Qualities: Absorb fire, damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to piercing and sonic Absorb fire, damage reduction 10/-, darkvision 60 ft., elemental traits, elite creature, immunity to piercing and sonic Absorb fire, damage reduction 15/-, darkvision 60 ft., elemental traits, immunity to piercing and sonic
    Saves: Fort +11, Ref +17, Will +7 Fort +13, Ref +20, Will +9 Fort +16, Ref +23, Will +10
    Abilities: Str 18, Dex 28, Con 22, Int 6, Wis 11, Cha 18 Str 20, Dex 30, Con 22, Int 6, Wis 11, Cha 20 Str 22, Dex 32, Con 22, Int 6, Wis 11, Cha 22
    Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +28, Spot +29
    Feats: Alertness, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
    Environment: Elemental Plane of Fire
    Organization: Solitary
    Challenge Rating: 9 11 13
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    Burn
    Because the DCs are constitution-based, they are 13, 16, 19, 24, 26 and 28 rather than the values given in the table.

    Spell-like abilities

    Inferno elementals have access to the following elite spell-like abilities. The save DCs are charisma-based in each case.

    Small: 1/day cone of immolation (DC 12), CL 3
    Medium: 3/day cone of immolation (DC 13), 1/day immolating ray CL 5
    Large: At will cone of immolation (DC 14), 3/day immolating ray, 1/day conflagration (DC 16), CL 7
    Huge: At will cone of immolation (DC 15), immolating ray, 3/day conflagration (DC 17), 1/day pillar of flame (DC 18), CL 9
    Greater: At will cone of immolation (DC 16), immolating ray, conflagration (DC 18), 3/day pillar of flame (DC 19), CL 11
    Elder: At will cone of immolation (DC 17), immolating ray, conflagration (DC 19), pillar of flame (DC 20), CL 13

    Storm Elemental, Small Storm Elemental, Medium Storm Elemental, Large
    Size/Type: Small Elemental (Water, Extraplanar) Medium Elemental (Water, Extraplanar) Large Elemental (Water, Extraplanar)
    Hit Dice: 2d8+6 (15 hp) 4d8+20 (38 hp) 8d8+48 (84 hp)
    Initiative: +1 +2 +3
    Speed: 30 ft. (6 squares), swim 120 ft.
    Armor Class: 18 (+1 size, +1 Dex, +6 natural), touch 12, flat-footed 17 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +1/+1 +3/+8 +6/+17
    Attack: Slam +6 melee (1d6+6) Slam +8 melee (1d8+7) Slam +12 melee (2d8+8)
    Full Attack: Slam +6 melee (1d6+6) Slam +8 melee (1d8+7) 2 slams +12 melee (2d8+8)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Water mastery, drench, vortex
    Special Qualities: Darkvision 60 ft., elemental traits, exceptional creature, immunity to acid, electricity and fire Darkvision 60 ft., elemental traits, elite creature, immunity to acid, electricity and fire Damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to acid, electricity and fire
    Saves: Fort +6, Ref +1, Will +0 Fort +9, Ref +3, Will +1 Fort +12, Ref +5, Will +2
    Abilities: Str 18, Dex 12, Con 17, Int 4, Wis 11, Cha 11 Str 20, Dex 14, Con 21, Int 4, Wis 11, Cha 11 Str 24, Dex 16, Con 23, Int 6, Wis 11, Cha 11
    Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
    Feats: Power Attack Cleave, Power Attack Cleave, Great Cleave, Power Attack
    Environment: Elemental Plane of Water
    Organization: Solitary
    Challenge Rating: 3 5 7
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:
    Storm Elemental, Huge Storm Elemental, Greater Storm Elemental, Elder
    Size/Type: Huge Elemental (Water, Extraplanar) Huge Elemental (Water, Extraplanar) Huge Elemental (Water, Extraplanar)
    Hit Dice: 16d8+112 (184 hp) 21d8+147 (241 hp) 24d8+168 (256 hp)
    Initiative: +5 +6 +7
    Speed: 40 ft. (8 squares), swim 150 ft.
    Armor Class: 22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17 23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17 24 (-2 size, +7 Dex, +9 natural), touch 15, flat-footed 17
    Base Attack/Grapple: +12/+29 +15/+33 +18/+37
    Attack: Slam +19 melee (2d10+10) Slam +23 melee (2d10+11) Slam +27 melee (2d10+12/19-20)
    Full Attack: 3 slams +19 melee (2d10+10) 4 slams +23 melee (2d10+11) 5 slams +27 melee (2d10+12/19-20)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Water mastery, drench, vortex
    Special Qualities: Absorb electriticy, damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to acid and fire Absorb electricity, damage reduction 10/-, darkvision 60 ft., elemental traits, elite creature, immunity to acid and fire Absorb electricity, damage reduction 15/-, darkvision 60 ft., elemental traits, elite creature, immunity to acid and fire
    Saves: Fort +17, Ref +10, Will +7 Fort +19, Ref +15, Will +9 Fort +21, Ref +17, Will +10
    Abilities: Str 28, Dex 20, Con 25, Int 6, Wis 11, Cha 11 Str 30, Dex 22, Con 25, Int 8, Wis 11, Cha 11 Str 32, Dex 24, Con 25, Int 10, Wis 11, Cha 11
    Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
    Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
    Environment: Elemental Plane of Water
    Organization: Solitary
    Challenge Rating: 9 11 13
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    Vortex
    Triple the number of damage dice listed in the table and increase the DC by 2 (because it's strength-based) in each instance.

    Water Mastery
    The bonus is increased from +1 to +4 and the penalty reduced from -4 to -1.

    Rock Elemental, Small Rock Elemental, Medium Rock Elemental, Large
    Size/Type: Small Elemental (Earth, Extraplanar) Medium Elemental (Earth, Extraplanar) Large Elemental (Earth, Extraplanar)
    Hit Dice: 2d8+6 (15 hp) 4d8+20 (38 hp) 8d8+48 (86 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 size, +7 natural, +1 competence), touch 12, flat-footed 19 21 (+9 natural, +2 competence), touch 10, flat-footed 19 23 (-1 size, +10 natural, +4 competence), touch 13, flat-footed 23
    Base Attack/Grapple: +1/+2 +3/+10 +6/+19
    Attack: Slam +7 melee (1d6+7) Slam +10 melee (1d8+10) Slam +14 melee (2d8+13)
    Full Attack: Slam +7 melee (1d6+7) Slam +10 melee (1d8+10) 2 slams +14 melee (2d8+13)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Earth mastery, push
    Special Qualities: Darkvision 60 ft., earth glide, elemental traits, exceptional creature, immunity to cold, fire and slashing Darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to cold, fire and slashing Damage reduction 5/-, darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to cold, fire and slashing
    Saves: Fort +6, Ref +0, Will +0 Fort +9, Ref +1, Will +1 Fort +12, Ref +2, Will +2
    Abilities: Str 21, Dex 10, Con 16, Int 4, Wis 11, Cha 11 Str 25, Dex 10, Con 20, Int 4, Wis 11, Cha 11 Str 29, Dex 10, Con 22, Int 6, Wis 11, Cha 11
    Skills: Listen +3, Spot +2 Listen +4, Spot +3 Listen +6, Spot +5
    Feats: Power Attack Cleave, Power Attack Cleave, Great Cleave, Power Attack
    Environment: Elemental Plane of Earth
    Organization: Solitary
    Challenge Rating: 3 5 7
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:
    Rock Elemental, Huge Rock Elemental, Greater Rock Elemental, Elder
    Size/Type: Huge Elemental (Earth, Extraplanar) Huge Elemental (Earth, Extraplanar) Huge Elemental (Earth, Extraplanar)
    Hit Dice: 16d8+112 (184 hp) 21d8+147 (241 hp) 24d8+168 (276 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 27 (-2 size, +11 natural, +8 competence), touch 16, flat-footed 27 31 (-2 size, +13 natural, +10 comprtence), touch 18, flat-footed 31 35 (-2 size, +15 natural, +12 competence), touch 20, flat-footed 35
    Base Attack/Grapple: +12/+31 +15/+35 +18/+39
    Attack: Slam +21 melee (2d10+16) Slam +25 melee (2d10+18) Slam +29 melee (2d10+19/19-20)
    Full Attack: 3 slams +21 melee (2d10+16) 4 slams +25 melee (2d10+18) 5 slams +29 melee (2d10+19/19-20)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Earth mastery, push
    Special Qualities: Absorb cold, damage reduction 5/-, darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to fire and slashing Absorb cold, damage reduction 10/-, darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to fire and slashing Absorb cold, damage reduction 15/-, darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to fire and slashing
    Saves: Fort +17, Ref +5, Will +7 Fort +19, Ref +8, Will +9 Fort +21, Ref +8, Will +10
    Abilities: Str 33, Dex 10, Con 24, Int 6, Wis 11, Cha 11 Str 35, Dex 10, Con 24, Int 8, Wis 11, Cha 11 Str 37, Dex 10, Con 24, Int 10, Wis 11, Cha 11
    Skills: Listen +10, Spot +9 Listen +14, Spot +14 Listen +29, Spot +29
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
    Environment: Elemental Plane of Earth
    Organization: Solitary
    Challenge Rating: 9 11 13
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    A rock elemental is about twice as heavy as an earth elemental of the same size.

    Earth Mastery
    The bonus is +4 and the penalty -1, rather than the converse.

    Wind Elemental, Small Wind Elemental, Medium Wind Elemental, Large
    Size/Type: Small Elemental (Air, Extraplanar) Medium Elemental (Air, Extraplanar) Large Elemental (Air, Extraplanar)
    Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp)
    Initiative: +12 +14 +16
    Speed: Fly 120 ft. (perfect) (24 squares)
    Armor Class: 23 (+1 size, +8 Dex, +3 natural, +1 competence), touch 20, flat-footed 15 25 (+10 Dex, +3 natural, +2 competence), touch 22, flat-footed 15 28 (-1 size, +12 Dex, +4 natural, +3 competence), touch 24, flat-footed 16
    Base Attack/Grapple: +1/-3 +3/+4 +6/+12
    Attack: Slam +10 melee (1d4) Slam +13 melee (1d6+1) Slam +17 melee (2d6+2)
    Full Attack: Slam +10 melee (1d4) Slam +13 melee (1d6+1) 2 slams +17 melee (2d6+2)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Air mastery, whirlwind
    Special Qualities: Darkvision 60 ft. elemental traits, exceptional creature, immunity to bludgeoning, cold and sonic Darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning, cold and sonic Damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning, cold and sonic
    Saves: Fort +0, Ref +11, Will +0 Fort +3, Ref +14, Will +1 Fort +5, Ref +18, Will +2
    Abilities: Str 10, Dex 27, Con 10, Int 4, Wis 11, Cha 11 Str 12, Dex 31, Con 14, Int 4, Wis 11, Cha 11 Str 14, Dex 35, Con 16, Int 6, Wis 11, Cha 11
    Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
    Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B Dodge, Flyby Attack, Improved InitiativeB, Weapon Finesse B Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon Finesse B
    Environment: Elemental Plane of Air
    Organization: Solitary
    Challenge Rating: 3 5 7
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:
    Wind Elemental, Huge Wind Elemental, Greater Wind Elemental, Elder
    Size/Type: Huge Elemental (Air, Extraplanar) Huge Elemental (Air, Extraplanar) Huge Elemental (Air, Extraplanar)
    Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
    Initiative: +18 +19 +20
    Speed: Fly 120 ft. (perfect) (24 squares)
    Armor Class: 30 (-2 size, +14 Dex, +4 natural, +4 competence), touch 26, flat-footed 16 36 (-2 size, +15 Dex, +8 natural, +5 competence), touch 28, flat-footed 21 38 (-2 size, +16 Dex, +8 natural, +6 competence), touch 30, flat-footed 22
    Base Attack/Grapple: +12/+24 +15/+28 +18/+32
    Attack: Slam +19 melee (2d8+4) Slam +23 melee (2d8+5) Slam +27 melee (2d8+6)
    Full Attack: 3 slams +19 melee (2d8+4) 4 slams +23 melee (2d8+5) 5 slams +27 melee (2d8+6)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Air mastery, whirlwind
    Special Qualities: Absorb sonic, damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning and cold Absorb sonic, damage reduction 10/-, darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning and cold Absorb sonic, damage reduction 15/-, darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning and cold
    Saves: Fort +9, Ref +19, Will +5 Fort +11, Ref +22, Will +9 Fort +12, Ref +25, Will +10
    Abilities: Str 18, Dex 39, Con 18, Int 6, Wis 11, Cha 11 Str 20, Dex 41, Con 18, Int 8, Wis 11, Cha 11 Str 22, Dex 43, Con 18, Int 10, Wis 11, Cha 11
    Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
    Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
    Environment: Elemental Plane of Air
    Organization: Solitary
    Challenge Rating: 9 11 13
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    Air Mastery
    The penalty is -4, not -1.

    Whirlwind
    Triple the number of damage dice listed in the table in each instance.

    Faerie (Elite Pixie)
    Size/Type: Fine Fey
    Hit Dice: 1d6+19 (22 hp)
    Initiative: +14
    Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
    Armor Class: 39 (+8 size, +14 Dex, +3 natural, +4 competence), touch 36, flat-footed 25
    Base Attack/Grapple: +0/-16
    Attack: Seax +22 melee (1d8/16-20 *4) or mechanical bow +22 ranged (1d10/*9)
    Full Attack: Seax +22 melee (1d8/16-20 *4) or mechanical bow +22 ranged (1d10)/*9)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Spell-like abilities, special arrows
    Special Qualities: Blindsight 60 feet, damage reduction 15/cold iron and evil, elite creature, greater invisibility, immortal soul, immunity to acid, electricity, sonic and negative energy, low-light vision, spell resistance 21
    Saves: Fort +4, Ref +16, Will +4
    Abilities: Str 10, Dex 38, Con 18, Int 16, Wis 15, Cha 22
    Skills: Bluff +10, Concentration +8, Escape Artist +18, Hide +30, Listen +10, Move Silently +18, Ride +18, Search +9, Sense Motive +6, Spot +10
    Feats: Alertness, DodgeB, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary, Gang (2-4), band (6-11), or tribe (20-80)
    Challenge Rating: 9 (11 with sleep arrows, 13 with sleep and memory loss arrows
    Treasure: No coins; 50% goods; 50% items
    Alignment: Always neutral good
    Advancement:
    Level Adjustment:

    Immortal Soul (Ex)
    The faerie has an additional 15 hit points.

    Spell-like Abilities

    Apart from irresistible dance, all the spell-like abilities are at will. All faeries can use irresistible dance once per day. The caster level for all the spell-like abilities is 15th and the DCs are 3 higher because they're charisma-based.

    Special Arrows

    The faerie's special arrows are superior to the pixie's:

    Memory Loss

    Because the save DC is charisma based and includes a +6 racial bonus rather than +2, the DC is 22. The creature struck loses 1d6 levels' worth of class abilities from their highest class levels, just as though they'd taken 1d6 negative levels (but these aren't actually negative levels). Multiple arrows stack in this regard.

    Sleep

    The DC is 22 as above. The creature falls into a deeper sleep than the ordinary one in the sleep spell and cannot be awoken except by abilities that specifically wake creatures from sleep. Merely slapping or even harming the creature doesn't awaken them.

    Giant Alligator (Elite Giant Crocodile)
    Size/Type: Huge Animal
    Hit Dice: 7d8+35 (66 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), swim 30 ft.
    Armor Class: 22 (-2 size, +1 Dex, +9 natural, +4 competence), touch 13, flat-footed 21
    Base Attack/Grapple: +5/+23
    Attack: Bite +13 melee (2d8+15) or tail slap +13 melee (1d12+15)
    Full Attack: Bite +13 melee (2d8+15) or tail slap +13 melee (1d12+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved grab, tail spin
    Special Qualities: Elite creature, hold breath, immunity to fire, slashing and sonic, low-light vision
    Saves: Fort +10, Ref +6, Will +3
    Abilities: Str 31, Dex 12, Con 19, Int 2, Wis 12, Cha 2
    Skills: Hide +1*, Listen +5, Spot +5, Swim +18
    Feats: Alertness, Endurance, Skill Focus (Hide)
    Environment: Warm marshes
    Organization: Solitary
    Challenge Rating: 6
    Advancement:
    Level Adjustment:

    Tail Spin (Ex)
    A giant crocodile can make a single tail slap attack against each creature within reach as a full-round action.

    Giant Bald Eagle (Elite Giant Eagle)
    Size/Type: Large Magical Beast
    Hit Dice: 4d10+12 (34 hp)
    Initiative: +5
    Speed: 10 ft. (2 squares), fly 80 ft. (good)
    Armor Class: 19 (-1 size, +5 Dex, +3 natural, +2 competence), touch 16, flat-footed 14
    Base Attack/Grapple: +4/+16
    Attack: Claw +11 melee (1d6+8)
    Full Attack: 2 claws +11 melee (1d6+8) and bite +6 melee (1d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Knockdown Dive
    Special Qualities: Elite creature, evasion, FREEDOM! of movement, immunity to acid, bludgeoning and cold, low-light vision
    Saves: Fort +7, Ref +9, Will +4
    Abilities: Str 26, Dex 20, Con 16, Int 10, Wis 16, Cha 10
    Skills: Knowledge (nature) +2, Listen +7, Sense Motive +5, Spot +16, Survival +4
    Feats: Alertness, Flyby Attack
    Environment: Temperate mountains
    Organization: Solitary or pair
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually neutral good
    Advancement: — or by character class (cohort)
    Level Adjustment: +3 (cohort)

    FREEDOM! of movement (Sp)

    Freedom of movement is constantly active on the giant bald eagle (Caster level 7th). It can be dispelled, but the giant bald eagle can reinstate it as a free action.

    Knockdown Dive
    When the giant bald eagle dives, it makes an attack with each claw. If either claw hits, the target must make a DC 20 fortitude save or be knocked prone by the attack. If both attacks hit, the target makes a single save at DC 25. The save DCs are strength based and the latter DC includes a +5 circumstance bonus.

    Giant Bumblebee (Elite Giant Bee)
    Size/Type: Medium Vermin
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (perfect)
    Armor Class: 16 (+2 Dex, +2 natural, +2 competence), touch 12, flat-footed 12
    Base Attack/Grapple: +2/+2
    Attack: Sting +4 melee (1d6+2 plus poison) or Slam +4 melee (1d4+2)
    Full Attack: Sting +4 melee (1d6+2 plus poison) Slam +4 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, electricity, piercing, disease and poison, vermin traits
    Saves: Fort +3, Ref +3, Will +2
    Abilities: Str 14, Dex 14, Con 16, Int Ø, Wis 12, Cha 9
    Skills: Spot +5, Survival +1*
    Feats:
    Environment: Temperate plains
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 3
    Treasure: No coins; ¼ goods (honey only); no items
    Advancement:
    Level Adjustment:

    Poison
    The initial and secondary damage is 2d6 CON. Because the save DC is constitution based, it's 14, not 11. A giant bumblebee's stinger detactes and stays in the creature (forcing it to resort to its slam) but the bumblebee's sting detaches without harming the bumblebee itself. The stinger usually regrows in 2d3 days.

    Giant Constrictor Serpent (Elite Giant Contrictor Snake)
    Size/Type: Huge Animal
    Hit Dice: 11d8+22 (71 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Armor Class: 22 (-2 size, +4 Dex, +4 natural, +6 competence), touch 18, flat-footed 18
    Base Attack/Grapple: +8/+26
    Attack: Bite +16 melee (1d8+15)
    Full Attack: Bite +16 melee (1d8+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Constrict 1d8+15, improved grab
    Special Qualities: Elite creature, immunity to cold, fire and piercing, scent
    Saves: Fort +8, Ref +11, Will +4
    Abilities: Str 30, Dex 18, Con 13, Int 2, Wis 12, Cha 2
    Skills: Balance +12, Climb +20, Hide +11, Listen +9, Spot +9, Swim +19
    Feats: Alertness, Endurance, Improved Toughness, Skill Focus (Hide),
    Environment: Warm forests
    Organization: Solitary
    Challenge Rating: 7
    Advancement:
    Level Adjustment:

    Giant Hornet (Elite Giant Wasp)
    Size/Type: Large Vermin
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), fly 80 ft. (perfect)
    Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
    Base Attack/Grapple: +3/+13
    Attack: Sting +8 melee (1d3+9 plus poison)
    Full Attack: Sting +8 melee (1d3+9 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, electricity, piercing, disease and poison, vermin traits
    Saves: Fort +8, Ref +4, Will +4
    Abilities: Str 22, Dex 16, Con 18, Int Ø, Wis 16, Cha 11
    Skills: Spot +11, Survival +3*
    Feats:
    Environment: Temperate forests
    Organization: Solitary, swarm (2-5), or nest (11-20)
    Challenge Rating: 5
    Advancement:
    Level Adjustment:

    Poison
    The initial and secondary damage are 1d8 dexterity. Because the save DC is constitution-based, it's 16, not 14.

    Giant Jellyfish (Elite Giant Octopus)
    Size/Type: Large Animal (Aquatic)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), swim 40 ft.
    Armor Class: 22 (-1 size, +2 Dex, +7 natural, +4 competence), touch 15, flat-footed 20
    Base Attack/Grapple: +6/+17
    Attack: Tentacle +12 melee (1d4+7 and paralysis)
    Full Attack: 8 tentacles +12 melee (1d4+7 and paralysis)
    Space/Reach: 10 ft./10 ft. (20 ft. with tentacle)
    Special Attacks: Constrict, improved grab, paralysing attack
    Special Qualities: Elite creature, immunity to cold, electricity, fire, paralysis and poison, jet, low-light vision
    Saves: Fort +9, Ref +8, Will +3
    Abilities: Str 24, Dex 15, Con 16, Int 2, Wis 12, Cha 3
    Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +15
    Feats: Alertness, Improved Toughness, Skill Focus (Hide)
    Environment: Warm aquatic
    Organization: Solitary
    Challenge Rating: 10
    Advancement:
    Level Adjustment:

    Paralysing Touch
    The giant jellyfish's attacks paralyse the target for 1 round unless the target succeeds on a DC 17 fortitude save (the save DC is constitution-based). Multiple hits against one target in one round don't require the target to make multiple saves, but instead each hit increases the save DC by 2 (this is a circumstance bonus to save DC) and the duration by 1 round.

    Giant Man-o-War (Elite Giant Squid)
    Size/Type: Huge Animal (Aquatic)
    Hit Dice: 12d8+48 (102 hp)
    Initiative: +9
    Speed: 10 ft. (2 squares), swim 80 ft.
    Armor Class: 25 (-2 size, +5 Dex, +6 natural, +6 competence), touch 19, flat-footed 20
    Base Attack/Grapple: +9/+31
    Attack: Tentacle +17 melee (1d6+10 plus paralysis)
    Full Attack: 10 tentacles +17 melee (1d6+10 plus paralysis)
    Space/Reach: 15 ft./30 ft.
    Special Attacks: Constrict 1d6+8, improved grab, paralysing touch
    Special Qualities: Elite creature, immunity to cold, electricity, fire, paralysis and poison, jet, low-light vision
    Saves: Fort +11, Ref +13, Will +5
    Abilities: Str 30, Dex 20, Con 16, Int 2, Wis 12, Cha 2
    Skills: Listen +10, Spot +11, Swim +18
    Feats: Alertness, Diehard, Endurance, Improved Toughness, Improved Initiative
    Environment: Temperate aquatic
    Organization: Solitary
    Challenge Rating: 11
    Advancement:
    Level Adjustment:

    Paralysing Touch
    The giant man-o-war's attacks paralyse the target for 1 round unless the target succeeds on a DC 19 fortitude save (the save DC is constitution-based). Multiple hits against one target in one round don't require the target to make multiple saves, but instead each hit increases the save DC by 2 (this is a circumstance bonus to save DC) and the duration by 1 round.

    Giant Osprey (Elite Giant Owl)
    Size/Type: Large Magical Beast
    Hit Dice: 4d10+12 (34 hp)
    Initiative: +6
    Speed: 10 ft. (2 squares), fly 80 ft. (good)
    Armor Class: 20 (-1 size, +6 Dex, +3 natural, +2 competence), touch 17, flat-footed 14
    Base Attack/Grapple: +4/+16
    Attack: Claw +11 melee (1d6+8)
    Full Attack: 2 claws +11 melee (1d6+8) and bite +6 melee (1d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Knockdown Dive
    Special Qualities: Elite creature, immunity to acid, bludgeoning and cold, superior low-light vision
    Saves: Fort +7, Ref +10, Will +4
    Abilities: Str 26, Dex 22, Con 16, Int 10, Wis 16, Cha 10
    Skills: Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10
    Feats: Alertness, Wingover
    Environment: Temperate mountains
    Organization: Solitary or pair
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually neutral good
    Advancement: — or by character class (cohort)
    Level Adjustment: +3 (cohort)

    Knockdown Dive
    When the giant osprey dives, it makes an attack with each claw. If either claw hits, the target must make a DC 20 fortitude save or be knocked prone by the attack. If both attacks hit, the target makes a single save at DC 25. The save DCs are strength based and the latter DC includes a +5 circumstance bonus.

    Giant Scarab (Elite Giant Stag Beetle)
    Size/Type: Large Vermin
    Hit Dice: 7d8+42 (73 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (-1 size, +1 dex, +10 natural, +2 competence), touch 12, flat-footed 21
    Base Attack/Grapple: +5/+17
    Attack: Bite +12 melee (4d6+12)
    Full Attack: Bite +12 melee (4d6+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trample 2d8+4
    Special Qualities: Absorb electricity, darkvision 60 ft., elite creature, immunity to fire and force, vermin traits
    Saves: Fort +11, Ref +3, Will +3
    Abilities: Str 26, Dex 12, Con 22, Int Ø, Wis 12, Cha 9
    Skills:
    Feats:
    Environment: Temperate forests
    Organization: Solitary, Cluster (2-5) or mass (6-11)
    Challenge Rating: 6
    Advancement:
    Level Adjustment:

    Trample
    Because the save DC is strength-based, it's 21, not 19.

    Gibbon (Elite Monkey)
    Size/Type: Tiny Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), climb 30 ft.
    Armor Class: 18 (+2 size, +4 Dex, +2 competence), touch 18, flat-footed 16
    Base Attack/Grapple: +0/-10
    Attack: Bite +6 melee (1d3-2) or Stone Throw +6 (1d6-2)
    Full Attack: Bite +6 melee (1d3-2) or Stone Throw +6 (1d6-2)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Stone Throwing
    Special Qualities: Exceptional creature, immunity to sonic, look, no hands!, low-light vision
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 7, Dex 18, Con 14, Int 2, Wis 14, Cha 5
    Skills: Balance +14, Climb +12, Escape Artist +6, Hide +12, Listen +4, Spot +4
    Feats: Agile, Weapon FinesseB
    Environment: Warm forests
    Organization: Solitary, Pair, Clan (2-9) or Troop (10-40)
    Challenge Rating: 1
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Look, No Hands!
    A gibbon can climb using only its feet, allowing it to attack while climbing at no penalty.

    Stone Throwing (Ex)
    A gibbon is very good at hurting people with thrown stones. The stones have a range increment of 20 feet.

    Great Ape (Elite Ape)
    Size/Type: Large Animal
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), climb 30 ft.
    Armor Class: 21 (-1 size, +3 Dex, +6 natural, +3 competence), touch 15, flat-footed 18
    Base Attack/Grapple: +3/+15
    Attack: Claws +10 melee (1d6+8)
    Full Attack: 2 claws +10 melee (1d6+8) and bite +5 melee (1d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks:
    Special Qualities: Elite creature, frightful presence, immunity to sonic, low-light vision, scent
    Saves: Fort +6, Ref +7, Will +2
    Abilities: Str 26, Dex 16, Con 14, Int 2, Wis 12, Cha 10
    Skills: Climb +17, Listen +6, Spot +6
    Feats: Alertness, Improved Toughness
    Environment: Warm forests
    Organization: Solitary, pair, or company (3-5)
    Challenge Rating: 6
    Advancement:
    Level Adjustment:

    Frightful Presence (Ex)
    When a great ape pounds its chest and bellows (a standard action for it), each enemy who witnesses this act must take a DC 16 will save or be frightened. The save DC is charisma-based and includes a +4 racial modifier.

    Great Djinni (Elite Djinni)
    Size/Type: Large Outsider (Air, Extraplanar)
    Hit Dice: 7d8+21 (52 hp)
    Initiative: +10
    Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
    Armor Class: 21 (-1 size, +6 Dex, +3 natural, +3 competence), touch 18, flat-footed 15
    Base Attack/Grapple: +7/+17
    Attack: Slam +12 melee (1d8+6)
    Full Attack: 2 slams +12 melee (1d8+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Air mastery, spell-like abilities, whirlwind
    Special Qualities: Absorb sonic, darkvision 60 ft., immunity to acid and electricity, plane shift, telepathy 100 ft.
    Saves: Fort +8, Ref +11, Will +7
    Abilities: Str 22, Dex 22, Con 16, Int 14, Wis 15, Cha 19
    Skills: Appraise +12, Concentration +13, Craft (any one) +12, Diplomacy +6, Escape Artist +16, Knowledge (any one) +12, Listen +12, Move Silently +16, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +6 (+8 with bindings)
    Feats: Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB
    Environment: Elemental Plane of Air
    Organization: Solitary, company (2-4), or band (6-15)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always chaotic good
    Advancement:
    Level Adjustment:

    Air Mastery
    The penalty is -4, not -1

    Spell-like Abilities
    All the spell-like abilities are at will and the save DC on the pesistent image is 19 because it's charisma-based. Great djinn also have a 1/day doombolt spell-like ability (DC 17).

    Whirlwind
    The whirlwind damages creatures of whatever size (though large enough ones can avoid being pulled in) and the damage is 5d6. The initial reflex save only halves the damage.

    Great Mauler (Elite Wolverine)
    Size/Type: Medium Animal
    Hit Dice: 3d8+15 (28 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), burrow 10 ft., climb 10 ft.
    Armor Class: 18 (+3 Dex, +3 natural, +2 competence), touch 15, flat-footed 15
    Base Attack/Grapple: +2/+6
    Attack: Claw +6 melee (1d4+4)
    Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2) or 2+ claws +6 melee (1d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Maul, rage
    Special Qualities: Elite creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 16, Con 19, Int 2, Wis 12, Cha 10
    Skills: Climb +12, Listen +6, Spot +6
    Feats: Alertness, Toughness, TrackB
    Environment: Cold forests
    Organization: Solitary
    Challenge Rating: 4
    Advancement:
    Level Adjustment:

    Maul (Ex)
    When a great mauler makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done.

    Rage (Ex)
    Great maulers can end their rage voluntarily when no enemies are in the area that it can locate. They get a +6 bonus instead of +4 to strength and constitution.

    Hedgedog (Elite Howler)
    Size/Type: Large Outsider (Chaotic, Evil, Extraplanar)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +8
    Speed: 60 ft. (12 squares)
    Armor Class: 20 (-1 size, +4 Dex, +5 natural, +2 competence), touch 15, flat-footed 16
    Base Attack/Grapple: +6/+17
    Attack: Bite +12 melee (2d8+7) or 1d4 quills +10 melee (1d6+3) or 1d4 quills +9 ranged (1d6+3)
    Full Attack: Bite +12 melee (2d8+7) and 2d4 quills +10 melee (1d6+3) or 2d4 quills +9 ranged (1d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Quills, howl
    Special Qualities: Darkvision 60 ft., elite creature, immunity to piercing and sonic
    Saves: Fort +7, Ref +9, Will +7
    Abilities: Str 25, Dex 19, Con 15, Int 6, Wis 14, Cha 14
    Skills: Climb +16, Hide +9, Listen +13, Move Silently +13, Search +7, Spot +13, Survival +2 (+4 following tracks)
    Feats: Alertness, Combat Reflexes, Improved Initiative
    Environment: A chaotic-aligned plane
    Organization: Solitary, gang (2-4), or pack (6-10)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always chaotic evil
    Advancement:
    Level Adjustment:

    Quills
    The hedgedog can make 1d4 quill attacks on a standard attack (even though standard attacks normally only allow one attack) and 2d4 on a full attack. It can fire them with a range increment of 10 feet as though throwing them. It doesn't run out of quills in normal circumstances because it has so many of them.

    Howl
    The save DC is 15, because it's charisma-based. Creatures must save not just every hour but every 10 minutes.
    Last edited by Jormengand; 2018-01-26 at 05:16 AM.

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    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Hexacheires (Elite Girallon)
    Size/Type: Large Magical Beast
    Hit Dice: 7d10+35 (73 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares), climb 40 ft.
    Armor Class: 21 (-1 size, +5 Dex, +4 natural, +3 competence), touch 17, flat-footed 18
    Base Attack/Grapple: +7/+19
    Attack: Claw +14 melee (1d6+8)
    Full Attack: 6 claws +14 melee (1d6+8) and bite +9 melee (1d8+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend 2d6+12
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, fire and slashing, low-light vision, scent
    Saves: Fort +9, Ref +10, Will +5
    Abilities: Str 26, Dex 20, Con 18, Int 4, Wis 12, Cha 7
    Skills: Climb +16, Move Silently +10, Spot +6
    Feats: Improved Toughness, Iron Will, Power Attack
    Environment: Warm forests
    Organization: Solitary, pair or company (3-5)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Hexacheires can barely speak but understand common.

    Hidden Doom (Elite Invisible Stalker)
    Size/Type: Large Elemental (Air, Extraplanar)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +11
    Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
    Armor Class: 23 (-1 size, +7 Dex, +4 natural, +3 competence), touch 19, flat-footed 16
    Base Attack/Grapple: +6/+14
    Attack: Slam +12 melee (2d6+6)
    Full Attack: 4 slams +12 melee (2d6+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks:
    Special Qualities: Absorb sonic, darkvision 60 ft., elemental traits, elite creature, immunity to cold, fire, and slashing, no trace, improved tracking
    Saves: Fort +4, Ref +13, Will +4
    Abilities: Str 22, Dex 25, Con 14, Int 14, Wis 15, Cha 11
    Skills: Listen +13, Move Silently +17, Search +13, Spot +13, Survival +2 (+4 following tracks)
    Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
    Environment: Elemental Plane of Air
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    No trace (Su)
    A hidden doom is imperceptible to any senses, and can't be tracked either. The main way to discover it is by bumping into something that doesn't give any tangible feedback but can't be moved through either.

    Hoary Marmot (Elite Dire Rat)
    Size/Type: Small Animal
    Hit Dice: 1d8+3 (7 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares), climb 20 ft.
    Armor Class: 17 (+1 size, +5 Dex, +1 natural), touch 16, flat-footed 12
    Base Attack/Grapple: +0/-3
    Attack: Bite +4 melee (1d4+1 plus disease)
    Full Attack: Bite +4 melee (1d4+1 plus disease)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Disease
    Special Qualities: Absorb cold, exceptional creature, low-light vision, scent
    Saves: Fort +5, Ref +7, Will +3
    Abilities: Str 12, Dex 21, Con 16, Int 2, Wis 12, Cha 4
    Skills: Climb +12, Hide +10, Listen +4, Move Silently +6, Spot +4, Swim +12
    Feats: Alertness, Weapon FinesseB
    Environment: Any
    Organization: Solitary, pair or pack (3-10)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Disease
    Because the save DC is constitution-based, it's 13, not 11.

    Hound of Tindalos (Elite Hell Hound)
    Size/Type: Medium Outsider (Evil, Extraplanar, Fire, Lawful)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (+3 Dex, +5 natural, +2 competence), touch 15, flat-footed 17
    Base Attack/Grapple: +4/+7
    Attack: Bite +7 melee (1d8+3 plus 1d6 acid plus 1d6 fire)
    Full Attack: Bite +7 melee (1d8+3 plus 1d6 acid plus 1d6 fire)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Angular teleport, breath weapon, horrific bite
    Special Qualities: Absorb negative energy, darkvision 60 ft., elite creature, immunity to acid and fire, scent
    Saves: Fort +7, Ref +7, Will +6
    Abilities: Str 17, Dex 17, Con 17, Int 6, Wis 14, Cha 6
    Skills: Hide +15, Jump +14, Listen +9, Move Silently +15, Spot +9, Survival +9*
    Feats: Improved Initiative, Run, TrackB
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair, or pack (3-8)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    Hounds of Tindalos understand Aklo as well as Infernal.

    Angular Teleport (Sp)
    A hound of Tindalos can teleport between any angular objects that could fit it through if there were a hole in the corner, usually corners of rooms or buildings. It approaches from the point of one such object and appears with a burst of smoke from the point of the other, so long as it doesn't travel more than 600 feet in this way. It can discern available corners to teleport out of and if there are none it must come out the way it came in.

    Breath Weapon
    The damage dealt is 2d6 fire and 2d6 acid, the save DC is 15, the cone is 20 feet and it can be used every 1d4 rounds.

    Horrific bite (Su)
    A hound of Tindalos' bite deals 1d6 points of acid damage and 1d6 points of fire damage as well as the normal damage.

    Humpback Whale (Elite Baleen Whale)
    Size/Type: Gargantuan Animal
    Hit Dice: 12d8+108 (162 hp)
    Initiative: +3
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 23 (-4 size, +3 Dex, +9 natural, +5 competence), touch 14, flat-footed 20
    Base Attack/Grapple: +9/+35
    Attack: Tail slap +19 melee (1d8+21)
    Full Attack: Tail sweep +19 melee (1d8+21)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Tail Sweep
    Special Qualities: Blindsight 120 ft., elite creature, hold breath, immunity to bludgeoning, cold and fire, low-light vision
    Saves: Fort +16, Ref +11, Will +5
    Abilities: Str 39, Dex 17, Con 26, Int 2, Wis 12, Cha 6
    Skills: Listen +15*, Spot +14*, Swim +22
    Feats: Alertness, Diehard, Endurance, Improved Toughness, Power Attack
    Environment: Warm aquatic
    Organization: Solitary
    Challenge Rating: 8
    Advancement:
    Level Adjustment:

    Tail Sweep
    A humpback whale who makes a full attack can make an attack against every creature in a cone of length equal to its reach (usually a 15-foot cone).

    Icthyosaur (Elite Elasmosaurus)
    Size/Type: Huge Animal
    Hit Dice: 10d8+80 (125 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), swim 60 ft.
    Armor Class: 22 (-2 size, +4 Dex, +3 natural, +7 competence), touch 19, flat-footed 18
    Base Attack/Grapple: +7/+25
    Attack: Bite +15 melee (2d8+15)
    Full Attack: Bite +15 melee (2d8+15)
    Space/Reach: 15 ft./15 ft.
    Special Attacks:
    Special Qualities: Elite creature, immunity to acid, cold and slashing, low-light vision, scent
    Saves: Fort +16, Ref +11, Will +4
    Abilities: Str 30, Dex 18, Con 24, Int 2, Wis 13, Cha 9
    Skills: Hide -2*, Listen +4, Spot +9, Swim +18
    Feats: Awesome BlowB Dodge, Great Fortitude, Improved Toughness, Power Attack
    Environment: Warm aquatic
    Organization: Solitary, pair, or herd (3-6)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Inferno Beetle (Elite Giant Fire Beetle)
    Size/Type: Small Vermin
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+1 size, +2 dex, +5 natural), touch 13, flat-footed 18
    Base Attack/Grapple: +0/-2
    Attack: Bite +3 melee (2d4+2)
    Full Attack: Bite +3 melee (2d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Caught in the brights
    Special Qualities: Darkvision 60 ft., exceptional creature, immunity to fire, vermin traits
    Saves: Fort +3, Ref +2, Will +0
    Abilities: Str 14, Dex 15, Con 13, Int Ø, Wis 10, Cha 7
    Skills:
    Feats:
    Environment: Warm plains
    Organization: Cluster (2-5) or colony (6-11)
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Caught in the Brights (Ex)
    An inferno beetle doesn't actually produce flames, only light, just like its nonelite cousin. However, an inferno beetle can turn its bioluminescence to a blinding light which blinds any creature that looks at it for one round - treat it as a gaze attack (reflex DC 12 reduces to dazzled).

    Jackal (Elite Wolf)
    Size/Type: Medium Animal
    Hit Dice: 2d8+6 (15 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (+3 Dex, +2 natural, +1 competence), touch 14, flat-footed 13
    Base Attack/Grapple: +1/+2
    Attack: Bite +5 melee (1d6+3)
    Full Attack: Bite +5 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Exceptional creature, immunity to fire, low-light vision, scent
    Saves: Fort +6, Ref +6, Will +1
    Abilities: Str 17, Dex 17, Con 17, Int 2, Wis 12, Cha 6
    Skills: Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +1*
    Feats: TrackB, Weapon Focus (bite)
    Environment: Warm plains
    Organization: Solitary, pair, or pack (3-8)
    Challenge Rating: 3
    Advancement:
    Level Adjustment:

    Jaguar (Elite Tiger)
    Size/Type: Large Animal
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +4/+16
    Attack: Claw +11 melee (1d8+8)
    Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 1d8+4
    Special Qualities: Elite creature, immunity to electricity and fire, low-light vision, scent
    Saves: Fort +9, Ref +9, Will +3
    Abilities: Str 27, Dex 19, Con 19, Int 2, Wis 12, Cha 6
    Skills: Balance +8, Hide +5*, Listen +3, Move Silently +11, Spot +3, Swim +13
    Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).
    Environment: Warm forests
    Organization: Solitary
    Challenge Rating: 6
    Advancement:
    Level Adjustment:

    Jellyfish (Elite Octopus)
    Size/Type: Small Animal (Aquatic)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), swim 30 ft.
    Armor Class: 17 (+1 size, +3 Dex, +2 natural, +1 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +1/+3
    Attack: Tentacle +5 melee (1d3+2)
    Full Attack: 4 tentacles +5 melee (1d3+2 plus paralysis)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Paralysing touch
    Special Qualities: Exceptional creature, immunity to cold, electricity, fire, paralysis and poison, jet, low-light vision
    Saves: Fort +5, Ref +6, Will +1
    Abilities: Str 14, Dex 17, Con 15, Int 2, Wis 12, Cha 3
    Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +10
    Feats: Weapon Finesse
    Environment: Warm aquatic
    Organization: Solitary
    Challenge Rating: 3
    Advancement:
    Level Adjustment:

    Paralysing Touch
    The jellyfish's attacks paralyse the target for 1 round unless the target succeeds on a DC 13 fortitude save (the save DC is constitution-based). Multiple hits against one target in one round don't require the target to make multiple saves, but instead each hit increases the save DC by 2 (this is a circumstance bonus to save DC) and the duration by 1 round.

    Killer Whale (Elite Orca)
    Size/Type: Huge Animal
    Hit Dice: 9d8+72 (112 hp)
    Initiative: +3
    Speed: Swim 50 ft. (10 squares)
    Armor Class: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
    Base Attack/Grapple: +6/+24
    Attack: Bite +14 melee (2d6+15)
    Full Attack: Bite +14 melee (2d6+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Breach Ice
    Special Qualities: Blindsight 120 ft., elite creature, hold breath, immunity to bludgeoning, cold and fire, low-light vision
    Saves: Fort +13, Ref +9, Will +5
    Abilities: Str 31, Dex 17, Con 24, Int 2, Wis 14, Cha 6
    Skills: Listen +14*, Spot +14*, Swim +18
    Feats: Alertness, Endurance, Improved Toughness, Run
    Environment: Cold aquatic
    Organization: Solitary or pod (4-7)
    Challenge Rating: 5
    Advancement:
    Level Adjustment:

    Breach Ice
    A killer whale hunts by listening for seals on the ice above it. A killer whale can hear fine through up to a foot of ice, and further ice impairs its hearing as though it were a foot less thick. Further, a killer whale can burst through up to 5 feet of ice as though it weren't there, surprising anyone on the ice and making a free bite attack against any creature who was on the space breached.

    Lava-kin (Elite Thoqqua)
    Size/Type: Medium Elemental (Earth, Extraplanar, Fire)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), burrow 20 ft.
    Armor Class: 21 (+2 Dex, +7 natural, +2 competence), touch 14, flat-footed 19
    Base Attack/Grapple: +2/+5
    Attack: Slam +5 melee (1d6+4 plus 2d6 fire)
    Full Attack: 2 slams +5 melee (1d6+4 plus 2d6 fire)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Heat, burn
    Special Qualities: Absorb fire, darkvision 60 ft., elemental traits, immunity to acid and electricity, tremorsense 60 ft.
    Saves: Fort +5, Ref +3, Will +2
    Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 12, Cha 10
    Skills: Listen +5, Move Silently +3, Survival +3
    Feats: Alertness, Track
    Environment: Elemental Plane of Fire
    Organization: Solitary or pair
    Challenge Rating: 4
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    Burn
    Because the save DC is constitution-based, it's 13, not 12.

    Lemure Wanderer (Elite Lemure)
    Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+2 dex, +4 natural, +1 competence), touch 13, flat-footed 15
    Base Attack/Grapple: +2/+4
    Attack: Claw +4 melee (1d6+2)
    Full Attack: 2 claws +4 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks:
    Special Qualities: Damage reduction 5/good and silver, darkvision 60 ft., exceptional creature, immunity to acid, cold, fire and poison, mindless, see in darkness
    Saves: Fort +5, Ref +5, Will +3
    Abilities: Str 14, Dex 14, Con 14, Int Ø, Wis 11, Cha 5
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair or gang (3-5)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    Mammoth (Elite Elephant)
    Size/Type: Huge Animal
    Hit Dice: 11d8+66 (115 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 22 (-2 size, +2 dex, +7 natural, +5 competence), touch 15, flat-footed 20
    Base Attack/Grapple: +8/+26
    Attack: Gore +20 melee (2d8+21)
    Full Attack: Slam +20 melee (2d6+14) and 2 stamps +15 melee (2d6+7) and gore +20 melee (2d8+21)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Trample 2d8+15
    Special Qualities: Elite creature, immunity to bludgeoning, cold and electricity, low-light vision, scent
    Saves: Fort +13, Ref +9, Will +6
    Abilities: Str 38, Dex 14, Con 22, Int 2, Wis 13, Cha 7
    Skills: Listen +12, Spot +10
    Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
    Environment: Warm plains
    Organization: Solitary or herd (4-20)
    Challenge Rating: 9
    Advancement:
    Level Adjustment:

    Man-o-War (Elite Squid)
    Size/Type: Medium Animal (Aquatic)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +3
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
    Base Attack/Grapple: +2/+10*
    Attack: Tentacle +6 melee (1d3+4)
    Full Attack: 4 tentacles +6 melee (1d3+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Paralysing Touch
    Special Qualities: Exceptional creature, immunity to cold, electricity, fire, paralysis and poison, jet, low-light vision
    Saves: Fort +5, Ref +6, Will +2
    Abilities: Str 18, Dex 17, Con 15, Int 1, Wis 12, Cha 2
    Skills: Listen +7, Spot +7, Swim +10
    Feats: Alertness, Endurance
    Environment: Temperate aquatic
    Organization: Solitary or school (4-7)
    Challenge Rating: 3
    Advancement:
    Level Adjustment:

    Paralysing Touch
    The man-o-war's attacks paralyse the target for 1 round unless the target succeeds on a DC 13 fortitude save (the save DC is constitution-based). Multiple hits against one target in one round don't require the target to make multiple saves, but instead each hit increases the save DC by 2 (this is a circumstance bonus to save DC) and the duration by 1 round.

    Mauler (Elite Badger)
    Size/Type: Small Animal
    Hit Dice: 1d8+3 (7 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), burrow 10 ft.
    Armor Class: 19 (+1 size, +5 Dex, +1 natural, +2 competence), touch 18, flat-footed 14
    Base Attack/Grapple: +0/-4
    Attack: Claw +6 melee (1d3+1)
    Full Attack: 2 claws +6 melee (1d3+1) and bite +1 melee (1d3) or 2+ claws +6 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Maul, rage
    Special Qualities: Exceptional creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 12, Dex 21, Con 17, Int 2, Wis 12, Cha 6
    Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
    Feats: Agile, TrackB, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary, pair, or cete (3-5)
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Maul (Ex)
    When a mauler makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done.

    Rage (Ex)
    Maulers can end their rage voluntarily when no enemies are in the area that it can locate. They get a +6 bonus instead of +4 to strength and constitution.

    Elite Mephit

    "Elite Mephit" is a template which can be applied to an air, dust, earth, fire, ice, magma, ooze, salt, steam or water mephit. These creatures are referred to as wind, sand, rock, inferno, arctic, lava, jelly, crystal, smoke or storm mephits respectively.

    Speed
    Increase each swim speed by 10 feet. Increase each average fly speed to a good fly speed 10 feet faster and increase each perfect fly speed by 20 feet.

    Armour Class
    The elite mephit gains a +2 competence bonus to AC.

    Special Qualities
    The elite mephit gains the Exceptional Creature quality and absorbs one damage type: acid for jelly mephits, cold for arctic, crystal and rock mephits, electricity for storm mephits, fire for lava, sand and smoke mephits, and sonic for wind mephits. Their fast healing is 4, not 2.

    Abilities
    Elite mephits gain +4 to whichever of strength, dexterity or constitution is highest and +2 to the other two and to their charisma.

    Challenge Rating
    As base creature +2

    Advancement


    Level Adjustment


    Murderhawk (Elite hawk)
    Size/Type: Tiny Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +5
    Speed: 10 ft. (2 squares), fly 80 ft. (good)
    Armor Class: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
    Base Attack/Grapple: +0/-8
    Attack: Talons +5 melee (1d4)
    Full Attack: 2 talons +5 melee (1d4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Rend 1d4
    Special Qualities: Exceptional creature, evasion, immunity to bludgeoning, low-light vision
    Saves: Fort +3, Ref +7, Will +2
    Abilities: Str 10, Dex 21, Con 12, Int 2, Wis 14, Cha 6
    Skills: Listen +4, Spot +16
    Feats: Alertness, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary or pair
    Challenge Rating: 2
    Advancement:
    Level Adjustment:

    Evasion
    When a murderhawk passes a reflex save against an attack which normally deals half damage on a successful reflex save, the murderhawk takes no damage from the attack.

    Rend (Ex)
    A murderhawk which hits with both talons tears its opponnt, dealing an additional 1d4 points of damage.

    Monstrous Deathstalker (Elite Monstrous Scorpion)

    Monstrous deathstalker is a template which can be applied to any monstrous scorpion.

    Speed
    Increase the deathstalker's speed by 10 feet.

    Armour Class
    A medium or larger deathstalker gets a +2 competence bonus to AC for each size category above small it is.

    Attacks
    The sting changes to a primary weapon.

    Damage
    Each natural weapon (claw or sting), as well as the constrict attack, deals damage as though it were one size category larger. The constitution damage also increases by one step according to Table: Larger and Smaller Weapon Damage, even though it's not regular damage.

    Special Attacks
    See damage. Also note that the DC of the deathstalker's poison increases by 2 due to the change in constitution.

    Special Qualities
    A monstrous deathstalker has DR/- equal to its challenge rating, after the adjustment below (but before any other adjustment from further templates). It's immune to electricity, to fire and to poison. Large and larger monstrous deathstalkers gain the elite creature special quality, while others gain the exceptional creature special quality.

    Abilities
    +4 to strength and constitution, +2 to dexterity

    Feats
    A medium or larger monstrous deathstalker gains Awesome Blow as a bonus feat.

    Challenge Rating
    1 for tiny, 2 for small, as base creature +2 otherwise.

    Advancement


    Monstrous Millipede (Elite Monstrous Centipede)

    Monstrous millipede is a template which can be applied to any monstrous centipede.

    Speed
    Increase the millipede's speed by 10 feet.

    Armour Class
    A medium or larger millipede gets a +2 competence bonus to AC for each size category above small it is.

    Damage
    The bite deals damage as though it were one size category larger. The dexterity damage also increases by one step according to Table: Larger and Smaller Weapon Damage, even though it's not regular damage.

    Special Attacks
    See damage. Also note that the DC of the millipede's poison increases by 2 due to the change in constitution.

    Special Qualities
    A monstrous millipede has DR/- equal to its challenge rating, after the adjustment below (but before any other adjustment from further templates). It's immune to cold, to fire and to poison. Huge and larger monstrous millipedes gain the elite creature special quality, while others gain the exceptional creature special quality.

    Abilities
    +4 to strength and constitution, +2 to dexterity

    Feats
    A huge or larger monstrous millipede gains Awesome Blow as a bonus feat.

    Challenge Rating
    1/2 for tiny, 1 for small, 2 for medium, as base creature +2 otherwise.

    Advancement


    Monstrous Tarantula (Elite Monstrous Spider)

    Monstrous tarantula is a template which can be applied to any monstrous spider.

    Speed
    Increase the tarantula's land and climb speeds by 10 feet. If it's a hunter spider, increase the land speed by another 10 feet (hunter tarantulas have a land speed 30 feet greater than that given in the statistics for a monstrous spider.

    Armour Class
    A medium or larger tarantula gets a +2 competence bonus to AC for each size category above small it is.

    Damage
    The tarantula's bite deals damage as though it were one size category larger. The strength damage also increases by one step according to Table: Larger and Smaller Weapon Damage, even though it's not regular damage.

    Special Attacks
    See damage. Also note that the DC of the tarantula's poison increases by 2 due to the change in constitution.

    Special Qualities
    A monstrous tarantula has DR/- equal to its challenge rating, after the adjustment below (but before any other adjustment from further templates). It's immune to cold, to electricity and to poison. Large and larger monstrous tarantulas gain the elite creature special quality, while others gain the exceptional creature special quality.

    Abilities
    +4 to strength and constitution, +2 to dexterity

    Feats
    A large or larger monstrous tarantula gains Awesome Blow as a bonus feat.

    Challenge Rating
    1 for tiny, 2 for small, as base creature +2 otherwise.

    Advancement


    Moon Clan (Elite Satyr)
    Size/Type: Medium Outsider (Native)
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +5/+7
    Attack: Head butt +7 melee (1d6+2) or bardiche +7 melee (3d8+2/19-20 *3) or hankyū +7 ranged (2d6/19-20 *3)
    Full Attack: Head butt +7 melee (1d6+2) and bardiche +7 melee (3d8+2/19-20 *3); or hankyū +7 ranged (2d6/19-20 *3)
    Space/Reach: 5 ft./5 ft. (10 ft with bardiche)
    Special Attacks: Bray
    Special Qualities: Damage reduction 10/cold iron, darkvision, elite creature, immunity to fire
    Saves: Fort +6, Ref +6, Will +5
    Abilities: Str 14, Dex 15, Con 14, Int 12, Wis 13, Cha 17
    Skills: Bluff +11, Diplomacy +9, Disguise +3 (+5 acting), Hide +14, Intimidate +9, Knowledge (nature) +9, Listen +15, Move Silently +14, Perform (sing) +15, Spot +15, Survival +5 (+7 aboveground)
    Feats: AlertnessB, Dodge, Mobility
    Environment: Temperate plains
    Organization: Solitary, pair, band (3-4), or troop (5-8)
    Challenge Rating: 4 (without bray) or 6 (with bray)
    Treasure: Standard
    Alignment: Usually chaotic neutral
    Advancement:
    Level Adjustment:

    Moon clan look like a demonic type of goat. They eschew concealable weapons such as daggers in favour of large polearms. They speak common and abyssal.

    Bray (Su)
    Some moon clan can emulate the effect of a satyr's pipes by braying loudly, so they don't need to take up any hands to do so. Satyrs and moon clan alike are unaffected by both effects. The save DC is 15 because it's charisma-based.

    Osprey (Elite Owl)
    Size/Type: Tiny Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +5
    Speed: 10 ft. (2 squares), fly 60 ft. (good)
    Armor Class: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
    Base Attack/Grapple: +0/-8
    Attack: Talons +7 melee (1d4) or beak +7 melee (1d6)
    Full Attack: 2 talons +7 melee (1d4) and beak +7 melee (1d6)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks:
    Special Qualities: Evasion, exceptional creature, immunity to bludgeoning, low-light vision
    Saves: Fort +3, Ref +7, Will +2
    Abilities: Str 10, Dex 21, Con 12, Int 2, Wis 14, Cha 4
    Skills: Listen +14, Move Silently +19, Spot +6*
    Feats: Alertness, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Evasion
    When an osprey passes a reflex save against an attack which normally deals half damage on a successful reflex save, the osprey takes no damage from the attack.

    Preying Mantis (Elite Giant Praying Mantis)
    Size/Type: Large Vermin
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), fly 40 ft. (poor)
    Armor Class: 18 (-1 size, +1 Dex, +6 natural, +2 competence), touch 12, flat-footed 17
    Base Attack/Grapple: +3/+12
    Attack: Claws +7 melee (1d8+5)
    Full Attack: 2 claws +7 melee (1d8+5) and bite +2 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved grab, sneak attack 2d6
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, electricity and piercing, vermin traits
    Saves: Fort +6, Ref +2, Will +3
    Abilities: Str 21, Dex 12, Con 15, Int Ø, Wis 14, Cha 11
    Skills: Hide +5*, Spot +6
    Feats:
    Environment: Temperate forests
    Organization: Solitary
    Challenge Rating: 5
    Advancement:
    Level Adjustment:

    *A preying mantis' bonus on hide checks is +8, increasing to +20 when surrounded by foliage

    Sneak Attack (Ex)
    The preying mantis’ attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the mantis flanks its target. This extra damage is 2d6. Should the preying mantis score a critical hit with a sneak attack, this extra damage is not multiplied. See the rogue class feature for more details.

    Pummeler Demon (Elite Hezrou)
    Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 10d8+100 (145 hp)
    Initiative: +1
    Speed: 35 ft. (7 squares)
    Armor Class: 24 (-1 size, +1 dex, +14 natural), touch 10, flat-footed 23
    Base Attack/Grapple: +10/+19
    Attack: Bite +14 melee (4d4+7)
    Full Attack: Bite +14 melee (4d4+7) and 2 claws +9 melee (1d8+3); or 2+ claws +14 melee (1d8+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved grab, pummel, spell-like abilities, stench, summon demon
    Special Qualities: Damage reduction 10/good, darkvision 60 ft., elite creature, immunity to acid, cold, electricity, fire, disease and poison, spell resistance 21, telepathy 100 ft.
    Saves: Fort +16, Ref +8, Will +9
    Abilities: Str 25, Dex 12, Con 29, Int 14, Wis 14, Cha 18
    Skills: Climb +20, Concentration +22, Hide +14, Escape Artist +14, Intimidate +17, Listen +23, Move Silently +14, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)
    Feats: Blind-Fight, Cleave, Improved Toughness, Power Attack
    Environment: A chaotic evil-aligned plane
    Organization: Solitary or gang (2-4)
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement:
    Level Adjustment:

    Pummel (Ex)
    When a pummeller demon makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done. In this case, the claws are treated as primary natural attacks.

    Summon Demon
    The listed version of the ability has a 100% chance of success. Otherwise, the pummeller demon can attempt to summon 4d10 dretch taskmasters or another pummeller demon with a 35% chance of success.

    Riding Coyote (Elite Riding Dog)
    Size/Type: Medium Animal
    Hit Dice: 2d8+6 (15 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (+3 Dex, +4 natural, +1 competence), touch 14, flat-footed 15
    Base Attack/Grapple: +1/+7
    Attack: Bite +7 melee (1d6+9)
    Full Attack: Bite +7 melee (1d6+9)
    Space/Reach: 5 ft./5 ft.
    Special Attacks:
    Special Qualities: Exceptional creature, immunity to fire, low-light vision, scent
    Saves: Fort +6, Ref +7, Will +1
    Abilities: Str 22, Dex 17, Con 16, Int 2, Wis 12, Cha 6
    Skills: Jump +12, Listen +5, Spot +5, Swim +7, Survival +1*
    Feats: Alertness, TrackB
    Environment: Temperate plains
    Organization: Solitary or pack (3-8)
    Challenge Rating: 3
    Advancement:
    Level Adjustment:

    Sabretooth (Elite Lion)
    Size/Type: Large Animal
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 size, +4 Dex, +3 natural, +2 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +3/+15
    Attack: Claw +10 melee (1d4+8)
    Full Attack: 2 claws +10 melee (1d4+8) and bite +5 melee (1d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 1d4+4
    Special Qualities: Elite creature, immunity to bludgeoning, cold and fire, low-light vision, scent
    Saves: Fort +7, Ref +8, Will +2
    Abilities: Str 27, Dex 19, Con 17, Int 2, Wis 12, Cha 6
    Skills: Balance +8, Hide +4*, Listen +5, Move Silently +12, Spot +5
    Feats: Alertness, Run
    Environment: Warm plains
    Organization: Solitary, pair, or pride (3-6)
    Challenge Rating: 5
    Advancement:
    Level Adjustment:

    Flamefather Salamander (Elite Flamebrother) Superior Salamander (Elite Average) Royal Salamander (Elite Noble)
    Size/Type: Small Outsider (Extraplanar, Fire) Medium Outsider (Extraplanar, Fire) Large Outsider (Extraplanar, Fire)
    Hit Dice: 4d8+8 (26 hp) 9d8+18 (58 hp) 15d8+45 (112 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+1 size, +3 Dex, +7 natural), touch 14, flat-footed 18 21 (+3 Dex, +7 natural), touch 13, flat-footed 17 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
    Base Attack/Grapple: +4/+3 +9/+13 +15/+27
    Attack: Spear +8 melee (1d6+4/×3 plus 1d6 fire) Bardiche +13 melee (3d8+6/19-20 ×3 plus 1d6 fire) +3 lochaber +27 melee (6d8+15/18-20 ×3 plus 1d8 fire)
    Full Attack: Spear +8 melee (1d6+4/×3 plus 1d6 fire) and tail slap +6 melee (1d4+1 plus 1d6 fire) Bardiche +13/+8 melee (3d8+6/19-20 ×3 plus 1d6 fire) and tail slap +11 melee (2d6+2 plus 1d6 fire) +3 lochaber +27/+22/+17 melee (6d8+15/18-20 ×3 plus 1d8 fire) and tail slap +23 melee (2d8+4 plus 1d8 fire)
    Space/Reach: 5 ft./5 ft. 5 ft./5 ft. (10 ft. with tail) 10 ft./10 ft. (20 ft. with tail or longspear)
    Special Attacks: Constrict 1d4+1 plus 1d6 fire, heat, improved grab Constrict 2d6+2 plus 1d6 fire, heat, improved grab Constrict 2d8+4 plus 1d8 fire, heat, improved grab, spell-like abilities
    Special Qualities: Absorb fire, darkvision 60 ft., elite creature, immunity to acid Absorb fire, damage reduction 10/magic, darkvision 60 ft., elite creature, immunity to acid Absorb fire, damage reduction 15/magic, darkvision 60 ft., elite creature, immunity to acid
    Saves: Fort +6, Ref +7, Will +6 Fort +8, Ref +9, Will +8 Fort +12, Ref +12, Will +11
    Abilities: Str 16, Dex 16, Con 14, Int 14, Wis 15, Cha 13 Str 18, Dex 16, Con 14, Int 14, Wis 15, Cha 13 Str 26, Dex 16, Con 16, Int 16, Wis 15, Cha 15
    Skills: Craft (blacksmithing) +8, Hide +14, Listen +11, Move Silently +8, Spot +11 Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Listen +8, Move Silently +13, Search +12, Spot +8 Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +17, Intimidate +4, Listen +13, Move Silently +19, Spot +13
    Feats: Alertness, Multiattack Alertness, Multiattack, Power Attack Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
    Environment: Elemental Plane of Fire
    Organization: Solitary, pair, or cluster (3-5) Solitary, pair, or noble party (7-12)
    Challenge Rating: 5 8 12
    Treasure: Standard (nonflammables only) Double standard (nonflammables only) and +3 longspear
    Alignment: Usually evil (any)
    Advancement:
    Level Adjustment:

    Spell-like abilities
    The royal salamander's spell-like abilities are:

    3/day—cone of immolation (DC 13), conflagration (DC 15), living flame (DC 14), wall of inferno (DC 16); 1/day—dispel magic, summon progenitor VII (Huge inferno elemental).

    Sea Tiger (Elite Sea Cat)
    Size/Type: Large Magical Beast
    Hit Dice: 6d10+24 (57 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), swim 60 ft.
    Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
    Base Attack/Grapple: +6/+16
    Attack: Claw +9 melee (1d6+6)
    Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d8+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Rend 2d6+9
    Special Qualities: Darkvision 60 ft., elite creature, hold breath, immunity to cold, fire and slashing, low-light vision, scent
    Saves: Fort +10, Ref +8, Will +5
    Abilities: Str 23, Dex 16, Con 19, Int 2, Wis 13, Cha 10
    Skills: Listen +8, Spot +7, Swim +14
    Feats: Alertness, Endurance, Iron Will
    Environment: Temperate aquatic
    Organization: Solitary, pair, or pride (3-8)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Serpent, Constrictor (Elite Constrictor Snake)
    Size/Type: Medium Animal
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +8
    Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Armor Class: 18 (+4 Dex, +2 natural, +2 competence), touch 16, flat-footed 14
    Base Attack/Grapple: +2/+6
    Attack: Bite +6 melee (1d3+6)
    Full Attack: Bite +6 melee (1d3+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Constrict 1d3+6, improved grab
    Special Qualities: Elite creature, immunity to cold, fire and piercing, scent
    Saves: Fort +5, Ref +7, Will +2
    Abilities: Str 19, Dex 19, Con 15, Int 2, Wis 12, Cha 2
    Skills: Balance +12, Climb +15, Hide +11, Listen +7, Spot +7, Swim +12
    Feats: Alertness, Improved Initiative, Improved Toughness
    Environment: Warm forests
    Organization: Solitary
    Challenge Rating: 4
    Advancement:
    Level Adjustment:

    Viper Serpent (Elite Viper Snake)

    Viper serpent is a template which can be applied to any viper.

    Armour Class
    A medium or larger viper serpent gets a +2 competence bonus to AC for each size category above small it is.

    Damage
    The serpent's bite deals damage as though it were one size category larger. The constitution damage also increases to 2d6.

    Special Attacks
    See damage. Also note that the DC of the serpent's poison increases by 2 due to the change in constitution.

    Special Qualities
    Immunity to cold, fire and piercing. Huge viper serpents gain the elite creature special quality, while others gain the exceptional creature special quality.

    Abilities
    +4 to strength and constitution, +2 to dexterity

    Feats
    A huge viper serpent gains Awesome Blow as a bonus feat.

    Challenge Rating
    1 for tiny, 2 for small, as base creature +2 otherwise.

    Advancement


    Shackled Devil (Elite Kyton)
    Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares)
    Armor Class: 26 (+4 Dex, +8 natural, +4 competence), touch 18, flat-footed 22
    Base Attack/Grapple: +8/+12
    Attack: Chain +12 melee (2d4+4/19-20)
    Full Attack: 4 chains +12 melee (2d4+4/19-20)
    Space/Reach: 5 ft./5 ft. (10 ft. with chains)
    Special Attacks: Dancing chains, spell-like abilities, unnerving gaze
    Special Qualities: Damage reduction 5/silver and good, darkvision 60 ft., elite creature, immunity to acid, cold and slashing, regeneration 3, spell resistance 20
    Saves: Fort +10, Ref +10, Will +6
    Abilities: Str 19, Dex 19, Con 19, Int 6, Wis 10, Cha 12
    Skills: Climb +15, Craft (blacksmithing) +17, Escape Artist +15, Intimidate +12, Listen +13, Spot +13, Use Rope +4 (+6 with bindings)
    Feats: Alertness, Improved Critical (chain), Improved Initiative
    Environment: A lawful evil-aligned plane
    Organization: Solitary, gang (2-4), band (5-7), or mob (8-12)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    Spell-like Abilities

    At will - Trianna's chainstrike (DC 13); 1/day - chain lightning (DC 17). The save DCs are charisma-based.

    Hammerhead (Elite Medium Shark) Mako (Elite Large Shark) Great White (Elite Huge Shark)
    Size/Type: Medium Animal (Aquatic) Large Animal (Aquatic) Huge Animal (Aquatic)
    Hit Dice: 3d8+9 (22 hp) 7d8+21 (52 hp) 10d8+40 (85 hp)
    Initiative: +7
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 17 (+3 Dex, +3 natural, +1 competence), touch 14, flat-footed 14 18 (-1 size, +3 Dex, +4 natural, +2 competence), touch 14, flat-footed 15 20 (-2 size, +3 Dex, +5 natural, +4 competence), touch 15, flat-footed 17
    Base Attack/Grapple: +2/+5 +5/+15 +7/+23
    Attack: Bite +6 melee (1d6+4/19-20) Bite +10 melee (1d8+9/19-20) Bite +13 melee (2d6+12/19-20)
    Full Attack: Bite +6 melee (1d6+4/19-20) Bite +10 melee (1d8+9/19-20) Bite +13 melee (2d6+12/19-20)
    Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
    Special Attacks: Blood in the Water
    Special Qualities: Blindsense, elite creature, immunity to acid, bludgeoning and fire, keen scent
    Saves: Fort +6, Ref +6, Will +2 Fort +10, Ref +8, Will +3 Fort +13, Ref +10, Will +6
    Abilities: Str 17, Dex 17, Con 17, Int 2, Wis 12, Cha 2 Str 22, Dex 17, Con 17, Int 2, Wis 12, Cha 2 Str 26, Dex 17, Con 19, Int 2, Wis 12, Cha 2
    Skills: Listen +6, Spot +6, Swim +11 Listen +8, Spot +7, Swim +14 Listen +10, Spot +10, Swim +16
    Feats: Alertness, Improved Critical (Bite)B, Improved Initiative Alertness, Great Fortitude, Improved Critical (Bite)B, Improved Initiative Alertness, Great Fortitude, Improved Critical (Bite)B, Improved Initiative, Iron Will
    Environment: Cold aquatic
    Organization: Solitary, school (2-4), or pack (5-8)
    Challenge Rating: 3 4 6
    Advancement:
    Level Adjustment:

    Blood in the Water (Ex)
    Whenever a shark scores a critical hit, it gains a stacking +1 bonus to attack and damage rolls until it goes for one minute without a successful critical hit.

    Juvenile Shellyfish (Elite Tojanida) Adult Shellyfish (Elite Tojanida) Elder Shellyfish (Elite Tojanida)
    Size/Type: Small Outsider (Extraplanar, Water) Medium Outsider (Extraplanar, Water) Large Outsider (Extraplanar, Water)
    Hit Dice: 3d8+12 (25 hp) 7d8+28 (59 hp) 15d8+90 (157 hp)
    Initiative: +1
    Speed: 10 ft. (2 squares), swim 110 ft.
    Armor Class: 23 (+1 size, +1 Dex, +10 natural, +1 competence), touch 13, flat-footed 22 25 (+1 Dex, +12 natural, +2 competence), touch 13, flat-footed 24 24 (-1 size, +1 Dex, +14 natural, +3 competence), touch 12, flat-footed 25
    Base Attack/Grapple: +3/+1 +7/+10 +15/+25
    Attack: Bite +8 melee (2d6+4) Bite +12 melee (2d8+5) Bite +22 melee (4d6+8)
    Full Attack: Bite +8 melee (2d6+4) and 2 claws +3 melee (1d4+2) Bite +12 melee (2d8+5) and 2 claws +7 melee (1d6+2) Bite +22 melee (4d6+8) and 2 claws +17 melee (1d8+4)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Improved grab, ink cloud
    Special Qualities: All-around vision, darkvision 60 ft., elite creature, immunity to acid, cold, electricity and fire
    Saves: Fort +7, Ref +4, Will +4 Fort +9, Ref +6, Will +6 Fort +15, Ref +10, Will +10
    Abilities: Str 18, Dex 13, Con 19, Int 10, Wis 12, Cha 9 Str 20, Dex 13, Con 19, Int 10, Wis 12, Cha 9 Str 26, Dex 13, Con 23, Int 10, Wis 12, Cha 9
    Skills: Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings) Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following tracks), Swim +11, Use Rope+1 (+3 with bindings) Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following tracks), Swim +14, Use Rope+1 (+3 with bindings)
    Feats: Blind-Fight, Dodge Blind-Fight, Dodge, Power Attack Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack
    Environment: Elemental Plane of Water
    Organization: Solitary or clutch (2-4)
    Challenge Rating: 5 7 11
    Treasure: Standard
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Ink Cloud
    The save DCs are all 2 higher, because they're constitution-based.
    Last edited by Jormengand; 2018-01-25 at 11:04 AM.

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    Default Re: Prestige Class Contest II 3.X: Race to the Top, Submission Thread.

    Skeletal Devil (Elite Osyluth)
    Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +9
    Speed: 40 ft. (8 squares)
    Armor Class: 26 (-1 size, +6 Dex, +11 natural), touch 15, flat-footed 20
    Base Attack/Grapple: +10/+20
    Attack: Bite +15 melee (1d8+6) or claw +13 melee (1d4+3) or sting +13 melee (3d4+3 plus poison)
    Full Attack: Bite +15 melee (1d8+6) and 2 claws +13 melee (1d4+3) and sting +13 melee (3d4+3 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-like abilities, fear aura, poison, summon devil
    Special Qualities: Damage reduction 10/silver and good, darkvision 60 ft., elite creature, immunity to acid, cold, fire and poison, see in darkness, spell resistance 23, telepathy 100 ft.
    Saves: Fort +13, Ref +13, Will +12
    Abilities: Str 23, Dex 23, Con 23, Int 16, Wis 16, Cha 16
    Skills: Bluff +16, Concentration +19, Diplomacy +7, Disguise +3 (+5 acting), Hide +15, Intimidate +18, Knowledge (any one) +16, Listen +18, Move Silently +19, Search +16, Sense Motive +16, Spot +18, Survival +3 (+5 following tracks)
    Feats: Alertness, Improved Initiative, Iron Will, Multiattack
    Environment: A lawful evil-aligned plane
    Organization: Solitary, team (2-4), or squad (5-8)
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    Fear Aura, Poison, Spell-like abilities
    Because the save DCs are constitution- or charisma-based, they're all 1 higher. Replace wall of ice with wall of permafrost

    Slime Demon (Elite Babau)
    Size/Type: Medium Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 7d8+35 (66 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +7/+15
    Attack: Claw +15 melee (1d6+8)
    Full Attack: 2 claws +15 melee (1d6+8) and bite +10 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak attack +3d6, spell-like abilities, summon demon
    Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., elite creature, immunity to acid, cold, electricity, fire and poison, protective slime, spell resistance 16, telepathy 100 ft.
    Saves: Fort +10, Ref +7, Will +6
    Abilities: Str 26, Dex 14, Con 20, Int 14, Wis 13, Cha 16
    Skills: Climb +18, Disable Device +13, Disguise +13, Escape Artist +12, Hide +20, Listen +19, Move Silently +20, Open Lock +12, Search +20, Sleight of Hand +12, Survival +1 (+3 following tracks), Use Rope +2 (+4 with bindings)
    Feats: Cleave, Multiattack, Power Attack
    Environment: A chaotic evil-aligned plane
    Organization: Solitary or gang (3-5)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement:
    Level Adjustment:

    Summon Demon
    The slime demon has a 100% chance to summon a babau. It can attempt to summon a slime demon with 40% chance of success instead.

    Song Guardian (Elite Lillend)
    Size/Type: Large Outsider (Chaotic, Extraplanar, Good)
    Hit Dice: 7d8+14 (45 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 21 (-1 size, +4 Dex, +5 natural, +3 competence), touch 16, flat-footed 17
    Base Attack/Grapple: +7/+18
    Attack: Seax +13 melee (2d12+7/16-20 *4)
    Full Attack: Seax +13 melee (2d12+7/16-20 *4) and tail slap +8 melee (2d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Constrict 2d6+5, improved grab, spells, spell-like abilities
    Special Qualities: Darkvision 60 ft., immunity to fire, slashing, sonic and poison
    Saves: Fort +7, Ref +11, Will +8
    Abilities: Str 24, Dex 19, Con 15, Int 14, Wis 16, Cha 22
    Skills: Appraise +12, Concentration +12, Diplomacy +18, Knowledge (arcana) +12, Listen +13, Perform (any one) +16, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17
    Feats: Combat Casting, Extend Spell, Lightning Reflexes
    Environment: A chaos-aligned plane
    Organization: Solitary or covey (2-4)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always chaotic good
    Advancement:
    Level Adjustment:

    Spells, Spell-like abilities
    The save DCs are 2 higher and the song guardian has an extra first- and second-level spell per day, because these abilities are charisma-based.

    Sorcerous Serpent (Elite Coatl)
    Size/Type: Large Outsider (Native)
    Hit Dice: 9d8+27 (67 hp)
    Initiative: +7
    Speed: 20 ft. (4 squares), fly 60 ft. (good)
    Armor Class: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +9/+19
    Attack: Bite +14 melee (1d6+9 plus poison)
    Full Attack: Bite +14 melee (1d6+9 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Constrict 2d8+9, improved grab, poison, psionics, spells, spell-like abilities
    Special Qualities: Darkvision 60 ft., change shape, ethereal jaunt, elite creature, immunity to fire, force and mind-affecting abilities, telepathy 90 ft.
    Saves: Fort +8, Ref +9, Will +10
    Abilities: Str 22, Dex 16, Con 16, Int 17, Wis 19, Cha 17
    Skills: Concentration +14, Diplomacy +17, Jump +2, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)
    Feats: Dodge, Empower Spell, Eschew MaterialsB, Hover, Improved Initiative
    Environment: Warm forests
    Organization: Solitary, pair, or flight (3-5)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Always lawful good
    Advancement:
    Level Adjustment:

    Psionics; Spell-like abilities (Sp)
    A sorcerous serpent retains the powers listed under the coatl's "Psionics" as spell-like abilities, as well as having actual psionic manifesting as a 7th-level telepath psion. It has 56 power points and knows the following powers:

    1st: Attraction, Charm, Mindlink, Missive (DC 14)
    2nd: Aversion, Brain Lock, Read Thoughts, Suggestion (DC 15)
    3rd: Crisis of Breath, False Sensory Input, Hostile Empathic Transfer, Psionic Blast (DC 16)
    4th: Dominate, Modify Memory (DC 17)

    Smilodonal (Elite Leonal)
    Size/Type: Medium Outsider (Extraplanar, Good)
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +3
    Speed: 60 ft. (12 squares)
    Armor Class: 31 (+3 Dex, +14 natural, +4 competence), touch 17, flat-footed 28
    Base Attack/Grapple: +12/+20
    Attack: Claw +20 melee (1d6+8)
    Full Attack: 2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Aerial Strike, roar, pounce, improved grab, rake 1d6+8, spell-like abilities
    Special Qualities: Damage reduction 15/evil and silver, darkvision 60 ft., elite creature, immunity to cold, electricity, sonic, being frozen solid, petrification, poison and polymorphing, lay on hands, low-light vision, protective aura, resistance to cold 10 and sonic 10, speak with animals, spell resistance 30
    Saves: Fort +14, Ref +11, Will +10
    Abilities: Str 27, Dex 17, Con 22, Int 14, Wis 14, Cha 15
    Skills: Balance +22, Concentration +13, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17
    Feats: Ability Focus (roar), Dodge, Mobility, Spring Attack, Track
    Environment: A good-aligned plane.
    Organization: Solitary or pride (3-7)
    Challenge Rating: 14
    Treasure: No coins; double goods; standard items
    Alignment: Always neutral good
    Advancement:
    Level Adjustment:

    Aerial Strike (Ex)
    A smilodonal cannot fly, but uses its prodigious leaps to grab flying creatures. It may make part of its charge (including pouncing) straight up, turning to jump during its charge. In this case, its jump check result to see if it can reach the target is doubled, including doubling the d20 result and it gets no penalty if it makes a jump from standing.

    Spell-like abilities
    The smilodonal has conflagration instead of fireball, wall of void instead of wall of force, cure mortal wounds (see Apothecary spell list) instead of cure critical wounds and rejuvenate instead of heal.

    Spearhead (Elite Unicorn) Celestial Lancer (Elite Celestial Charger)
    Size/Type: Large Magical Beast Large Magical Beast (Extraplanar)
    Hit Dice: 4d10+24 (46 hp) 8d10+7d8+90 (170 hp)
    Initiative: +3 +4
    Speed: 60 ft. (12 squares)
    Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 24 (-1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-footed 20
    Base Attack/Grapple: +4/+13 +13/+24
    Attack: Horn +15 melee (1d8+12) Horn +24 melee (1d8+14)
    Full Attack: Horn +15 melee (1d8+12) and 2 hooves +5 melee (1d4+3) Horn +24 melee (1d8+14) and 2 hooves +16 melee (1d4+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Turn undead 13/day, smite evil, spells
    Special Qualities: Darkvision 60 ft., immunity to negative energy, poison, charm, and compulsion, low-light vision, magic circle against evil, scent, spell-like abilities, wild empathy Damage reduction 10/magic, darkvision 60 ft., immunity to acid, cold, electricity, negative energy, poison, charm, and compulsion, low-light vision, magic circle against evil, scent, spell-like abilities, spell resistance 20, wild empathy
    Saves: Fort +10, Ref +7, Will +6 Fort +17, Ref +12, Will +15
    Abilities: Str 24, Dex 17, Con 23, Int 10, Wis 21, Cha 24 Str 28, Dex 18, Con 22, Int 13, Wis 27, Cha 22
    Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8* Concentration +11, Knowledge (nature) +9, Knowledge (religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
    Feats: Alertness, Skill Focus (Survival) Alertness, Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival)
    Environment: Temperate forests A chaotic good plane
    Organization: Solitary, pair, or grace (3-5) Solitary
    Challenge Rating: 5 15
    Treasure: None
    Alignment: Always chaotic good
    Advancement: By character class
    Level Adjustment:

    The spearhead's and celestial lancers' horns are +5 holy weapons rather than just +3 weapons. When the spearhead or celestial lancer charges, the horn does double damage, including the damage from the holy effect.

    Spell-like Abilities (Sp)
    Replace cure light wounds with cure heavy wounds and cure moderate wounds with cure extreme wounds.

    Sperm Whale (Elite Cachalot Whale)
    Size/Type: Gargantuan Animal
    Hit Dice: 12d8+108 (162 hp)
    Initiative: +2
    Speed: Swim 50 ft. (10 squares)
    Armor Class: 23 (-4 size, +2 Dex, +9 natural, +6 competence), touch 14, flat-footed 21
    Base Attack/Grapple: +9/+36
    Attack: Bite +20 melee (4d6+15)
    Full Attack: Bite +20 melee (4d6+15) and tail sweep +15 melee (1d8+7)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Tail sweep
    Special Qualities: Blindsight 120 ft., elite creature, hold breath, immunity to bludgeoning, cold and fire, low-light vision
    Saves: Fort +16, Ref +10, Will +6
    Abilities: Str 40, Dex 15, Con 26, Int 2, Wis 14, Cha 6
    Skills: Listen +15*, Spot +14*, Swim +23
    Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), Improved Toughness
    Environment: Temperate aquatic
    Organization: Solitary or pod (4-8)
    Challenge Rating: 9
    Advancement:
    Level Adjustment:

    Tail Sweep
    A sperm whale who makes a full attack can make a tail sweep attack against every creature in a cone of length equal to its reach (usually a 15-foot cone) as well as biting any creature within its reach.

    Spider Demon (Elite Bebilith)
    Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 12d8+96 (150 hp)
    Initiative: +5
    Speed: 60 ft. (12 squares), climb 40 ft.
    Armor Class: 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
    Base Attack/Grapple: +12/+32
    Attack: Bite +22 melee (2d6+12 plus poison) or web +11 ranged
    Full Attack: Bite +22 melee (2d6+12 plus poison) and 2 claws +17 melee (2d4+6); or web +11 ranged
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Poison, rend armor, web
    Special Qualities: Absorb poison, damage reduction 10/cold iron and good, darkvision 60 ft., elite creature, immunity to acid, cold, electricity and fire, plane shift, scent, telepathy 100 ft.
    Saves: Fort +16, Ref +9, Will +9
    Abilities: Str 34, Dex 12, Con 26, Int 11, Wis 13, Cha 13
    Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
    Feats: Cleave, Improved Initiative, Improved Grapple, Power Attack, Track
    Environment: A chaotic evil-aligned plane
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Always chaotic evil
    Advancement:
    Level Adjustment:

    Absorb Poison (Ex)
    Rather than harming the spider demon, poisons increase its ability scores by 1 minute if the poison would deal ability damage and 1 hour if they would deal permanent ability drain. A spider demon can't poison itself to gain this benefit but is immune to spider demon poison. If a poison would inflict a condition, it instead provides immunity to that condition for that duration. Miscellaneous poisons with some effect which can otherwise be reversed benefit the spider demon similarly; others have no effect.

    Poison
    The initial damage is 1d6 con + 1 con drain and the secondary damage is 2d6 con + 2 con drain.

    Spiked Devil (Elite Hamatula)
    Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 12d8+96 (150 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares)
    Armor Class: 31 (+8 Dex, +13 natural), touch 18, flat-footed 23
    Base Attack/Grapple: +12/+24
    Attack: Claw +20 melee (2d8+8 plus fear)
    Full Attack: 2 claws +20 melee (2d8+8 plus fear)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fear, improved grab, impale 3d8+12, summon devil
    Special Qualities: Barbed defense, damage reduction 10/silver and good, darkvision 60 ft., immunity to acid, cold, fire and poison, see in darkness, spell resistance 25, spell-like abilities, telepathy 100 ft.
    Saves: Fort +16, Ref +16, Will +12
    Abilities: Str 27, Dex 27, Con 27, Int 12, Wis 14, Cha 18
    Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
    Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair, team (3-4), or squad (5-8)
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    Summon Demon
    The listed summoning is 100% reliable, but the spiked demon can also summon 1d6 bristling devils or another spiked devil with a 35% success chance.

    Spinosaurus (Elite Tyrannosaurus)
    Size/Type: Huge Animal
    Hit Dice: 18d8+126 (207 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 27 (-2 size, +3 Dex, +8 natural, +8 competence), touch 19, flat-footed 24
    Base Attack/Grapple: +13/+33
    Attack: Bite +23 melee (3d6+18)
    Full Attack: Bite +23 melee (3d6+18)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Improved grab, swallow whole
    Special Qualities: Elite creature, immunity to cold, fire, and slashing, low-light vision, scent
    Saves: Fort +17, Ref +14, Will +8
    Abilities: Str 24, Dex 16, Con 23, Int 2, Wis 15, Cha 10
    Skills: Hide +0, Listen +14, Spot +14
    Feats: Alertness, Cleave, Improved Natural Attack (bite), Improved Toughness, Power Attack, Run, Track
    Environment: Warm plains
    Organization: Solitary or pair
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:


    Minor Terraphage (Elite Xorn) Average Terraphage (Elite Xorn) Elder Terraphage (Elite Xorn)
    Size/Type: Small Outsider (Extraplanar, Earth) Medium Outsider (Extraplanar, Earth) Large Outsider (Extraplanar, Earth)
    Hit Dice: 3d8+15 (28 hp) 7d8+49 (66 hp) 15d8+105 (172 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), burrow 30 ft.
    Armor Class: 24 (+1 size, +1 dex, +12 natural), touch 12, flat-footed 23 26 (+1 dex, +14 natural, +1 competence), touch 12, flat-footed 25 28 (-1 size, +1 dex, +16 natural, +2 competence), touch 12, flat-footed 27
    Base Attack/Grapple: +3/+3 +7/+12 +15/+28
    Attack: Bite +8 melee (2d8+4) Bite +12 melee (4d6+5) Bite +23 melee (4d8+9)
    Full Attack: Bite +8 melee (2d8+4) and 3 claws +6 melee (1d3+2) Bite +12 melee (4d6+5) and 3 claws +10 melee (1d4+2) Bite +23 melee (4d8+9) and 3 claws +21 melee (1d6+4)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks:
    Special Qualities: All-around vision, darkvision 60 ft., earth glide, elite creature, immunity to cold, electricity, fire, piercing and slashing, tremorsense 60 ft.
    Saves: Fort +5, Ref +3, Will +3 Fort +7, Ref +5, Will +5 Fort +13, Ref +9, Will +9
    Abilities: Str 19, Dex 12, Con 19, Int 10, Wis 11, Cha 10 Str 21, Dex 12, Con 19, Int 10, Wis 11, Cha 10 Str 29, Dex 12, Con 23, Int 10, Wis 11, Cha 10
    Skills: Hide +11, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +4, Search +6, Spot +8, Survival +6 (+8 following tracks or underground) Hide +11, Intimidate +10, Knowledge (dungeoneering) +10, Listen +10, Move Silently +11, Search +10, Spot +10, Survival+10 (+12 following tracks or underground) Hide +15, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +19, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)
    Feats: Improved Toughness, Multiattack CleaveB, Improved Toughness, Multiattack, Power Attack Awesome Blow, CleaveB, Great Cleave, Improved Bull Rush, Improved Toughness, Multiattack, Power Attack
    Environment: Elemental Plane of Earth
    Organization: Solitary, pair, or party (6-11)
    Challenge Rating: 5 8 10
    Treasure: None
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    Thunderbird (Elite Roc)
    Size/Type: Gargantuan Magical Beast
    Hit Dice: 18d10+162 (261 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 24 (-4 size, +3 Dex, +9 natural, +6), touch 15, flat-footed 21
    Base Attack/Grapple: +18/+44
    Attack: Talon +28 melee (2d6+14)
    Full Attack: 2 talons +28 melee (2d6+14) and bite +26 melee (2d8+7)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Thunderstorm
    Special Qualities: Absorb lightning, elite creature immunity to fire and force, low-light vision
    Saves: Fort +20, Ref +14, Will +9
    Abilities: Str 38, Dex 17, Con 28, Int 2, Wis 13, Cha 14
    Skills: Hide -3, Listen +10, Spot +14
    Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack,
    Snatch, Wingover
    Environment: Warm mountains
    Organization: Solitary or pair
    Challenge Rating: 11
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Thunderstorm (Sp)
    The thunderbird is constantly treated as having an incantation of the thunderstorm spell active, except that there is no maximum on how many bolts can be called down and a thunderbird cannot call down a bolt that hits itself.

    Titanoceratops (Elite Triceratops)
    Size/Type: Huge Animal
    Hit Dice: 16d8+128 (216 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 24 (-2 size, -1 Dex, +11 natural, +6 competence), touch 13, flat-footed 24
    Base Attack/Grapple: +12/+34
    Attack: Gore +24 melee (3d8+21)
    Full Attack: Gore +24 melee (3d8+21)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful charge, trample 2d12+21
    Special Qualities: Elite creature, immunity to acid, fire and slashing, low-light vision, scent
    Saves: Fort +20, Ref +9, Will +6
    Abilities: Str 38, Dex 9, Con 27, Int 2, Wis 12, Cha 7
    Skills: Listen +13, Spot +12
    Feats: Alertness, Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Toughness, Power Attack
    Environment: Temperate plains
    Organization: Solitary, pair, or herd (3-5)
    Challenge Rating: 11
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Tsaeb Soahc (Elite Chaos Beast)
    Size/Type: Medium Outsider (Chaotic, Extraplanar)
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), fly 20 feet (poor)
    Armor Class: 19 (+1 Dex, +5 natural, +3 competence), touch 14, flat-footed 18
    Base Attack/Grapple: +8/+12
    Attack: Claw +12 melee (1d3+4 plus corporeal instability)
    Full Attack: 2d3 claws +12 melee (1d3+4 plus corporeal instability)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Corporeal instability
    Special Qualities: Darkvision 60 ft., elite creature, immunity to bludgeoning, cold, electricity, critical hits and transformation, spell resistance 17
    Saves: Fort +9, Ref +7, Will +6
    Abilities: Str 18, Dex 13, Con 17, Int 10, Wis 10, Cha 10
    Skills: Climb +15, Escape Artist +12, Hide +12, Jump +11, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)
    Feats: Dodge, Improved Initiative, Mobility
    Environment: Plane of Limbo
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Always chaotic neutral
    Advancement:
    Level Adjustment:

    Corporeal Instability
    Because the save DC is constitution-based, it's 17, not 15. The charisma check DC is still 15, though. The wisdom drain is 2 per round and a creature with 0 wisdom is turned into a tsaeb soahc.

    Umbral Hound (Elite Shadow Mastiff)
    Size/Type: Medium Outsider (Extraplanar)
    Hit Dice: 4d8+20 (38 hp)
    Initiative: +7
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (+3 Dex, +3 natural, +2 competence), touch 15, flat-footed 15
    Base Attack/Grapple: +4/+9
    Attack: Bite +9 melee (1d6+7)
    Full Attack: Bite +9 melee (1d6+7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bay, trip
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold and negative energy, shadow blend, scent
    Saves: Fort +9, Ref +7, Will +5
    Abilities: Str 21, Dex 17, Con 21, Int 4, Wis 12, Cha 13
    Skills: Hide +10, Listen +8, Move Silently +10, Spot +8, Survival +8*
    Feats: Dodge, Improved Initiative, TrackB
    Environment: Plane of Shadow
    Organization: Solitary, pair, or pack (4-8)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral evil
    Advancement:
    Level Adjustment:

    Velociraptor (Elite Deinonychus)
    Size/Type: Medium Animal
    Hit Dice: 4d8+24 (42 hp)
    Initiative: +3
    Speed: 60 ft. (12 squares)
    Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
    Base Attack/Grapple: +3/+9
    Attack: Talons +7 melee (1d8+6)
    Full Attack: Talons +7 melee (1d8+6) and 2 foreclaws +2 melee (1d3+3) and bite +2 melee (2d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce
    Special Qualities: Elite creature, immunity to acid, fire and piercing, low-light vision, scent
    Saves: Fort +10, Ref +7, Will +2
    Abilities: Str 23, Dex 17, Con 23, Int 2, Wis 12, Cha 10
    Skills: Hide +13, Jump +28, Listen +10, Spot +10, Survival +10
    Feats: Run, Track
    Environment: Warm forests
    Organization: Solitary, pair, or pack (3-5)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Vulture Demon (Elite Vrock)
    Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 10d8+80 (125 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), fly 60 ft. (good)
    Armor Class: 28 (-1 size, +4 Dex, +11 natural, +4 competence), touch 17, flat-footed 24
    Base Attack/Grapple: +10/+22
    Attack: Claw +17 melee (2d6+8)
    Full Attack: 2 claws +17 melee (2d6+8) and bite +15 melee (1d8+4) and 2 talons +15 melee (1d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
    Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., immunity to acid, cold, electricity, fire and poison, spell resistance 19, telepathy 100 ft.
    Saves: Fort +15, Ref +11, Will +10
    Abilities: Str 27, Dex 19, Con 27, Int 14, Wis 16, Cha 16
    Skills: Concentration +21, Diplomacy +5, Hide +13, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +17, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
    Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
    Environment: A chaotic evil-aligned plane
    Organization: Solitary, pair, gang (3-4), or squad (5-8)
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement:
    Level Adjustment:

    Warhawk (Elite Achaierai)
    Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares), fly 30 (average)
    Armor Class: 25 (-1 size, +4 Dex, +10 natural, +2 competence), touch 15, flat-footed 21
    Base Attack/Grapple: +6/+16
    Attack: Claw +11 melee (2d6+6)
    Full Attack: 2 claws +11 melee (2d6+6) and bite +6 melee (4d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Black cloud
    Special Qualities: Darkvision 60 ft., elite creature, immunity to acid, cold and electricity, spell resistance 21
    Saves: Fort +7, Ref +9, Will +7
    Abilities: Str 23, Dex 19, Con 14, Int 11, Wis 14, Cha 16
    Skills: Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11
    Feats: Dodge, Mobility, Spring Attack
    Environment: A lawful-aligned plane
    Organization: Solitary or flock (4-6)
    Challenge Rating: 7
    Treasure: Double standard
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    Watersprite (Elite Nixie)
    Size/Type: Small Fey (Aquatic)
    Hit Dice: 1d6+26 (29 hp)
    Initiative: +8
    Speed: 20 ft. (4 squares), swim 50 ft.
    Armor Class: 27 (+1 size, +8 Dex, +8 competence), touch 27, flat-footed 19
    Base Attack/Grapple: +0/-4
    Attack: Kris +9 melee (3d6/17-20 *3) or mechanical crossbow +9 ranged (3d6/19-20 *3)
    Full Attack: Kris +9 melee (3d6/17-20 *3) or mechanical crossbow +9 ranged (3d6/19-20 *3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dominate person
    Special Qualities: Absorb cold, amphibious, damage reduction 10/cold iron, elite creature, immortal soul, immunity to acid and fire, low-light vision, spell resistance 22, water breathing, wild empathy
    Saves: Fort +3, Ref +10, Will +3
    Abilities: Str 10, Dex 26, Con 16, Int 12, Wis 13, Cha 18
    Skills: Bluff +8, Craft (any one) +5, Escape Artist +11, Handle Animal +8, Hide +12*, Listen +8, Perform (sing) +7, Search +3, Sense Motive +5, Spot +8, Swim +8
    Feats: Alertness, DodgeB, ToughnessB, Weapon FinesseB
    Environment: Temperate aquatic
    Organization: Solitary, Gang (2-3), band (4-7), or tribe (8-20)
    Challenge Rating: 7
    Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls)
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Dominate Person (Sp)
    Watersprites have this spell-like ability (DC 19) in place of nixies' charm person spell.

    Immortal Soul
    Watersprites have an extra 20 hit points.

    Wild Boar (Elite Boar)
    Size/Type: Medium Animal
    Hit Dice: 3d8+18 (31 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (+1 dex, +6 natural, +2 competence), touch 13, flat-footed 18
    Base Attack/Grapple: +2/+6
    Attack: Gore +6 melee (1d8+6)
    Full Attack: Gore +6 melee (1d8+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ferocity
    Special Qualities: Elite creature, immunity to cold, slashing and sonic, low-light vision, scent
    Saves: Fort +8, Ref +4, Will +2
    Abilities: Str 19, Dex 12, Con 21, Int 2, Wis 13, Cha 4
    Skills: Listen +7, Spot +5
    Feats: Alertness, Improved Toughness
    Environment: Temperate forests
    Organization: Solitary or herd (4-6)
    Challenge Rating: 4
    Advancement:
    Level Adjustment:

    Wind-Watcher (Elite Janni)
    Size/Type: Medium Outsider (Native)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +7
    Speed: 20 ft. (4 squares), fly 15 ft. (perfect) in brigandine; base land speed 30 ft., base fly speed 20 ft. (perfect)
    Armor Class: 23 (+3 Dex, +1 natural, +7 brigandine, +2 competence), touch 15, flat-footed 20
    Base Attack/Grapple: +6/+9
    Attack: Harpē +10 melee (4d6+6/19-20 *4) or greatbow +9 ranged (4d6/*7)
    Full Attack: Harpē +10/+5 melee (4d6+6/19-20 *4) or greatbow +9/+4 ranged (4d6/*7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Change size, spell-like abilities
    Special Qualities: Darkvision 60 ft., elemental endurance, elite creature, immunity to acid, cold, electricity and fire, plane shift, telepathy 100 ft.
    Saves: Fort +7, Ref +8, Will +7
    Abilities: Str 18, Dex 17, Con 14, Int 14, Wis 15, Cha 13
    Skills: Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)
    Feats: Combat Reflexes, Dodge, Improved InitiativeB, Mobility
    Environment: Warm deserts
    Organization: Solitary, company (2-3), or band (4-10)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    Elemental Endurance
    The wind-watcher can survive indefinitely on the listed planes.

    Whirlwind Eladrin (Elite Bralani)
    Size/Type: Medium Outsider (Chaotic, Extraplanar, Good)
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +10
    Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
    Armor Class: 25 (+6 Dex, +6 natural, +3 competence), touch 19, flat-footed 19
    Base Attack/Grapple: +6/+10
    Attack: +1 holy harpē +11 melee (4d6+4/19-20 *4) or +1 holy composite greatbow (+4 strength bonus) +13 ranged (4d6+4/*7) or slam +10 melee (1d6+4)
    Full Attack: +1 holyharpē +13/+8 melee (4d6+4/19-20 *4) or +1 holy composite greatbow (+4 strength bonus) +11 ranged (4d6+4/*7) or slam +10 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, whirlwind blast
    Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., elite creature immunity to cold, electricity, fire, and petrification, low-light vision, spell resistance 19, tongues
    Saves: Fort +8, Ref +9, Will +7
    Abilities: Str 18, Dex 22, Con 17, Int 13, Wis 14, Cha 24
    Skills: Concentration +12, Diplomacy +9, Escape Artist +15, Handle Animal +16, Hide +15, Jump +10, Listen +13, Move Silently +15, Ride +8, Sense Motive +11, Spot +13, Tumble +15, Use Rope +6 (+8 with bindings)
    Feats: Alertness, Blind-Fight, Improved Initiative
    Environment: A chaotic good-aligned plane
    Organization: Solitary, pair, or squad (3-5)
    Challenge Rating: 8
    Treasure: No coins; double goods; standard items
    Alignment: Always chaotic good
    Advancement:
    Level Adjustment:

    Spell-like Abilities
    The whirlwind eladrin has doombolt instead of lightning bolt and cure severe wounds instead of cure serious wounds. All the save DCs are 5 higher, because they're charisma-based.

    White Lion (Elite Bezekira)
    Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +10
    Speed: 50 ft. (10 squares)
    Armor Class: 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16
    Base Attack/Grapple: +8/+20
    Attack: Claw +15 melee (1d8+8)
    Full Attack: 2 claws +15 melee (1d8+8) and bite +8 melee (2d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 1d8+3
    Special Qualities: Damage reduction 5/silver and good, darkvision 60 ft., elite creature, immunity to cold, electricity and fire, invisible in light, scent, spell resistance 19, telepathy 100 ft.
    Saves: Fort +10, Ref +12, Will +8
    Abilities: Str 27, Dex 23, Con 19, Int 10, Wis 14, Cha 10
    Skills: Balance +17, Climb +19, Hide +14, Jump +23, Listen +17, Move Silently +21, Spot +13, Swim +19
    Feats: Dodge, Improved Initiative, Track
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair, or pride (4-7)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always lawful evil
    Advancement:
    Level Adjustment:

    World's Smallest Violinist (Elite Grig)
    Size/Type: Fine Fey
    Hit Dice: 1d6+31 (34 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares), fly 100 ft. (perfect)
    Armor Class: 29 (+8 size, +9 Dex, +2 natural), touch 27, flat-footed 20
    Base Attack/Grapple: +0/-16
    Attack: Kirpan +12 melee (1d10/16-20 *4) or siege bow +12 ranged (2d6/*11)
    Full Attack: Kirpan +12 melee (1d10/16-20 *4) or siege bow +12 ranged (2d6/*11)
    Space/Reach: ½ ft./0 ft.
    Special Attacks: Spell-like abilities, fiddle
    Special Qualities: Damage reduction 5/cold iron, elite creature, immortal soul, immunity to acid, cold and fire, low-light vision, spell immunity
    Saves: Fort +1, Ref +11, Will +3
    Abilities: Str 11, Dex 28, Con 13, Int 10, Wis 13, Cha 44
    Skills: Craft (any one) +4, Escape Artist +8, Hide +18, Jump +3, Listen +3, Move Silently +10*, Perform (string instruments) +21, Search +2, Spot +3
    Feats: DodgeB, Stealthy, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary, Gang (2-4), band (5-8), or tribe (10-20)
    Challenge Rating: 15
    Treasure: No coins; 50% goods; 50% items
    Alignment: Always neutral good
    Advancement:
    Level Adjustment:

    Immortal Soul
    The world's smallest violinist has an extra 30 hit points.

    Spell-like Abilities, Fiddle
    Because the save DCs are charisma-based, they're all 15 higher.

    Yatagarasu (Elite Raven)
    Size/Type: Tiny Animal
    Hit Dice: ¼ d8+2 (3 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +0/-10
    Attack: Claw +4 melee (1d6-2)
    Full Attack: 3 claws +4 melee (1d6-2)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks:
    Special Qualities: Exceptional creature, low-light vision, spell immunity
    Saves: Fort +4, Ref +5, Will +7
    Abilities: Str 6, Dex 17, Con 14, Int 2, Wis 24, Cha 6
    Skills: Listen +10, Spot +12
    Feats: Alertness, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Yeth Greyhound (Elite Yeth Hound)
    Size/Type: Medium Outsider (Extraplanar, Evil)
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +6
    Speed: 60 ft. (12 squares), fly 80 ft. (perfect)
    Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +3/+9
    Attack: Bite +9 melee (1d8+9)
    Full Attack: Bite +9 melee (1d8+9)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bay, trip
    Special Qualities: Damage reduction 10/silver and good, darkvision 60 ft., elite creature, immunity to cold and fire, flight, scent
    Saves: Fort +6, Ref +5, Will +5
    Abilities: Str 23, Dex 15, Con 17, Int 6, Wis 14, Cha 10
    Skills: Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*
    Feats: Improved Initiative, Track
    Environment: An evil-aligned plane
    Organization: Solitary, pair, or pack (4-8)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral evil
    Advancement:
    Level Adjustment:

    Generic Elite Creature

    Generic Elite Creature is a template that can be applied to any nonelite creature (referred to hereafter as the base creature) which produces an elite creature (referred to hereafter as the resultant creature)

    Speed
    If the base creature can fly, increase its maneuverability by 1 step, or its fly speed by 20 feet if it's already perfect.

    Armour Class
    Competence bonus to AC equal to 1, plus 1 per 3 points of CR of the resultant creature.

    Special Qualities
    If the resultant creature has 20 or more hit points, it gains the Elite Creature special quality. Else, it gains the Exceptional Creature special quality. It also gains one immunity, plus one more if the resultant creature is at least CR 4 and another if it's at least CR 8. The DM may pick immunities, else pick the first ones the creature doesn't have from the following: fire, cold, electricity, acid, slashing, piercing, bludgeoning, sonic, force, positive/negative energy (whichever harms the subject).

    Abilities
    The total increase in ability scores is +10. The DM can assign them, else assign +4 to whichever of strength or dexterity is higher, +2 to the other, +4 constitution. If both are equal, assign +4 strength, +4 dexterity, +2 constitution instead.

    Feats
    If the base creature has one or more instances of toughness, qualifies for improved toughness (base fortitude save 2+), and has 3 or more hit dice, replace one instance of toughness with improved toughness.

    Organisation
    Usually lower than the base creature, at DM discretion.

    Challenge Rating
    As base creature +2

    Advancement
    —. If you want to advance an elite creature, you must do it carefully rather than relying on the table.

    Level Adjustment
    —. Players should not have access to the elite creature special quality.

    Reference List

    The list shows the list of elite creatures, the summon nature's guardian spell which summons them if any, and the summon progenitor spell which summons them if any.

    Ætherwasp (Elite Xill) /6
    Alligator (Elite Crocodile) 2/3
    Archon, Tabernacle (Elite Lantern) /4 Coyote (Elite Hound) /5
    Attricipal (Elite Avoral) /7
    Attricipegasus (Elite Hippogriff) 2/3
    Bald Eagle (Elite Eagle) 1/2
    Bear, Arctic (Elite Polar Bear) 5/6
    Bear, Dark (Elite Black Bear) 2/3
    Bear, Grizzly (Elite Brown Bear) 4/5
    Black Witch (Elite Night Hag) /9
    Boltcrow (Elite Arrowhawk) juvenile 4/ adult 5/ elder 7/
    Bristling Devil (Elite Barbazu) /5
    Buffalo (Elite bison) /3
    Coyote (Elite Dog) /1
    Demolition Beetle (Elite Giant Bombardier Beetle) /2
    Dire Great Ape (Elite Dire Ape) 4/5
    Dire Great Mauler (Elite Dire Wolverine) 4/5
    Dire Great White (Elite Dire Shark) 8/9
    Dire Grizzly (Elite Dire Bear) 6/8
    Dire Jackal (Elite Dire Wolf) 3/4
    Dire Jaguar (Elite Dire Tiger) 7/8
    Dire Mauler (Elite Dire Badger) 2/3
    Dire Sabretooth (Elite Dire Lion) 5/6
    Dire Otter (Elite Dire Weasel) 3/3
    Dire Vampire Bat (Elite Dire Bat) 2/3
    Dire Velociraptor (Elite Megaraptor) 6/7
    Dire Wild Boar (Elite Dire Boar) 4/5
    Dolphin (Elite Porpoise) 1/1
    Dretch Taskmaster (Elite Dretch) /3
    Eaglion (Elite Griffon) 5/5
    Elasmotherium (Elite Rhinoceros) 5/6
    Elemental Small 2/3 medium 4/5 large 5/6 huge 6/7 greater 7/8 elder 9/9
    Faerie (Elite Pixie) 6/ (7/ with sleep arrows) (9/ with sleep and memory loss arrows)
    Giant Alligator (Elite Giant Crocodile) 4/5
    Giant Bald Eagle (Elite Giant Eagle) 3/4
    Giant Bumblebee (Elite Giant Bee) /2
    Giant Constrictor Serpent (Elite Giant Contrictor Snake) 5/6
    Giant Hornet (Elite Giant Wasp) /4
    Giant Jellyfish (Elite Giant Octopus) 6/7
    Giant Man-o-War (Elite Giant Squid) 7/8
    Giant Osprey (Elite Giant Owl) 3/4
    Giant Scarab (Elite Giant Stag Beetle) /5
    Gibbon (Elite Monkey) 1/1
    Great Ape (Elite Ape) 3/3
    Great Djinni (Elite Djinni) 7/7
    Great Mauler (Elite Wolverine) 2/
    Hedgedog (Elite Howler) /4
    Hexacheires (Elite Girallon) 6/7
    Hidden Doom (Elite Invisible Stalker) 7/7
    Hoary Marmot (Elite Dire Rat) 1/1
    Hound of Tindalos (Elite Hell Hound) /3
    Humpback Whale (Elite Baleen Whale) 6/7
    Icthyosaur (Elite Elasmosaurus) 5/6
    Inferno Beetle (Elite Giant Fire Beetle) /1
    Jackal (Elite Wolf) 1/2
    Jaguar (Elite Tiger) 4/5
    Jellyfish (Elite Octopus) 1/1
    Killer Whale (Elite Orca) 5/6
    Lava-kin (Elite Thoqqua) 3/
    Lemure Wanderer (Elite Lemure) /2
    Mammoth (Elite Elephant) 6/7
    Man-o-War (Elite Squid) 2/2
    Mauler (Elite Badger) /1
    Mephit 4/
    Murderhawk (Elite hawk) /1
    Monstrous Deathstalker (Elite Monstrous Scorpion) Small /1 medium /2 large /5 huge /7 garg /9
    Monstrous Millipede (Elite Monstrous Centipede) Medium /1 large /2 huge /3 garg /6 col /8
    Monstrous Tarantula (Elite Monstrous Spider) Small /1 medium /2 large /4 huge /6 garg 8/ col /9
    Moon Clan (Elite Satyr) 3/ (5/ with pipes)
    Osprey (Elite Owl) 1/1
    Preying Mantis (Elite Giant Praying Mantis) /4
    Pummeler Demon (Elite Hezrou) /9
    Riding Coyote (Elite Riding Dog) /2
    Sabretooth (Elite Lion) 3/4
    Salamander, Flamefather (Elite Flamebrother) 4/ Superior (Elite Average) 6/ Royal (Elite Noble) 8/
    Sea Tiger (Elite Sea Cat) 4/5
    Serpent, Constrictor (Elite Constrictor Snake) 3/3
    Serpent, Viper (Elite Viper Snake) Small 1/1 Medium 2/2 large 3/3 huge 4/4
    Shackled Devil (Elite Kyton) /6
    Shark, Hammerhead (Elite Medium Shark) 2/2, Mako (Elite Large Shark) 3/4, Great White (Elite Huge Shark) 4/5
    Shellyfish (Elite Tojanda) juvenile 4/ adult 5/ elder 8/
    Skeletal Devil (Elite Osyluth) /7
    Slime Demon (Elite Babau) /7
    Song Guardian (Elite Lillend) /8
    Sorcerous Serpent (Elite Coatl) /9
    Smilodonal (Elite Leonal) /9
    Spearhead (Elite Unicorn) 4/ Celestial Lancer (Elite Celestial Charger) 9/
    Sperm Whale (Elite Cachalot Whale) 7/8
    Spider Demon (Elite Bebilith) /9
    Spiked Devil (Elite Hamatula) /9
    Spinosaurus (Elite Tyrannosaurus) /8
    Terraphage (Elite Xorn) minor 4/ average 6/ elder 7/
    Thunderbird (Elite Roc) 8/9
    Titanoceratops (Elite Triceratops) 7/8
    Tsaeb Soahc (Elite Chaos Beast) /6
    Umbral Hound (Elite Shadow Mastiff) /4
    Velociraptor (Elite Deinonychus) 4/5
    Vulture Demon (Elite Vrock) /8
    Warhawk (Elite Achaierai) /5
    Watersprite (Elite Nixie) 5/
    Wild Boar (Elite Boar) /3
    Wind-Watcher (Elite Janni) 5/6
    Whirlwind Eladrin (Elite Bralani) /6
    White Lion (Elite Bezekira) /8
    World's Smallest Violinist (Elite Grig) 9/
    Yatagarasu (Elite Raven) /1
    Yeth Greyhound (Elite Yeth Hound) /4
    Last edited by Jormengand; 2018-01-25 at 05:59 PM.

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