TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9506
  f irst ones
  Ene mie s  o f  Ne o Exo du s :
  
  enemies of neoexodus:
  f irst ones
  2
  WRITTEN BY:
  JOSHUA COLE WITH J.P. CHAPLEAU,  
  BENJAMIN WENHAM AND LOUIS PORTER JR.
  EDITING BY:
  LINDA WEYGANT 
  ARTWORK BY:
  EDUARDO BROMHBLEY, ANTHONY 
  COURNOYER, CARLOS HERRERA
  Enemies of NeoExodus: 
  First Ones
  LOUIS PORTER, JR DESIGN  
  5580 SW 97TH TERRACE  
  COOPER CITY, FL 33328
  LMPJR007@GMAIL.COM
  WWW.LPJDESIGN.COM
  CONTENTS
  HISTORY ................................................4
  THE RISE OF MAN 
  4
  EXILE AND KAYEN’TE 
  4
  THE BETRAYAL OF THE P’TAN 
  5
  THE FIRST ONE COMBINE 
  5
  THE LOCARI 
  5
  UNDER THE COMBINE 
  6
  THE SCYTHIANS 
  6
  USING THE FIRST ONES ....................6
  MASTERMINDING EVERYTHING 
  6
  IMPERIAL COVER UP 
  6
  THE FIRST ONES AT WAR 
  7
  FIRST ONE ENCLAVES .......................7
  AK’TALA’CHI 
  7
  BEL’ORVASH’S ESTATE 
  7
  KAYEN’TE 
  7
  WATENGA 
  9
  ANEISHI ..................................................9
  HISTORY AND MYTHS 
  9
  THE ANEISHI 
  9
  RELATIONS 
  10
  USING THE ANEISHI 
  11
  EXODITE ..............................................11
  HISTORY AND MYTHS 
  12
  THE EXODITES 
  13
  RELATIONS 
  14
  USING THE EXODITES 
  14
  TYPICAL EXODITES 
  15
  KHAYNITE ...........................................16
  HISTORY AND MYTHS 
  16
  THE KHAYNITES 
  16
  RELATIONS 
  17
  USING THE KHAYNITES 
  18
  TYPICAL KHAYNITES 
  19
  SOBEKA ................................................19
  HISTORY AND MYTHS 
  20
  THE KOBURA 
  21
  THE KROCA 
  22
  RELATIONS 
  23
  USING THE SOBEKA 
  23
  TYPICAL SOBEKA 
  23
  KROCA - CR 8 
  24
  NEW FEATS .........................................25
  NEW SPELLS .......................................28
  DISPEL MINIONS 
  28
  MINION MARK 
  28
  RELATIONS .........................................28
  FAMOUS FIRST ONES .......................30
  NEW ITEMS .........................................31
  NEW MONSTERS ................................32
  NEW CREATURE TYPES ..................41
  
  enemies of neoexodus:
  f irst ones
  3
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
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  enemies of neoexodus:
  f irst ones
  4
  EVERYTHING HERE IS A LIE.
  Only fools trust anything the First Ones say, do or think. 
  You have been warned.
  INTRODUCTION
  The First Ones - the name strikes terror into the heart of 
  the people of Exodus. They are the bogeymen, formed of 
  living shadow, that stalk the people. They control monsters 
  and abominations that are loose upon the world. They 
  snatch children and lone travelers. They torture men for 
  their own pleasure and cavort with fiends to do their dark 
  bidding. 
  Those are but myths.
  The truth is far worse.
  THE FIRST ONES
  WHO ARE THE FIRST ONES?
  “The First Ones” is the name given to a group of humanoid 
  creatures who ruled Exodus before the Age of Man. Today, 
  the First Ones include five races: the Aneishi, the Exodites, 
  the Khaynites, the Kroca and the Kobura. In days past, 
  each race served a specific purpose, but with the rise of 
  the Kaga and the destruction of their empire, the First Ones 
  remain roughly united by their desire to return to power 
  and to once again relish in luxury while others toil for their 
  pleasure and their comfort.
  The First Ones have no unified structure or organization.  
  Instead they struggle against each other for power and 
  control. The Combine that loosely unites them merely 
  focuses their energies towards outsiders, and is not a real 
  government by any stretch of the imagination. First One 
  princes and lords are the true authorities. 
  HISTORY
  The time before the rise of the First Ones’ Empire is 
  draped in myths and legends. Little can be ascertained 
  and corroborated. The Khaynites speak of a time when 
  dragons ruled over lizard men. That ended when Khayne 
  took interest in the world. 
  Khayne took a shape he found pleasant. He travelled the 
  world, spreading seeds of hate and the desire for power 
  in the nascent races of Exodus. Those blessed by Khayne 
  when the world was still young became the First Ones. 
  Invested by the divine spark of Khayne, the First Ones 
  united the world into an empire, imposing their will and 
  crushing the spirits of those Khayne discarded.
  The founding of the Empire marks the beginning of the 
  First Ones’ calendar - 1FOY as it is commonly written. 
  The Empire of the First Ones ruled over a golden age that 
  spanned millennia: a time of great magical feats, great 
  magical creations, flourishing arts, and the world existed 
  as was ordained by Khayne. Great palaces and temples 
  were built, the grandeur of which would never again be 
  seen on Exodus. Cities rose, to protect and provide for 
  the slaves that rejoiced and loved their shackles and their 
  masters, for only the First Ones were blessed by Khayne 
  to command and rule over the entire world.
  The iron fist and divine grasp of the First Ones protected 
  the slave races from the menaces that roam the world. It 
  was an era where great heroes traveled the land, finding 
  adventure and accomplishing deeds only possible to a 
  people blessed by the gods. 
  Every day, the blood of thousands would cover the altars 
  of Khayne across the empire, sacrificed to his greatness. 
  With so many sacrifices the First Ones wanted for nothing.
  THE RISE OF MAN
  But the Murderous Lord grew fat, bloated and complacent 
  by the constant gifting of souls and blood. He withdrew 
  from the world, returning to his home in the darkest Abyss. 
  Like their master, Khayne’s chosen grew lazy in the throes 
  of utter victory. Instead of seeking to increase their power, 
  they turned on each other. Instead of seeking glory for the 
  Murderous Lord, their sought glory for themselves. 
  With the unity of the First Ones shattered, the slave races 
  saw an opportunity to don the mantle of divinity, a mantle 
  that had never – and should never have been theirs. 
  Like well-trained dogs, they had observed and learned 
  from their betters. They learned the ways of magic and 
  perverted it.
  So deep ran the perversions of the slave races, that they 
  created a sentient being entirely composed of perverted 
  arcane power. This abomination, which they named Kaga, 
  first spread its insidious words to others of the weak-minded 
  slaves. Kaga sought any magically charged locations and 
  drained them to feed its ravenous and destructive hunger. 
  The First Ones date the creation of the Kaga to the year 
  3578FOY. Then, impertinently, the slaves dared to rise up 
  in arms against their god-appointed masters. Led by the 
  Kaga, they confronted First Ones warlords, and defeated 
  them aided by their constructed god. 
  The First Ones’ empire on Exodus fell after ten centuries 
  of constant combat. In the end, the slave races won and the 
  First Ones were forced into exile. The last of the First Ones 
  abandoned Exodus in 4498FOY. 
  EXILE AND KAYEN’TE
  The First Ones’ empire had fallen, their armies crushed. 
  The slaves were victorious. But the First Ones were far 
  from annihilated. 
  In the end, the First Ones managed to rob the slave races of 
  their final victory. Escaping through Nexus Gateways, the 
  First Ones fled to a refuge beyond the grasp of man. They 
  destroyed many Nexus Gateways and rendered others 
  useless, in order to escape the Kaga and his ungrateful 
  
  enemies of neoexodus:
  f irst ones
  5
  band of slaves. The foolish slaves threw away the blessed 
  guidance of the First Ones to surrender to a thing they had 
  created - a simple construct of magical energy!
  The First Ones’ final destination was a dark, underground 
  realm called Kayen’Te, which simply translates to 
  “Undershadow” in Khaynite. Kayen’Te is a land of 
  perpetual twilight, filled with oozes and other such 
  monsters. The first of the First Ones that settled here 
  established separate kingdoms. As more exiles arrived, 
  armies of First Ones clashed, destroying each other. 
  For more than fifteen centuries, the First Ones fought each 
  other seeking to ascertain dominance over Kayen’Te. 
  THE BETRAYAL OF THE P’TAN
  In 5357FOY, a group of P’Tan, the long-time obedient 
  slaves of the First Ones, left Kayen’Te for the mainland 
  of Exodus. Their mission was simple: locate the rulers of 
  each of the nations the First Ones left behind and gather 
  as much information about them. The P’Tan envoys, 
  however, were seduced by the decadence and insidious 
  magic of the Kaga. 
  For over a year, they languished and gave in to every 
  perversion the Kaga and his minions granted them. The 
  Kaga filled their weak minds with lies about their rightful 
  masters and twisted facts to its own needs.
  When the P’Tan envoys returned to Kayen’Te, they spread 
  the lies that filled their heads to others. Soon most of the 
  P’Tan believed the lies and began to spread them even 
  further. Like a spark of falsities, the Kaga’s lies almost 
  sparked another full-fledged rebellion. The First Ones used 
  their superior intellect to manipulate their other slaves and 
  inflict many crushing defeats on them. 
  The slaves took control of a Nexus Gateway and 
  disappeared into the void. The betrayal of the P’Tans led 
  to great purges of the slaves and deep reform of the way 
  the First Ones used them. 
  From that point on, only small groups would be sent to 
  Exodus. Upon their return, they would be debriefed using 
  magical means and their memories either stripped from 
  them or their minds and bodies used for experimentation.
  Those few P’Tans who did not escape were the target of 
  brutal repression. Their spirits were mercilessly crushed 
  when they were told of their rebellious brothers’ flight into 
  the void.
  The repression brought the desired effect. The slaves gladly 
  return to their masters’ service and order was restored in 
  Kayen’Te. The First Ones again found themselves lording 
  over obedient servants. For a brief time, the Civil War had 
  stopped. 
  Peace brought it back.
  THE FIRST ONE COMBINE
  In 5417FOY, leaders of each of the five major races, the 
  Aneishi, the Exodites, the Khaynites, the Kobura and the 
  Kroca, met in Welkan and agreed to a ceasefire. Though 
  none of the five would admit it, they had succeeded in 
  destroying everything they had taken with them into exile.
  Kayen’Te was but a pile of slag. Their armies were 
  exhausted and what few resources they controlled had 
  been drained. The First Ones had destroyed their armies 
  and their own powerbase.
  The end of the civil war led to a relative peacetime. It did 
  not take long for the First Ones to turn their attention to 
  other avenues of conquest. Unable to defeat each other, 
  they turned their attention towards their former lands.
  Using magic and the Nexus Gateways, the First Ones 
  contacted other followers of Khayne in the Wyldlands of 
  Bal. Their influence led to the rise of the Euhudi and the 
  Brotherhood of Khayne. 
  The successes of the Brotherhood of Khayne brought 
  elation to Kayen’Te. For the first time since the creation 
  of the Kaga, the plans of the First Ones were successful. 
  Plunder in the form of gold, magic and slaves flooded the 
  markets of Kayen’Te. Desire for a newly formed empire 
  spread like wildfire.
  The defeat at the Battle of the River of Blood nearly 
  reignited the fires of civil war. Rival families and factions 
  clashed once more.  That is when a lame, albino Khaynite 
  named Artegloss presented the princes with an offer. They 
  would join together in a complex arrangement he called 
  a Combine. This combine would be a precursor to the 
  re-formation of the Empire.
  After much negotiation, the princes agreed to the offer, 
  adopting Ategloss’s name of The Combine. The Combine’s 
  goal is to focus on expansion and to reestablish the First 
  Ones in their divinely assigned place among all other 
  races: on top.
  THE LOCARI
  In 5745FOY, a Khaynite named Bel’orvash created a new 
  form of life. These new creatures – he called them Locari 
  – were totally ruthless, without pity or compassion and 
  completely dedicated to the destruction of any other life 
  forms around them. Part insect and part lizard the Locaris 
  are the hunter’s epitome. 
  The first Locari rampaged through Bel’orvash’s estate, 
  killing over forty Scythians sent to stop them. Many First 
  Ones were also killed trying to bring them down. Yet all 
  Bel’orvash has to say was “stop” and the Locari obediently 
  returned to him and sat at his feet.
  For ten years, talks about Bel’orvash’s new creations 
  went on. The Aneishi and the Exodites argued for the 
  creatures to be destroyed as they could not be controlled. 
  
  enemies of neoexodus:
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  6
  The Khaynites argued that the Locari obeyed them without 
  fault.
  Finally, a deal was struck. The Locari would be sent to a 
  test location. From there it would be determined what to 
  do with them. After a short search, Bel’orvash and a small 
  group of researchers established a small outpost on the 
  island of Ablis. 
  Bel’orvash let his Locari roam free. Within a year, the 
  Locari had destroyed most of the human population on 
  Ablis. The few remaining humans left fled for their lives. 
  UNDER THE COMBINE
  The Combine did not put a stop to the First Ones’ 
  in-fighting, but it allowed them a chance to begin plotting 
  beyond the borders of Kayen’Te. Many First One lords 
  elected to expand upon the domain they controlled and, 
  for the first time in fifteen centuries, set out on a war of 
  conquest through passageways they had long ignored. 
  Scythian raids stopped on mainland Exodus as their 
  energies were redirected elsewhere. The First Ones’ armies 
  clashed with those of the aboleth, the cerebral assassins, 
  and the troglodytes, but also across the outer planes 
  where they encountered chaosweavers, demons and devils, 
  sometimes forming alliances with those creatures, other 
  times fighting them. This expansion cost the First Ones 
  many minions, but they managed to bring in additional 
  slaves to experiment on. These experiments ensured the 
  First Ones’ armies would always have plenty of recruits 
  and cannon fodder. They also ensured that the First Ones’ 
  enemies were never certain of who or what they would be 
  fighting.
  THE SCYTHIANS
  In 6113FOY, a number of Khaynite elders met and after 
  much deliberation decided the Scythians were obsolete, 
  should no longer be relied on and, therefore, destroyed. In 
  typical Khaynite fashion, they could not agree on how to 
  do so. Because of the Scythians’ natural resistances, some 
  Khaynites used the Scythians for experiments. Others 
  wanted to use them as fodder in conflicts. A third group 
  proposed to let them loose upon the world. The fourth 
  group, composed of most of the other First Ones, was 
  simply not informed of the Khaynites’ decision because 
  they would argue and doubt the Khaynites’ right to dispose 
  of their lackeys.
   The argument lasts to this day, with each group putting 
  their own agenda forward. This lack of clear focus has 
  allowed the Scythians to remain at the core of any First 
  One army. 
  Today is 6220FOY (91AU). The First Ones are getting 
  ready to retake what is rightfully theirs.
  USING THE FIRST ONES
  Facing the First Ones and their minions is a prospect that 
  should strike fear in the heart of any reasonable adventurer. 
  The First Ones are cunning, intelligent and unmistakably 
  evil. They stoop to any dirty trick, lie, cheat and betray 
  whoever gets in the way of their goals. 
  They can best be described as unpredictable. The First 
  Ones rarely appear directly, at least at first. If their minions 
  prove unable to deal with a menace, then the masters move 
  in to confront the enemy. 
  MASTERMINDING EVERYTHING
  When you decide on a First One as the master villain that 
  will oppose your PCs, it is important to spend a little time 
  fleshing out the character. 
  What are his end goals? What is the villain trying to 
  achieve over the course of the campaign?
  How many resources does he have at his direct command? 
  This includes direct resources: minions, access to funds, 
  magical means.
  How many resources does he control indirectly? This 
  includes alliances, mercenaries, unwilling and blackmailed 
  servants.
  What or who are the forces opposing the villain?
  No First One should be bland – with the possible exception 
  of the high level Sobekas.
  IMPERIAL COVER UP
  The appearance of a First One on mainland Exodus would 
  cause a major stir. For the past two thousand years, only a 
  handful of First Ones have been reported on Exodus. None 
  have been sighted in the last two centuries. Many think 
  that the last First One enclave was destroyed during the 
  Twilight War, a belief the high instances of the Imperial 
  Alliance have supported and reinforced.
  The Imperial Alliance and the leaders of every major nation 
  know of the First Ones’ continued involvement on Exodus. 
  To prevent outright panic, with the Kaga’s blessing, a 
  conspiracy of silence exists where the appearance of First 
  Ones is silenced. 
  The Sasori information network is well aware of the First 
  Ones and frequently attempts to manipulate local instances 
  to destroy the First Ones. When the authorities do not act 
  fast enough, the Sasoris are known to leak information to 
  P’Tan slayers and adventurers. 
  The Kaga and its agents willingly keep secret what it knows 
  about the First Ones. When they reveal information, it is 
  usually to people they know can act and help the situation. 
  Therefore most of the instances within the Imperial 
  Alliance have joined together in a conspiracy of silence. 
  They do not talk about the First Ones and maintain the 
  
  enemies of neoexodus:
  f irst ones
  7
  appearance and common belief that, following the First 
  Ones’ defeat over two thousand years ago, they have 
  completely vanished from the face of the world. 
  A task force composed of janissaries and senators dedicate 
  themselves to locating and destroying the influence of 
  the First Ones throughout Exodus. This secret group 
  travels the entire Imperial Alliance. They frequently hire 
  adventurers who can be bought off and are expendable. A 
  good way to make enemies in the Imperial Alliance is to 
  start agitating people about the return of the First Ones. 
  The leader of this unnamed group is Senator Tlotoxl from 
  the Reis Confederacy. He travels under the guise of a 
  man who seeks to help the poor and those who live on 
  dangerous frontiers, such as the border of Sametia and 
  remote areas of the Confederacy. Secretly, the senator 
  rarely travels out of the goodness of his heart. He does so 
  to investigate rumors of First One involvement and has an 
  uncanny ability to be at the right place at the right time.
  THE FIRST ONES AT WAR
  When the First Ones decide on a major offensive, they 
  use their minions to gather information, bribe weak 
  individuals, discover weak points, and plan assassinations 
  before launching their offensive. When they are ready to 
  attack, they use local agents to reinforce their own forces.
  The First Ones have spent centuries getting ready for the 
  invasion they are currently planning. 
  FIRST ONE ENCLAVES
  AK’TALA’CHI
  The Aneishi enclave, simply known as Ak’Tala’Chi -“Dark 
  City” in Aneishi – is a series of caves that surround a series 
  of common areas. Separated from Kayen’Te by over three 
  miles of well guarded caves, Ak’Tala’Chi is perhaps 
  the best defended of all the First Ones’ stronghold. It is 
  the only site that never fell to an outside invader for the 
  duration of the civil war. 
  Ak’Tala’Chi is filled with webs and arachnid horrors 
  can be found everywhere. Driders and ettercaps form the 
  majority of the visible population. It is very possible for 
  someone to spend weeks here and never see an Aneishi.
  Heading into the dark tunnels without a guide is guaranteed 
  to lead into an ambush, a trap or both. The Aneishi guard 
  their tunnels jealously and uninvited guests become part 
  of the next meal. 
  At the center of Ak’Tala’Chi is the Nexus Gateway used 
  by the Aneishi. Few know of its existence, even among 
  the Aneishi. Like the other gateways in Kayen’Te, it is 
  extremely well guarded.
  BEL’ORVASH’S ESTATE
  This estate is perhaps the only inhabited location on the 
  island of Ablis. This estate was built by Bel’orvash, the 
  Khaynite responsible for the creation of the Locari. This 
  luxurious estate was built in a volcanic area. Powerful 
  magic keeps the heat at bay allows the estate and its 
  inhabitants to be safe and cool throughout the year.
  Protected by lava fields and many elementals, the estate 
  is something of a travel destination for Khaynites seeking 
  to pit their new creations against the Locari that rule the 
  island.
  Only Khaynites live on the estate where Locari servants 
  obey their every command. Officially the estate does not 
  exist. It was wiped out by the volcanoes. 
  To reach the estate, a Khaynite must teleport there from 
  the surface of Exodus. This ensures that only the most 
  powerful of Khaynites can find their way.
  KAYEN’TE
  The Undershadow is the current seat of power of the First 
  Ones. It is a cold, dark and dismal place where slaves 
  toil endlessly to expand the dark domain of their masters. 
  Kayen’Te is located in an enormous cavern, over twenty 
  miles across.  At the center of it stands the Dark Depths 
  of Eopyth. 
  The well-fortified stronghold of Welkan rises by the lake 
  and serves as The Combine’s seat of power. Rising around 
  Welkan are numerous fungus farms and pastures for 
  mutant cattle and livestock. 
  Isolated lit areas allow servants without darkvision to 
  perform their tasks. Those areas are cramped, smelly and 
  filled with people. The many continual flame spells left 
  here do nothing to chase away the permeating cold.
  There are three Nexus Gateways in Kayen’Te. One 
  controlled by the Exodites of the Naal dojo in the Roper 
  Forest and two in or near Welkan. 
  DARK DEPTHS OF EOPYTH
  At the center of Kayen’Te are the Dark Depths of Eopyth, 
  named for the way it appears to creatures with darkvision. 
  Many streams and rivers feed into it, but the lake empties 
  through deep underground rivers. The cool, crystalline 
  waters of the lake are filled with a variety of freshwater 
  fish like bass, perch, pike and trout.
  The center of the lake is home to a clan of vicious dragon 
  turtles with no love for the First Ones. They viciously 
  attack all ships that cross their territory. The dragon turtles 
  do not tolerate the presence of any outsider. 
  The shallows are home to many skum tribes subjugated by 
  the First Ones and coerced into providing the First Ones 
  with fish. Like everyone else, the skums chafe under their 
  ruthless masters.
  ROPER FOREST
  To the west stands an area known as Roper Forest. Ropers 
  are common there, but what makes the area particularly 
  
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  distinctive is the great number of extremely lifelike roper 
  statues one can find throughout the forest. These “statues” 
  were made centuries ago when the First Ones sent a family 
  of medusas into the forest. The medusas were eventually 
  killed, but not before they turned many ropers to stone.
  Today, ropers are organized into clusters of 3-6 individuals. 
  These roper clusters formed alliances with groups of First 
  Ones. The First Ones provide their ropers with fresh food 
  – usually slaves – while the ropers provide safe passage.
  At the center of the forest rises the Naal dojo. This most 
  prestigious establishment is over two millennia old. It 
  trained the most brutal and glorious Exodite generals in 
  history. Simply reaching the dojo is a feat in itself.
  SCYTHIAN WARRENS
  The warrens appear at first glance to be little more than 
  piles of bone reaching as high as seventy feet. The warrens 
  serve as a hatchery for the young and as a cemetery for the 
  few scythians who reach old age. The warrens are filled 
  with Scythian bone elementals and bone shard swarms. 
  This cavern, nearly three miles long and half as wide, was 
  expanded from a smaller system of caverns. It was dug 
  by Koleos slaves shortly after the First Ones took over 
  Kayen’Te. Over time, Scythians have expanded the cave 
  to its current size.
  When First Ones need additional troops, they come to the 
  entrance and call out. Scythians within earshot quickly 
  gather. Any non-Scythian traveling any deeper into the 
  Warren will be continually challenged to fights by the 
  locals.
  WELKAN
  To call Welkan a city is a misnomer. Welkan is a collection 
  of armed camps and fortresses where the most powerful 
  First Ones can meet. Though not neutral ground, very little 
  infighting has taken place here since the formation of The 
  Combine. Tall spires, shaped like the claws of a beast lost 
  to time, rise up into the covered sky above the city below.
  The streets of Welkan are a hive filled with gates and 
  guarded enclaves. Though most of the city is above ground, 
  Welkan has an extensive underground series of tunnels, 
  catacombs and sewers. There may not be much fighting on 
  the streets, but when someone digs into another’s’ tunnels, 
  vicious fighting takes place with the winner annexing the 
  
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  loser’s underground territory. Today, the Khaynite control 
  the vast majority of Welkan’s underground.
  Welkan boasts, correctly, that it has the largest slave 
  market in the universe. Races from Exodus and beyond 
  can be found here. When new slaves arrive, the market 
  fills as everyone seeks to extend their power with new 
  acquisitions. Warriors with rare or unique skills and 
  comely females are particularly sought.
  WATENGA
  Watenga is a small village in the western Wyldlands of 
  Bal. This Sobeka enclave harbors one of the few Nexus 
  Gateways controlled by the First Ones on Exodus. 
  For many years it was a simple village of huts surrounded 
  by a wooden palisade, but in the last two decades, the 
  First Ones have invested resources into Watenga. First, 
  they created a keep to protect the Nexus Gateway. Then 
  they reinforced the Sobeka with over a thousand Scythians 
  and beasts that roam the swamp. The trip to Watenga is as 
  dangerous as reaching it. 
  Today, it is an armed camp with small enclaves of other 
  First Ones amid a sea of reptilian creatures. The Sobeka 
  command a complex network of alliances with lizardfolk 
  and troglodyte tribes.
  Rumors surround the site, something the Kobura make 
  sure reach the ears of gullible and rich adventurers. The 
  most persistent rumor is that the site of Watenga houses 
  the city of the ape-men. Many fools have disappeared from 
  Exodus to find their way to the slave market of Welkan 
  while following this rumor.
  ANEISHI
  Called First Ones by the humanoids of Exodus and driven 
  into exile with them, the Aneishi remain allied to the 
  other First Ones with mutual fears and hatreds. They are 
  an unpredictable, savage people who are neither slaves 
  nor citizens of the dark demesne but who are vital to its 
  success. Though the Kobura subrace of Sobeka were likely 
  created in an attempt to make the Aneishi obsolete these 
  spider-like humanoids remain indispensable to their allies.
  HISTORY AND MYTHS
  The Aneishi see themselves as the only “true” First Ones. 
  They believe that in the days before time, creatures 
  and monsters merged magically and created a race that 
  gathered the best of all worlds. It had a humanoid shape 
  to affect the world around them, dominate other races and 
  erect great buildings.
  As they expanded into the world, they encountered other 
  races. The Aneishi ruled their own empire until they 
  clashed with the Khaynites in a series of wars, the details 
  of which are lost to time. Unable to destroy the Aneishi 
  and their empire, the Khaynites sued for peace with very 
  positive terms to the Aneishi. Thus the Aneishi Empire 
  became an equal partner in the greatest empire the world 
  has ever seen. 
  For uncounted centuries, the Aneishi and the Khaynites 
  conquered the world, their rule unchallenged and 
  uncontested. When the slave races united to overthrow 
  their rightful rulers, the Aneishi were forced into exile with 
  the rest of the First Ones. 
  EXILE
  Exile is harsh to the Aneishi. They blame the hedonistic 
  and complacent Khaynite and the Sobeka’s overly simple 
  tactics for the defeat. The Aneishi have very little holdings 
  remaining in Kayen’Te. This has led many of their enemies 
  to suspect they are weak. But the Aneishi are crafty. 
  Instead, the Aneishi have built their own powerbase in a 
  separate location very few know about. This place, they 
  merely call “Dark City” in typical Aneishi fashion. Within 
  Dark City, they command vast number of mutant spiders, 
  driders and ettercaps. Slaves in Dark City rarely live long 
  before they serve as food.
  THE ANEISHI
  PERSONALITY
  Aneishi not only operate outside the confines of First One 
  society, they all but eschew society in general. Most prefer 
  solitude to the company of either their own kind or any 
  other. Aneishi are somewhat cold and distant even from 
  their own emotions; they seem to feel hates and loves 
  less strongly than most other intelligent creatures, and are 
  virtually immune to fear. 
  The Aneishi have a complex social structure, a web of 
  elaborate, long-distance dominance games and social 
  plays, but this is imperceptible to other races because it 
  comes into play only when a pair of Aneishi chance to 
  meet. Both the Aneishi’s solitary lifestyle and the elaborate 
  society it masks lead most Aneishi to be taciturn. 
  When an Aneishi speaks, he does so because he has to 
  – and even then, his words are many-layered in cryptic 
  meanings and implications. Few non-Aneishi tolerate this 
  behavior much less comprehend it, which only serves to 
  reinforce the creatures’ reticence. This complex approach 
  to everything makes others call the Aneishi untrustworthy 
  – an accomplishment among the First Ones.
  Aneishi are at once disciplined and independent, restrained 
  and unbound. Cruel, intolerant predators, the Aneishi are 
  generally neutral evil, although theirs is the more natural 
  wickedness of the savage than the calculated depravity of 
  the more powerful First Ones.
  PHYSICAL DESCRIPTION
  The Aneishi resemble anthropomorphic spiders. They have 
  only two arms and two legs, but their bodies are covered 
  with a sturdy brownish carapace and short, bristly hairs, 
  and their faces are more arachnid than humanoid. Eight 
  
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  compound eyes glimmer above wicked mandibles. Aneishi 
  are shorter than humans, standing between four and five 
  and half feet tall, but somewhat broader through the 
  torso and head. To an Aneishi’s enemies, its most notable 
  physical feature is its webspinner, a protrusion on the back 
  of its thorax that produces sticky, silk-like material.
  RELIGION
  Unlike the other First Ones, the Aneishi pay no homage 
  to the blood god Khayne and his dreadful clergy. Aneishi 
  have few, if any, clerics; their religion is maintained by 
  their druids, whose wanderings in the deepest wilderness 
  have laid bare nature’s darkest secrets. 
  Aneishi of all professions honor the druids, who hold high 
  positions in the ephemeral social web of their race, but 
  they do not give them offerings or sacrifices; the druids, 
  even more than other Aneishi, are expected to fight to 
  survive. Non-Aneishi druids are given no special treatment 
  or reverence.
  NAMES 
  Aneishi have no names. They refer to each other by terms 
  of rank, and even these are only relative to the other 
  Aneishi around them. To those who do not speak their 
  language, Aneishi names all names sound like clicks and 
  hisses.
  Aneishi who deal with outsiders usually acquire names or 
  nicknames in the local language, although they use them 
  only to placate their allies. 
  Names: K’tklick, K’tok, Tak’tak’akak, Tsssska’k
  RELATIONS
  Aneishi have few relations with other races, and what few 
  they have are generally hostile. They cooperate with the 
  Khaynites and Exodites because the humanoids of Exodus 
  are their shared enemies, but there is no love lost between 
  the races. Aneishi despise slave races such as the Sobeka 
  and harbor long-standing hatred for the humanoids of 
  Exodus who drove the First Ones from their ancient 
  dominance.
  The Aneishi tolerate ettercaps and driders because 
  they see a common heritage between them. This 
  tolerance is always that of a master towards a useful 
  slave. 
  Any surface-dwelling race is considered food to 
  the Aneishi. The Aneishi have no qualms about 
  eating sentient beings, and seem to relish the 
  opportunity.
  ANEISHI LANDS
  A handful of Aneishi still dwell in Exodus, although 
  most have withdrawn to the hidden realm of the First 
  Ones. In both cases, Aneishi avoid civilization, lairing in 
  the deepest caverns and the darkest woods. Aneishi prefer 
  to dwell in regions where their climbing ability gives 
  them an advantage, such as mountains, caves and old 
  growth forests. They dislike strong heat and cold, and 
  most settle in temperate regions. 
  The Aneishi are the only First Ones to still have a large 
  presence on the surface of Exodus. These areas are in 
  remote locations of the world.
  LANGUAGE
  Aneishi speak their own language, a complex 
  series of clicks and hisses given context 
  by an equally elaborate array of gestures 
  and pheromones; humanoids can at best 
  approximate this method of communication.  
  
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  Aneishi dislike learning other languages, but those who 
  regularly deal with the other First Ones generally speak 
  Exodite, and a few know Common.
  USING THE ANEISHI
  The Aneishi are plotters, constructing elaborate and 
  complex webs of deceit and lies to draw their prey in.  Few 
  who work for the Aneishi know who their master is. Fewer 
  know what their master wants precisely.
  Aneishi work best when used as shadowy mastermind 
  surrounded by many minions who know nothing about 
  their master. Their dislike of others makes them lean 
  towards a single command structure.
  Never come up with a simple plan, when a convoluted, 
  multi-layers, complex plan will do the trick. The more 
  layers there are the better.
  ADVENTURERS
  Aneishi are much too focused on their plans to live lives 
  of adventures. When they do set out into the world, it 
  is normally because they seek additional distance from 
  others of their kind or because they do not trust their 
  minions to complete a task. 
  Like a spider the Aneishi sets its web and patiently waits.  
  The prospect of falling into another’s web keeps them 
  from wandering. 
  AT WAR
  When going to war, the Aneishi do so with large numbers 
  of spider-themed creature, especially monstrous spiders, 
  driders and ettercaps. Koleos and Scythians are also 
  extremely common. 
  Aneishi commanders lead from far back, rarely involving 
  themselves in the fighting. They rely on their artillery and 
  grunts to do the bulk of the work for them.
  A trademark of Aneishi armies is the preponderance of 
  artillery and long range weaponry. Catapults, ballistae and 
  rock throwers commonly find their way to the battlefield. 
  The Aneishi have access to rudimentary cannons but 
  consider them unreliable and avoid using them. Built by 
  captured Protectorate engineers, the cannons are believed 
  to have a faulty design.
  TYPICAL ANEISHI
  ANEISHI 
  CR 7
  XP 3,200
  CE Medium monstrous humanoid (First One)
  Init +4; Senses darkvision 60ft.; Perception +10
  DEFENSE
  AC 20, touch 14, flat-footed 20 (+4 Dex, +6 natural);
  hp 80 (7d10+35)
  Fort +7, Ref +10, Will +6; +10 vs. fear
  Defensive abilities evasion, uncanny dodge; Immune 
  web effects
  OFFENSE
  Speed 30 ft. 
  Melee mwk longspear +9/+4 (1d8+1/ x3) and bite +5 
  (1d4+1)
  Ranged +1 composite longbow [Str +1] +12/+7 
  (1d8+1/ x3)
  Ranged +1 composite longbow [Str +1] (Rapid Shot) 
  +10/+10/+5 (1d8+2/ x3)
  Special Attacks Point Blank Shot, Precise Shot, Rapid 
  Shot
  Spell-Like Abilities (CL 7th; concentration +19, +23 
  casting defensively)
  3/day – web (DC17)
  At-will – spider climb
  STATISTICS
  Str 12, Dex 18, Con 18, Int 14, Wis 10, Cha 17
  Base Atk +9; CMB +8; CMD 21
  Feats Point Blank Shot, Poisonous Bite*, Precise Shot, 
  Rapid Shot, Stealthy
  Skills Climb +11, Escape Artist +6, Intimidate +10, 
  Knowledge (engineering) +12, Perception +10, Stealth 
  +16, Survival +10
  Languages Aneishi, Common, Exodite
  Combat Gear potion of cure moderate wounds (x2) 
  other gear masterwork longspear, +1 composite 
  longbow [Str +1], cloak of resistance +1
  ECOLOGY
  Environment: Kayen’Te and First One Enclaves
  Organization: solitary, or with a number of slaves
  Treasure double standard
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/
  round for 10 rounds; effect 1d2 Dex; cure 2 consecutive 
  saves. The save DC is Constitution based.
  Spider Empathy (Ex) This ability functions as the 
  druid’s wild empathy, save that an Aneishi can only 
  use this ability on spiders. An Aneishi gains a +4 racial 
  bonus on this check. Spiders are mindless, but this 
  empathic communication imparts to them a modicum 
  of implanted intelligence, allowing Aneishi to train 
  giant spiders and use them as guardians.
  EXODITE
  The most human-looking of the First Ones, Exodites 
  served as defenders of law – and tyranny - in the Empire of 
  the First Ones. The Exodites commanded the armies that 
  fought against the Kaga and mankind. As such, they are 
  most commonly associated as the “face” of the First Ones. 
  Exodites are the most numerous of the First Ones.
  
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  Many Exodites remained on Exodus, lurking in the 
  shadows to which they are so attuned. The Exodites are the 
  ones who have the most realistic appraisal of what led to 
  their defeat against the Kaga, and the ones who create the 
  most realistic plans to regain Exodus.
  HISTORY AND MYTHS
  In the early days of the world, a single mind emerged 
  from the primordial chaos. This mind was pure, hard and 
  unflinching, like a razor. This first mind is called “Law” 
  by the Exodites. Law resolved to order the chaos that 
  surrounded it and imposed its will on the world around it. 
  For eons it sought the perfect form, creating creatures it 
  hope could receive its essence, but to no avail. 
  At the beginning of recorded time, Law pulled out a shard 
  of obsidian from its mind and gave it humanoid shape. 
  Law then gave it the breath of life and sent his children 
  to take over the world. With single-minded dedication the 
  children of Law spread through the world and set out to 
  conquer an empire that would span the whole of the world. 
  They called this empire “Exodus” which means “Ordered 
  Land” in their language. 
  THE COMING OF KHAYNE
  Khayne was an Exodite who rose from obscurity. His 
  mind was so filled with a single purpose that those around 
  him naturally followed him. He spoke to the Princes of 
  the Exodites and imposed his unbending will upon them, 
  forcing them to bow to him. Khayne rose to prominence. 
  As his army grew to a size not seen since, Khayne crowned 
  himself as the First One, calling his allies the First Ones 
  for they were the first among myriad others. 
  As he grew old, Khayne began to think of the future. 
  The empire he created by sheer will and determination 
  could become fractured and weak. After a decade of deep 
  meditation, Khayne dug a hole that led to the deepest 
  Abyss. There he vanquished thirteen demon lords and 
  forced them to recognize him as their superior. He brazenly 
  walked through the hells and he forced all the arch-devils 
  into submission. Having conquered all of the lower planes, 
  Khayne demanded sacrifice from his children, his beloved 
  Exodites who could only bow to the will of their Emperor.
  With the first thousand sacrifices on three different planes 
  of existence, Khayne ascended to godhood. The Exodite 
  made their emperor into the most powerful god on Exodus. 
  His perfect mind and his single dedication to his purpose 
  showed the way of perfection to the Exodites. Many have 
  since tried to elevate themselves to the same level as the 
  First Emperor, but all have failed.
  THE EXODITES’ EMPIRE
  With Khayne’s apotheosis, the Empire passed into the 
  hands of the capable Exodites. Though powerful houses 
  and dojos vied for power, their benevolent rule brought 
  happiness and civilization to the other First Ones, as well 
  as to the subjugated slave races. These subjugated races 
  prospered and relished the order and the many blessings 
  their masters brought them. No more did they live in 
  horrid hovels or cower at the thunder. They harnessed fire, 
  understood the fabrication of weapons and their whole 
  lives were filled with joy as they freely offered themselves 
  to Khayne and found fulfillment in servitude.
  THE KAGA
  The empire remained a haven of civilization and power 
  for over thirty five centuries. However, during the 36th 
  century, a group of human rebels and malcontents plotted 
  the overthrow of the empire. Using the gifts their masters 
  gave them, they sacrificed themselves to a new god. This 
  new god they called Kaga, which can be roughly translated 
  “Betrayer” in Exodite. 
  The Exodites mounted an expedition against the rebellious 
  slaves. They slaughtered hundreds and dragged thousands 
  more to the top of Khayne’s unholy temple. The Exodites 
  believed they had quelled the rebellion, but the events 
  to come proved them wrong. Though the Exodites had 
  slaughtered many of the Kaga’s followers, the arcane 
  construct escaped, as did many of its followers.
  In the years that followed, the Kaga and its followers 
  spread lies, deceit and chaos. Wherever they went, they 
  polluted the mind of the slaves, changing them from 
  thankful and obedient to resentful and rebellious. The 
  Exodites led many brutal repressions, but the Kaga 
  avoided the First Ones. The Exodites made a fatal mistake 
  in trusting the other First Ones to assist them. 
  To the Exodites, the other First Ones are lazy, complacent 
  and unable to obey clear and simple commands. Instead of 
  ceaselessly pursuing the Kaga, they allowed it to travel at 
  leisure. Thus the rebellion of the slaves gained momentum. 
  The Exodites won victory after victory, but the dull and 
  unfocused First Ones led armies into wasteful battles.
  The empire that Khayne built stood for nine centuries and 
  then crumbled slowly but surely. The Khaynites, Aneishi 
  and Sobeka all flocked to the Exodite fortresses. 
  Finally, at the end of the forty-fifth century, the last of the 
  Exodite strongholds fell to the slave armies of the Kaga. 
  The Kaga’s men readied themselves to launch the final 
  attack that would destroy and forever crush the First Ones. 
  At this point, the Exodite general, Kaoth Ootheg, ordered 
  his people to leave through a Nexus Gateway for a secret 
  hiding. Legions of Scythians were sent to fight a delaying 
  action while the First Ones abandoned Exodus. 
  INTO THE UNDERSHADOW
  Kaoth Ootheg led his people through a number of portals. 
  Finally, the First Ones reached the land that would be 
  their new home. Ootheg called this place “Kayen’Te”. The 
  Exodites, being the most numerous, naturally assumed 
  positions of leadership but the others decided to argue and 
  oppose the leadership of the Exodites. 
  
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  What happened next revolted the Exodites and proved 
  them right in every way.
  A group of Sobeka and Aneishi murdered Kaoth Ootheg, 
  the one who had saved them all. The Exodites began a 
  pogrom of retribution against all those who opposed them. 
  The Sobeka bore the brunt of the Exodites’ aggression.
  Within a year, Exodite command had fragmented so 
  much that the campaign that began with massive victory 
  sputtered. Accusations of treason and conspiracy that 
  led to Ootheg’s death broke the Exodites’ unity. Exodite 
  generals set themselves as princes and established domains 
  in the Undershadow. They began plotting against each 
  other and against the other First Ones.
  THE CIVIL WAR
  The Exodites’ numerical advantage increased with the 
  centuries-long civil war they waged. The Exodites threw 
  themselves into this war with the single-minded dedication 
  that typifies them. Forming tangled webs of alliances and 
  feuds the Exodites took part in every internal conflict the 
  First Ones fought.
  Yet during these dark days, the Exodites did not remain 
  idle, they sent small war bands to Exodus to keep tabs on 
  the surface-dwellers. They established a network of spies 
  and informants through the Brotherhood of Khayne. 
  At first, the Brotherhood of Khayne was a small cult in 
  the jungles of Bal. However, with Exodite guidance and 
  advice, the cultists slowly grew in power. Over time, 
  the Exodites changed their tactics, allowing the humans 
  to expand without their direct control, preparing and 
  grooming them to form the core of a new Exodite army 
  that would conquer the world. 
  THE COMBINE
  As time went by, many Exodites felt like the stalemate 
  wars in Kayen’Te only exhausted their armies and served 
  their enemies. After many unsuccessful attempts at setting 
  a lasting peace among the First Ones, a powerful sorceress 
  named Dara Aarkanee gathered the most powerful princes 
  together at her palatial estate in Welkan.
  Exactly what she told them remains unclear to this day, 
  but her words managed to put an end to fifteen centuries 
  of constant warfare among them. Khaynites now call her 
  the Witch of Welkan. Without her, it is likely the First Ones 
  would still feud with each other. During their meeting at 
  her estate, The Combine was formed, and the First Ones 
  had a plan to recreate the empire they all had been fighting 
  for since the Kaga spread his lies.
  With peace between the princes, the Exodites’ attention 
  returned to the conquest of their lost empire and the 
  punishment of their rebellious servants.
  THE EXODITES
  PERSONALITY
  Exodites are stern, dour and aloof. They value the search 
  for personal perfection above all. Exodites consider 
  communicating a burdensome break from their disciplines 
  and generally avoid it. Exodites acknowledge others only 
  to keep a tally of the offenses they have committed and 
  the suffering required to even the scales. An Exodite not 
  engaged in scheming, practice or meditation contemplates 
  the litany of woes he intends to inflict on his enemies.
  Because Exodite culture is intensely focused on self-
  perfection and discipline, Exodites tend to be lawful evil. 
  Beneath their icy exterior, Exodites seethe with volcanic 
  rages and burning passions. An Exodite whose discipline 
  slips in the slightest gives in to the surging chaos of his 
  inner self. 
  Their dedication to perfection expands in whatever the 
  Exodite does. While many opt for martial pursuits, those 
  who dedicate themselves to other ways do so with the 
  same single-mindedness and dedication.
  Exodites speak Exodite, which also serves as the common 
  tongue for the First Ones. Most Exodites also speak 
  modern Common and Khaynite.
  PHYSICAL DESCRIPTION
  Exodites are tall, elegant and muscular humanoids. Their 
  skin is the color of polished obsidian.  Because most 
  constantly hone their bodies for battle, their flesh is as 
  hard as the rock it resembles. Exodite eyes are usually 
  also glossy black.  Although rare, red-, purple- and blue-
  eyed Exodites are sometimes seen. They have pointed 
  ears, causing many to mistake them for the drow of other 
  worlds.
  Seeking perfection, Exodites completely shave their 
  bodies. Those who give in to their inner nature often stop 
  shaving and grow long manes of hair.
  Exodite culture encourages them to carve painful but 
  imposing ritual scars in their bodies.  Studying an Exodite’s 
  network of scar tissue tells a trained observer much about 
  his standing and role in society. 
  When traveling outside the domains of the First Ones, 
  Exodites wear concealing cloaks to hide who they are. 
  The older and more powerful an Exodite becomes, the 
  more intense his connection to the Plane of Shadow grows. 
  Exceptionally powerful Exodites sometimes appear to 
  be clothed in solid shadows, and darkness always seems 
  deeper when it hides an Exodite. Exodites have a much 
  higher body temperature than most humanoids.
  RELIGION
  Exodites are followers of Khayne, the blood god of 
  the Khaynites. To the Exodites, Khayne is less a god 
  of slaughter and sacrifice and more one of war and 
  
  enemies of neoexodus:
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  14
  dominance. Religious Exodites believe Khayne is an 
  ascended mortal and strive to follow his example.
  Many Exodites eschew paying respect to Khayne; these 
  nihilists believe only in their own perfection of body and 
  mind – their only gods those they create of their crude 
  flesh by incarnate will.
  NAMES
  Exodites do not have clan or family names. An Exodite 
  receives a personal name shortly after birth, but only if 
  he is accepted into a dojo or the 
  tutelage of a master is he 
  considered worthy of a 
  second name.
  Male 
  Names: 
  Daak, 
  Kaoth, Maruk, Oroth, 
  Roath, Thaok.
  Female Names: Ara, Kath, Kahsa, Madu, Thaa. 
  Dojo Names: Aath, Gahta, Naal, Odam, Vaar.
  RELATIONS
  Exodites make up the majority of the ‘civilian’ population 
  of the First Ones and have authority over great estates and 
  domains. Exodite princes command great armies of P’Tan 
  and Scythians. Exodites despise any who do not share 
  their passion for self-perfection.  They consider most of 
  the races of Exodus, including other First Ones, little more 
  than beasts.
  While travelling the multiverse, the Exodites have 
  encountered the drow elves and formed an alliance of 
  convenience. Today, a few drow serve the Exodites as 
  assassins, doubles, concubines and slaves.
  EXODITE LANDS
  Exodites can be found everyone the First 
  Ones are. In Kayen’Te, the Exodites are 
  everywhere. They are the main citizens 
  of that bleak demesne. Exodites 
  prefer warm, arid climes to cold 
  or wet ones. They are equally at 
  home above or below ground.
  Exodites 
  encountered 
  in mainland Exodus are 
  nomads of the shadows, 
  infiltrating the society of 
  humanoids, and plotting the 
  destruction of the Kaga and 
  his supporters. 
  USING THE EXODITES
  Exodites’ single-minded dedication 
  means they can fill a number of 
  roles.  They can be warriors or 
  casters; they can be a minion master 
  or the single invincible opponent; 
  they can be part of a greater group 
  or solos. The important thing for 
  the Exodite is that whatever he 
  does, he does with complete focus 
  and single-minded obsession. 
  As a race, Exodites are most interested 
  in regaining their empire, punishing 
  the rebels slave and growing their power. 
  ADVENTURERS
  Many Exodites spend long periods of time 
  adventuring for a variety of reasons.  But 
  whatever the reason, they seek to be the best 
  at what they do. Exodites are the First Ones 
  most likely to dedicate themselves to a life 
  of adventure.
  
  enemies of neoexodus:
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  AT WAR
  An Exodite army functions like its Exodite masters: it is a 
  well-discipline machine following a pre-established battle 
  plan. Once engaged, an Exodite army executes the plan or 
  dies trying.
  Soldiers under Exodite command are drilled constantly by 
  their unwavering taskmasters. They march as one, fight in 
  a common style, obey without question. Even the levies 
  are trained and have served admirably for centuries. 
  Exodites are likely to use summoned creatures to 
  supplement their armies, favoring bigger monsters to draw 
  fire from the enemy, leaving their more reliable – and 
  harder to replace – troops to do the fighting.
  How an Exodite commander behaves on the battlefield 
  depends on his own training. Those with martial training 
  favor leading from the front. Spell casters generally lead 
  from the back. 
  Younger Exodites frequently form units of specialists kept 
  as a reserve to commit to battle when the enemy shows 
  signs of faltering. These all-Exodite units are considered 
  valuable and never committed frivolously. 
  Veteran Exodites – and those with enemies – are frequently 
  assigned to lead units of lesser troops into combat. The 
  performance of those troops reflects upon the Exodite 
  himself.
  Only rarely do the Exodite use mercenary troops.  Rarer 
  still do they use mercenaries not known for their high 
  level of training and discipline. Such troops are considered 
  distasteful and unreliable in battle. 
  TYPICAL EXODITES
  Exodites are presented here in the same format as a 
  character race. The reason for this presentation is to give 
  the GM the versatility of creating Exodites the same way 
  as a PC or an NPC (see the Pathfinder Core Rulebook for 
  details).
  PCs should never be Exodites. 
  EXODITES RACIAL TRAITS
  +2 Dexterity, +2 Strength, -2 Charisma Exodites are 
  strong and agile but have little to no social graces. 
  Medium As Medium creatures, Exodites have no special 
  bonuses or penalties due to size.
  Normal Speed Exodite base land speed is 30 ft.
  Humanoid Exodites are humanoids with the First One 
  subtype.
  Darkvision Exodites can see in the dark up to 120 feet.
  Languages Exodites begin play speaking Exodite and 
  their choice of Common or Khaynite. Exodites with a high 
  Intelligence score can choose from the following: Abyssal, 
  Aneishi, Common, Infernal, Khaynite, or Sobeka.
  Iron Will Exodites gain Iron Will as a bonus feat.
  Shadow Jump (Su) As a move action, an Exodite can 
  jump between shadows as if using a dimension door 
  spell. The limitation requires the Exodite to jump from a 
  shadowy area to another. An Exodite can jump up to 10 
  feet per level each day. The total distance may be split 
  between jumps. Activating shadow jump does not provoke 
  attacks of opportunity.
  Weapon Familiarity: Exodites are proficient with any 
  Exodite weapon. They treat any First One weapon as 
  martial weapons.
  EXODITE 
  CR 7
  XP 3,200
  Male or female Exodite Monk 5/ Fighter 3
  LE Medium humanoid (First One)
  Init +8; Senses darkvision 120ft.; Perception +13
  DEFENSE
  AC 23, touch 19, flat-footed 18 (+2 armor, +3 class, +1 
  deflection, +4 Dex, +2 shield); 
  hp 59 (5d8+3d10+7)
  Fort +11, Ref +12, Will +10; +11 vs. fear, +12 vs. 
  enchantment
  Defensive Abilities armor training 1, bravery 1, 
  evasion, still mind; Immune disease
  OFFENSE
  Speed 40 ft.; slow fall (20ft)
  Melee unarmed attack +12/ +7 (1d8+4) or  
  unarmed attack +10/ +10/ +5 (1d8+4)
  Special Attacks ki pool (4, strike as magic weapon); 
  Stunning Fist (5/day, 1/round, DC16)
  STATISTICS
  Str 16, Dex 18, Con 12, Int 10, Wis 14, Cha 6
  Base Atk +6; CMB +12 (+14 grapple); CMD 28 (30 vs. 
  grapple)
  Feats Agile Maneuvers, Deflect Arrows, Dodge, 
  Improved Grapple, Improved Unarmed Strike, Iron 
  Will, Pull Into Shadows* (DC16), Stunning Fist, Weapon 
  Focus (unarmed strike)
  Skills Acrobatics +15 (+20 jump), Intimidate +6, 
  Perception +13, Stealth +12
  Languages Common, Exodite
  SQ fast movement (+10ft.), high jump, maneuver 
  training, purity of body, shadow jump (80ft.), slow fall 
  (20ft.), still mind
  Combat Gear potion of cure moderate wounds (x2) 
  other gear amulet of mighty fists +1, bracers of armor 
  +2, cloak of resistance +3, ring of protection +1, ring of 
  force shield
  ECOLOGY
  Environment: Kayen’Te and First One Enclaves
  
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  16
  Organization: solitary, or with a number of slaves
  Treasure double standard
  KHAYNITE
  Their blood is that of Khayne. Their past is of the grandest 
  time of history. Their future is of divinity. They are the 
  Khaynites.
  The undisputed masters of First One society, the Khaynites 
  are a race dedicated to the worship of Khayne, the ever-
  hungry blood god. Depraved, self-indulgent and sadistic, 
  the Khaynites are brilliant and mighty.  To defy their 
  will invites tortures beyond imagining. The Khaynites 
  have long desired a return to glory in Exodus. After two 
  thousand years of exile, they are ready to fight with all 
  their formidable resources to affect that return.
  The poor, misinformed and nearly mindless slave races 
  believe the Khaynites are members of the First Ones. The 
  Khaynites are the creator of the First Ones and of every 
  other sentient race on Exodus. 
  HISTORY AND MYTHS
  In the primordial chaos before the world was formed, 
  unformed masses writhed and whirled. Between them 
  blood flowed. Sustaining them. Feeding them. Hosting 
  them. From this chthonic, primordial ooze, a single mind 
  emerged. The ripple of this sudden creation trickled down, 
  creating a myriad of other creatures.
  Khayne’s self-creation changed the whole world with his 
  birth. As he explored the world he had just created, he was 
  overjoyed to see that most of the creatures were filled with 
  his own divine essence. Khayne wasted no time in siring 
  children with as many species as he could find, creating 
  even more species.
  The children of Khayne were highly gifted in the ways of 
  magic.  They inherited their father’s two greatest loves: 
  the need to satisfy one’s immediate desires and the need to 
  experience the world.
  To accomplish those two goals, the Khaynite drew on their 
  divine origin and sired through natural, magical and even 
  alchemical means, entire races to serve them. These slave 
  races are experimental. Some races became extremely 
  successful. Those creations the Khaynites called the other 
  First Ones, while others were deemed useful only to serve 
  the Khaynites and their First Ones.
  The Empire of the First One was seeded rather than 
  conquered. Its servant races created and placed, all in 
  accordance to the divine guidance of Khayne. With time, 
  Khayne left the lands of Exodus to explore other realities. 
  He demanded his beloved children keep his temple 
  drenched with blood while he travelled.
  THE CREATION OF KAGA
  With their father and creator gone, the Khaynites continued 
  their hedonistic ways, leaving the day-to-day functions 
  to lesser beings. These lesser beings could not grasp 
  the complexity of the task their betters put upon their 
  shoulders. The First Ones’ lack of vigilance enabled a 
  group of arcanist slaves to create their arcane toy using 
  magic Khayne intended only for First Ones.
  The Khaynites commanded their First Ones to quell the 
  rebellion, which they did with some efficiency. But they 
  soon lost momentum and the slaves began to realize an 
  alarming number of victories. 
  The First Ones wasted their armies in useless battles 
  while the Khaynites left the fighting to inferiors to focus 
  on creating more servant races.  These were needed to 
  increase the numbers of minions at the core of their armies.
  Seeing the failure of their armies, the Khaynites 
  commanded the First Ones to withdraw to a secret base – a 
  place they called the Undershadow, or Kayen’Te. After the 
  long pilgrimage through many secret Nexus Gateways, the 
  First Ones had become rebellious, insolent and disobedient 
  to their betters.
  CIVIL WAR IN THE UNDERSHADOW
  The Khaynites themselves suffered few casualties during 
  the Civil War in Kayen’Te. Instead of fighting directly 
  with their much more numerous underlings, they created 
  armies of slaves and servants to fight for them. The Civil 
  War pushed the Khaynites to even greater ingenuity in the 
  creation of new slaves.
  Among those new servants, the Khaynites count the 
  Koleos, the barbed Scythians, and many half-fiendish 
  creatures and giant creatures.
  THE KHAYNITES
  PERSONALITY
  A Khaynite is a cruel, domineering creature, relishing 
  in his own power as much as the powerlessness of his 
  subjects. To him, mastery over intelligent beings eclipses 
  all other concerns; everyone is either master or slave, and 
  to be a slave is as intolerable as to be a master is delicious. 
  They have a strong hedonistic streak and few Khaynites 
  can resist the urge to indulge in the many vices that 
  constantly strike their fancy. Since most of their pleasures 
  involve the pain of others and in many cases, an admixture 
  for themselves as well, their lusts are as dangerous as their 
  ambitions. 
  If the Khaynites were not twisted enough by their nature, 
  then their inculcation from birth into the gruesome rites 
  of Khayne’s cult removes any redeeming quality they 
  may have. Khaynite childrearing practices assure their 
  monstrousness. 
  
  enemies of neoexodus:
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  Young Khaynites train almost from birth to master the 
  arcane arts and their interest in dark research. Siblings play 
  lethal games with each other and their slaves. 
  Young adults master transmutation magic and usually 
  experiment upon their own bodies. Less than half of each 
  generation of Khaynites reaches adulthood, but those who 
  do are the most depraved, ruthless and talented.
  Khaynites behave little better than mortal fiends, indulging 
  in brutal whims and bizarre passions that rival those of 
  demons. Khaynites are almost always Chaotic Evil. 
  PHYSICAL DESCRIPTION
  Khaynites are humanoid and may pass for human at 
  a quick glance. They are tall, often six or seven feet, 
  and their muscle mass is higher than normal. Dissolute 
  life leaves many Khaynites looking more massive than 
  muscular, but even the most degenerate possess hidden 
  reserves of strength – the better to force physical as well as 
  mental submission upon those they consider their inferiors 
  – everyone else. 
  Khaynites have extremely pale skin; females in particular 
  have almost translucent flesh. Adult Khaynites love to graft 
  an astonishing array of piercings, tattoos and sometimes 
  parts of other creatures kept in pseudo-life by dark magic. 
  Khaynites aspiring to become powerful spell casters 
  install spigot-like piercings directly into their veins, 
  making blood casting rituals more convenient. In spite 
  of these and even more bizarre body modifications, 
  the basic form of Khaynites is sickly seductive to most 
  humanoids. Humanoids find themselves at turns repulsed 
  and fascinated by a Khaynite’s appearance.
  Khaynites have deep, strangely hypnotic and powerful 
  voices.
  Khaynites are known to be able to successfully breed with 
  other aberrations, humanoids and monstrous humanoids. 
  The resulting hybrids are subjects of intensive study.
  Khaynites speak Khaynite, a language derived from 
  Abyssal. Khaynites also speak Exodite and either Sobeka 
  or Common. 
  RELIGION
  The worship of Khayne is central to Khaynite culture. 
  All adult Khaynites – except the rare renegade – consider 
  themselves priests of Khayne and leader of any organized 
  religions. They maintain this even if they are not divine 
  spell casters. 
  A Khaynite conducts his own rituals to Khayne, based on 
  his own whims. Thus there is no unified religion. Rituals 
  and prayers often involve the sacrifice of countless slaves 
  and captives. 
  Khaynites who deal with the Brotherhood of Khayne 
  frequently set themselves up as reincarnated versions of 
  dead priests and rarely accept anything but total control 
  over any and all cultist.
  NAMES
  Khaynites deride such fripperies as family ties as signs 
  of weakness. Instead of names devoted to clan, family 
  or affiliation, Khaynites are given one personal name at 
  birth and acquire more by killing or subjugating other 
  Khaynites. Most Khaynites emerge from childhood with 
  between two and four names, often those given to siblings 
  they betrayed and murdered. A Khaynite continues to 
  collect names throughout his life.
  Khaynites are extremely powerful, although a few, by 
  picking on the weakest members of their race, manage to 
  acquire the seeming of power without actually possessing 
  it. Because of the custom of taking the names of the slain 
  and enslaved, Khaynites make no distinction between male 
  and female names.
  Names: Bikhari, Khuralu, Meshurr, Nhubat, Sauthoss, 
  Ygarku, Ygnoth, Zautoloss.
  RELATIONS
  Khaynites dominate or die. They apply this attitude to 
  everything they do. Amongst themselves, they constantly 
  vie for power – but compared to their treatment of 
  outsiders, they are at least cordial to each other.
  Khaynites never accept orders from a member of another 
  race and are loath to take suggestions. Nor do they tolerate 
  defiance of any kind; the slightest hint of sarcasm or 
  resentment in a servant warrants brutal retaliation.
  Only the more numerous Exodites, whose support the 
  Khaynites require, are allowed the slightest freedom. 
  Khaynites consider the entire world theirs to do with as 
  they will, and those regions where their mastery is not 
  acknowledged are considered to be in rebellion. In many 
  ways, they have never adjusted to the loss of their ancient 
  empire – and perhaps never will.
  The Khaynites are allegedly ruled by a queen, but what 
  power that queen actually holds is hard to evaluate. The 
  Khaynites’ natural reluctance to submit to anyone else 
  makes this secret queen something of a myth.
  KHAYNITE LANDS
  Khaynites rule the dark demesne of the First Ones with an 
  iron fist (sometimes literally), is held in check only by the 
  Exodites’ greater numbers. When it comes to domination, 
  Khaynites care nothing for climate or terrain: a cave, a 
  mountain, a forest, or a coast – all are equally acceptable. 
  As long as a Khaynite has control over it, the world is as it 
  should be. To Khaynites, the whole of Exodus and beyond 
  are ‘Khaynite lands.’
  On Exodus, the Khaynites control pockets of land 
  nominally held by the Brotherhood of Khayne. The 
  
  enemies of neoexodus:
  f irst ones
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  Brotherhood’s lack of unity can be directly attributed to 
  constant infighting between its Khaynite masters. 
  The Khaynites control large portion of the Undershadow. 
  These areas are easily recognizable because of the many 
  slaves and hybrid creatures one can find there. Because 
  Khaynites have difficulty working with each other, their 
  lands are separated into large estates where a Khaynite can 
  indulge his fancy.
  USING THE KHAYNITES
  The Khaynites make great mastermind-
  type villains. They are the worst of the 
  worse and lowest of the low. They have little to no 
  redeeming qualities. They live to inflict pain upon 
  others and indulge themselves in their latest fantasy. 
  When not engrossed in creating new abominations, 
  they plot against each other.
  If one can offer a Khaynite something that strikes his 
  fancy, the Khaynite can be bribed into a temporary 
  alliance. 
  Warning to those foolish enough to trust a Khaynite: 
  they spent their whole lives bathed in deceit, they 
  live to plot against one-another, and they seek only 
  to fulfill their next desire. They have no conscience 
  and betraying a group of adventurers is something 
  they would not lose any sleep over.
  ADVENTURERS
  Like everything the Khaynites do, 
  they rarely stick to it for long 
  periods of time. Adventuring 
  Khaynites generally do so 
  disguised 
  as 
  members 
  of other races, usually 
  human. 
  Though 
  the 
  specific 
  reasons 
  for 
  adventuring change, the 
  end goal is always the 
  same: the gathering of 
  power. 
  AT WAR
  Khaynites relish the mayhem 
  caused by war but tend to stay away from it themselves. 
  They generally hire – or command – a lesser being to do 
  the fighting. And if the inferior fails, his master can hardly 
  be blamed.
  When the Khaynites go to war, they haphazardly send 
  hordes of half-formed monstrosities to the battlefield. 
  Aberrations, oozes, fiends, half-fiendish and half-Scythian 
  creatures form the core of a Khaynite army. The ever 
  obedient Scythians have become rarer in recent years, but 
  Scythian officers still rule over units of stumbling and 
  drooling monsters.
  Khaynites found on the battlefield frequently serve as 
  advisor or magical support in other First Ones’ armies. 
  Such assistance comes at a high cost and betrayal is 
  
  enemies of neoexodus:
  f irst ones
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  frequent, but their magical power makes them highly-
  sought. A defeated general can rest assured that any 
  Khaynite ally he had will quickly turn upon him.
  TYPICAL KHAYNITES
  Every Khaynite is either an oracle or a sorcerer. They do 
  not gain any additional ability. Khaynites taking levels in 
  either class add their racial spell casting level (8) to the 
  class levels to determine final caster. Thus a Khaynite 
  Sorcerer 1 would have the abilities of a 9th level sorcerer.
  KHAYNITE 
  CR 8
  XP 4,800
  CE Medium aberration (First One)
  Init +4; Senses darkvision 60ft.; Perception +0
  DEFENSE
  AC 21, touch 12, flat-footed 20 (+2 armor, +2 Dex, +8 
  natural); 
  hp 102 (12d8+48)
  Fort +10, Ref +8, Will +10
  OFFENSE
  Speed 30 ft. (base 40ft.); swim 30ft. 
  Melee longsword +8/+3 (1d8-1/ 19-20) 
  Ranged mwk longbow +12/+7 (1d8/ x3)
  Oracle Spells (CL 13th; concentration +19, +23 casting 
  defensively)
  4th – (4/day) unholy blight (DC21)
  3rd – (6/day) blindness/deafness (DC20), deeper darkness, 
  dispel minions*
  2nd – (8/day) hold person (DC18), sound burst (DC19, 
  1d8), undetectable alignment
  1st – (8/day) comprehend languages, inflict light wounds 
  (DC18, 1d8+5), protection from good, sanctuary (DC17), 
  shield of faith
  0 – acid splash, bleed, detect magic, light, mage hand, 
  minion mark*, prestidigitation, read magic
  Sorcerer Spells (CL 13th; concentration +19, +23 
  casting defensively)
  4th – (4/day) stoneskin
  3rd – (6/day) dispel minions*, fireball (8d6, DC20)
  2nd – (8/day) blindness/deafness (DC19), flaming sphere 
  (DC 19), summon swarm
  1st – (8/day) burning hands (DC18, 5d4), charm person 
  (DC17), expeditious retreat, grease (DC17), magic missile
  0 – acid splash, bleed, detect magic, light, mage hand, 
  minion mark*, prestidigitation, read magic
  STATISTICS
  Str 8, Dex 14, Con 18, Int 13, Wis 10, Cha 22
  Base Atk +9; CMB +8; CMD 20
  Feats Blood of Khayne*, Combat Casting, Improved 
  Initiative, 
  Persuasive, 
  Spell 
  Focus 
  (evocation, 
  necromancy)
  Skills Diplomacy +21, Knowledge (arcana) +7, 
  Knowledge (dungeoneering) +7, Knowledge (nature) 
  +7, Knowledge (religion) +7, Spellcraft +13, Use Magic 
  Device +17
  Languages Common, Exodite, Khaynite
  SQ easy breeder, powerful caster
  Combat Gear potion of cure moderate wounds (x2) 
  other gear bracers of armor +2, cloak of resistance +2, 
  headband of alluring Charisma +2
  ECOLOGY
  Environment: Kayen’Te and First One Enclaves
  Organization: solitary, or with a number of slaves
  Treasure double standard
  SPECIAL ABILITIES
  Easy Breeder (Ex) Khaynites can breed with almost any 
  other creatures, like outsiders.
  Powerful Caster (Ex) Khaynites are innately magical 
  creatures, and their self-modification rituals have only 
  served to increase their natural powers. A Khaynite 
  gets a +5 bonus to caster level in any spell casting class 
  in which he has at least one level. This ability does not 
  grant additional spells or spell levels.
  SOBEKA
  In the days of the First One Empire, the Sobeka were 
  servants of the First Ones, used as soldiers and spies 
  to maintain control of the empire. With the loss of the 
  Empire, many Sobeka followed their past masters into 
  exile, but many retreated to remote areas of the world 
  where they continued to maintain contact with the First 
  Ones. 
  These holdings, commonly found in remote areas of 
  Unthara and the Wyldlands of Bal, are the starting points 
  from where the First Ones plan to return to Exodus. To 
  ensure the loyalty of the Sobeka, the First Ones recognized 
  many of the Sobeka leaders as princes and valued allies. 
  From the other side of the coin, the Krocas were the face 
  of the First Ones throughout the wars that destroyed the 
  Empire. This identification of the Sobeka as a race of First 
  Ones was made by men long before the other First Ones 
  recognized them as partners. 
  The Sobeka are not a unified race, rather two distinct 
  interbreeding subspecies form the Sobeka race. The small 
  and stealthy Kobura and the big and monstrous Kroca are 
  both Sobeka.
  Like other reptiles, adapt to the needs of their community 
  before birth. Thus in times of war, more Krocas are born. 
  Like frogs, Sobeka change genders to suit the needs of the 
  community. Eggs laid by any Sobeka can be fertilized by 
  any Sobeka male. Sobeka have difficulty understanding 
  other races’ clearly define gender-based roles.
  
  enemies of neoexodus:
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  HISTORY AND MYTHS
  The Sobeka believe that when the world was young, 
  Khayne walked across its entire surface. Finding only 
  dim-witted and simple-minded animals to accompany him, 
  he captured a snake and an alligator. Opening their heads, 
  he devoured the simple brains he found there and through 
  his nose pulled out part of his own and filled their heads 
  with his divine essence.
  Immediately, both were filled with sentience and 
  intelligence. Joining their natural cunning with the divine 
  spark of Khayne, they set out to reproduce. Khayne liked 
  what he saw and returned to his travels.
  Untold years later, the sons of Khayne found the lizard’s 
  descendants. From the snake and the alligator a completely 
  new race evolved - the Sobeka. The Sobeka recognized the 
  Khaynites’ divine origin and the two races began to work 
  together. 
  The Khaynites brought food and glory to the Sobeka who 
  served in the armies of the First Ones. 
  THE KAGA’S REBELLION
  When the Kaga’s followers rose in rebellion, the Sobeka 
  were taken by surprise. They could not understand why 
  the slaves would dare to rise against those who had been 
  ordained by Khayne to rule the world.
  In spite of their surprise, the Sobekas sided with their 
  masters and formed a hard battle line. They inflicted 
  costly defeats to the forces of Man and completely 
  pacified regions under their command.
  The other First Ones were not as good or as gifted 
  in the art of war as the Sobeka and thus suffered 
  defeat after defeat at the hands of the Kaga’s forces. 
  When the Sobeka offered to help, they were rudely 
  ordered back to their swamps. Following orders, the 
  Sobeka saw the collapse of the First Ones’ Empire. Many 
  Sobeka who served other warlords were trapped and forced 
  to flee under the incapable leadership of the Khaynites.
  The victorious humans tried to destroy the Sobeka, but 
  eventually gave up. The Sobeka swamps were not to 
  their liking and the many defeats they endured killed 
  their morale. Reduced in size, the Sobeka ruled isolated 
  domains in the Wyldlands of Bal and on the islands of 
  Unthara and Ablis. Soon, men forgot about them and 
  moved on to other things. The Sobeka were relegated 
  to the role of bogeymen.
  KAYEN’TE
  Life was difficult for the many Sobeka 
  forced to flee Exodus for the underground 
  realm of Kayen’Te, the Undershadow. 
  At first, they were grouped with the 
  Scythians and used as fodder in the 
  wars between the Aneishi, the Exodites 
  and the Khaynites. Because of their 
  large numbers, many chose to band 
  together and elect princes among them. 
  Sobeka princes were ridiculed by the First 
  Ones and ignored. Unused to the plotting 
  and betrayal the other First Ones had lived 
  all their lives with, the first Sobeka princes 
  found themselves trapped in complex webs of 
  lies they did not fully understand.
  
  enemies of neoexodus:
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  CONTACT
  When the Sobeka enclaves on Exodus contacted their 
  brethren in the Undershadow, the situation changed. No 
  longer could the First Ones use the Sobeka as pawns in 
  their games. The Sobeka now had something the First 
  Ones needed: they had holdings on Exodus.
  Overnight, the standing of the Sobeka princes changed. 
  The Sobeka princes learned of the treachery of the First 
  Ones. They force the others to recognize them as equals 
  and demanded heavy tolls to use the Nexus Gateway. For 
  the first time, the Sobeka tasted the life of a ruler.
  And they liked it.
  THE REST OF THE CIVIL WAR
  The Sobeka’s reign and mastery over the Nexus Gateways 
  made them rich. The Sobekas spent the rest of 
  the Civil War content with the gains they 
  had acquired and fought to maintain 
  them. Though they became better at 
  understanding the complex political 
  landscape of the First Ones’ empire 
  in exile, they never mastered politics 
  like the Khaynites or some Exodites.
  The 
  establishment 
  of 
  The 
  Combine barely changed the 
  lifestyle of the Sobeka princes. 
  They continued to share their 
  power with those 
  who 
  could 
  afford their 
  s e r v i c e s . 
  O t h e r 
  First Ones’ 
  consider the Sobeka to be mercenaries without any clear 
  loyalty.
  With talks of a possible invasion, Sobeka princes are again 
  courted for their favor. Many already dream of a time 
  when they again rule over lesser beings. 
  THE KOBURA
  PERSONALITY
  Kobura are naturally subservient to the point of 
  obsequiousness. Unlike humanoid servants whose fawning 
  is often directly proportionate to their disloyalty, most 
  
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  Kobura genuinely mean the compliments they heap upon 
  their masters. Among those they consider equals, however, 
  the Kobura are ruthless and conniving. They do not fear 
  death but they seek prestige, and have been known to 
  abandon comrades to a gruesome fate to advance their 
  own cause.
  Kobura value malice and cruelty, traits they learned 
  from their previous masters, the Khaynites. To a Kobura, 
  everything is designed to promote and support a Kobura’s 
  own prestige. They are willing to serve others unless 
  and until such a master can no longer increase their 
  own prestige. As such, most Kobura are neutral evil in 
  alignment.
  Kobura speak Sobeka, the language of the First Ones’ 
  reptilian slave races. Many Kobura, including all officers, 
  learn to speak Exodite. Kobura who spend most of their 
  time on Exodus instead learn Common to better spy on 
  their humanoid enemies.
  PHYSICAL DESCRIPTION
  Kobura are nomadic predators, less organized but hardly 
  less dangerous than their soldierly brethren.
  Kobura are serpentine humanoids, about four feet long 
  from tail to fanged mouth. Kobura fangs are usually 
  not strong enough to do any real damage to humanoids, 
  although some train to improve the lethality of their bite. 
  Kobura are covered with soft, leathery scales, usually in 
  mottled patterns of green and brown. A Kobura’s body 
  extends from a humanoid shape to a serpent-like tail 
  without legs. Their arms end in five-fingered hands with 
  a humanoid bone structure. Due to their forked tongues, 
  Kobura tend to speak in hissing, sibilant tones.
  RELIGION
  Kobura worship Khayne as the Giver of Life. As such, he 
  is seen as the creator of the Sobeka race. The aspect of 
  Khayne typically worshipped by the other races is often 
  ignored by the Kobura. Koburas are not very devout and 
  actually mix the worship of Khayne with odd, chthonic 
  and ancient animistic rituals. 
  Kobura renegades, who are more likely to become spell 
  casters, tend to adopt survival-of-the-fittest animism, 
  filling their metaphysics with nature spirits who share their 
  skulking, sinister nature.
  NAMES
  Kobura have only one name, which they instinctively 
  know when they hatch. Unlike the larger Kroca, the 
  Kobura rarely change their names later in life. Kobura 
  names are words in the Sobeka language; they tend to 
  favor somewhat more complex constructions than their 
  kin.
  Since the Kobura change gender whenever it is needed, 
  their names are gender-neutral.
  Names: Aos, Bess, Kudeth, Liseth, Nedeth, Ressa, Sseta, 
  Zag.
  THE KROCA
  PERSONALITY
  In the days of the Empire, the Kroca formed the shock 
  troops of the First Ones. Large man-reptile hybrids with 
  an insatiable hunger for humanoid flesh, these man-eaters 
  were slave-soldiers who willingly sublimated themselves 
  in return for more chances to catch and devour their 
  favorite prey. 
  The modern Kroca are much like their ancestors - 
  unquestioning in their obedience and unrivalled in their 
  might. Any invasion plan features the Krocas as the brutal 
  hammer they are. 
  Krocas are merciless, cold and completely driven by an 
  inner rage and constant hunger. Roused to action, they 
  explode with savage force and unparallel brutality. Kroca 
  prefer the taste of warm humanoid flesh to all other foods. 
  At rest, they are lazy beasts, preferring to bask in the sun 
  or lounge in mud pits.
  Despite being more intelligent than most of the savage 
  humanoids, the Kroca are also more bestial. Left to their 
  own devices, most concern themselves only with catching 
  and devouring any humanoid they can get their jaws 
  around. Krocas tend  to serve only their clutch, so long 
  as they can do what they please. This makes most Krocas 
  neutral evil.
  Krocas struggle to form the words of humanoid races; the 
  creatures are much more comfortable speaking Sobeka. 
  However, most Kroca speak or at least understand Exodite, 
  and a few also master Common.
  PHYSICAL DESCRIPTION
  Massively muscled and standing usually between seven 
  and eight feet tall, a Kroca towers over most humanoids. 
  The Kroca’s hunched form is broad-shouldered and squat. 
  Their crocodilian scales are as hard as tempered mail and 
  cover the creature from head to toe. Kroca heads extend 
  forward from shoulder-height and end in a perpetually 
  grinning mess of fangs. Kroca sport powerful tails they 
  use to keep their balance on land and as rudders while 
  swimming.
  RELIGION
  The Kroca instinct to follow orders extends to their 
  spiritual life. Simple creatures, the Kroca are not great 
  religious thinkers and follow the religion of other creatures 
  around them. Most profess to worship Khayne, but few, if 
  any, ever join the priesthood. The Krocas enjoy the bloody 
  rituals of Khayne. 
  The Kroca frequently turn to the Koburas for religious 
  guidance.
  
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  NAMES
  Krocas are simple creatures and favor simple names. 
  Krocas have only one name, but that name may change 
  over the years. Upon hatching, a Kroca instinctively 
  knows its name. Krocas who achieve some memorable 
  feat usually take a name that calls it to mind in the Sobeka 
  language.
  Names: Aos, Ber, Emm, Hes, Kut, Mat, Mehr, Rho, Zag.
  RELATIONS
  All Sobeka serve the First Ones. They tend to kill every 
  creature they do not consider allies. Unlike most First 
  Ones, the Sobeka feel an instinctive loyalty to other 
  members of its clutch. Generals using Sobeka use an 
  entire clutch as a single unit, joining the Kroca’s massive 
  strength to the Kobura’s stealth and cunning. When 
  separated, clutch member instinctively seek each other out.
  The Kobura form the vast majority of the Sobeka 
  population, outnumbering the Kroca by four to one. All of 
  the Sobeka princes and generals are Kobura. 
  Kroca live and die for their stomachs and for the taste of 
  humanoid flesh. Since the First Ones provide for both, 
  the Krocas are happy to serve. A good way to ensure 
  that a Kroca turns against you is to deny him the right of 
  devouring the fallen on a battlefield. 
  The Sobekas in general have affinities with snakes, 
  crocodilians and other reptilian races whom they frequently 
  gather around them as servants and slaves. Kobolds, 
  lizardfolk and troglodytes are thus accepted as allies in 
  Sobeka culture.
  SOBEKA LANDS
  Most Sobeka dwell in Kayen’Te. They can be found 
  milling about the strongholds of Exodites and Khaynites, 
  running errands for the greater First Ones. 
  Sobeka control a number of hard to reach enclaves in 
  the Wyldlands of Bal. Those enclaves used to blend with 
  their natural surroundings, but recent invasion plans by 
  the First Ones have turned these former jungle villages 
  into veritable fortresses raised with magic and summoned 
  elementals.
  Independent Sobeka settlements invariably gravitate 
  toward steaming jungles and misty swamps, where the 
  Kobura are most comfortable.
  USING THE SOBEKA
  ADVENTURERS
  Kobura live an adventurous life. The foragers and scouts 
  of the First One armies, they are accustomed to living off 
  the land, taking what they need, avoiding pursuit, and 
  exploring dangerous and contested areas.
  Kobura are rarely sent on missions that require penetration 
  deep into enemy territory (the Exodites prefer to take these 
  tasks upon themselves), so most Kobura who join with 
  non-First One will be renegades and hunted by the First 
  Ones.
  These escaped slave-soldiers have little hope of survival, 
  since they are hunted as evil vermin by humanoids and as 
  traitors by the First Ones, so joining a competent band of 
  adventurers may actually increase their lifespan.
  Krocas are naturally lazy and dislike adventuring life. 
  When not eating or killing something to eat, they bask in 
  the sun, slowly digesting. Their size makes them unsuited 
  for underground exploration.
  AT WAR
  The smallest of the First Ones, Kobura serve as scouts and 
  foragers. These small snake men range ahead of First One 
  armies, preparing the ground for more powerful creatures 
  and assisting them by setting up ambushes and surprise 
  attacks on the enemy.
  TYPICAL SOBEKA
  SAMPLE KOBURA
  Kobura are presented here in the same format as a character 
  race. The reason for this presentation is to give the GM the 
  versatility of creating Kobura the same way as a PC or an 
  NPC (see the Pathfinder Core Rulebook for details).
  Kobura should not be used as PCs. Kobura face extreme 
  prejudice from every race of Exodus. Independent Koburas 
  face a life of isolation, hunted by both the First Ones and 
  everyone on mainland Exodus.
  KOBURA RACIAL TRAITS
  +2 Constitution, +4 Dexterity, +2 Wisdom, -4 Strength, 
  -2 Charisma Kobura are extremely agile, cunning and 
  resilient, but they are weak and lack the social graces of 
  other races.
  Small: Kobura are Small creatures and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, a –1 
  penalty to their Combat Maneuver Bonus and Combat 
  Maneuver Defense, and a +4 size bonus on Stealth checks.
  Slow Speed A Kobura’s base land speed is 20 ft.
  Humanoids Koburas are monstrous humanoids with the 
  First One and reptilian subtypes.
  Darkvision Kobura can see in the dark up to 60 feet.
  Scent Kobura gain the scent ability.
  Languages Kobura begin play speaking Exodite and 
  Sobeka. Exodites with a high Intelligence score can choose 
  from the following: Abyssal, Aneishi, Common, Draconic, 
  Infernal or Khaynite. 
  Bite Kobura have a bite attack.
  
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  Elasticity Kobura gain a +4 racial bonus to Escape Artist. 
  Because of this ability, Kobura can move through tight 
  locations as if it were one size category smaller.
  Natural Armor Kobura have 2 points of natural armor.
  Stealthy Kobura gain Stealthy as a bonus feat.
  KOBURA INFILTRATOR  
  CR 5
  XP 1,200
  Male or female Kobura ranger 5
  CE Large monstrous humanoid (First One, reptilian)
  Init +0; Senses darkvision 60ft., scent; Perception +10
  DEFENSE
  AC 20, touch 16, flat-footed 15 (+2 armor, +5 Dex, +2 
  natural, +1 size); ACP +0
  hp 47 (5d10+15)  
  Fort +7, Ref +9, Will +3
  OFFENSE
  Speed 20 ft. 
  Melee bite +5 (1d4-1)
  Ranged mwk longbow +13 (1d6/ x3)
  Ranged mwk longbow +11/+11 (1d6/ x3)
  Special Attack Favored Enemy (human +4, vermin +2), 
  Point Blank Shot, Precise Shot, Rapid Shot
  Ranger Spells (CL 2th; concentration +3)
  1st – entangle (DC12), longstrider
  STATISTICS
  Str 9, Dex 20, Con 16, Int 10, Wis 12, Cha 6
  Base Atk +5; CMB +3; CMD 18
  Feats Endurance, Point-Blank Shot, Precise Shot, Rapid 
  Shot, Stealthy, Weapon Focus (longbow)
  Skills Climb +7, Handle Animal +6, Knowledge (nature) 
  +8, Stealth+19, Survival +10 (+12 to tracking); Racial 
  Modifiers +4 Escape Artist
  Languages Exodite, Sobeka
  SQ elasticity, favored terrain (jungle +2), wild empathy 
  (1d20+3)
  Combat Gear potion of cure moderate wounds (x2) 
  other gear mwk studded leather, mwk longbow
  ECOLOGY
  Environment: Kayen’Te and First One Enclaves
  Organization: solitary, pair, or clutch (4-10 Koburas 
  with 0-2 Krocas).
  Treasure standard
  ALLIGATOR COMPANION 
  CR 5
  N Small animal 
  Init +2; Senses low-light vision; Perception +5
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 
  size)
  hp 22 (3d8+9)  
  Fort +3, Ref +3, Will +2
  OFFENSE
  Speed 20 ft.; swim 30ft.
  Melee bite +5 (1d6+2)
  STATISTICS
  Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
  Feats Toughness, Weapon Focus (bite)
  Skills Perception +5, Stealth +10, Swim +6
  Tricks attack (2 tricks), heel
  SQ hold breath, link, share spell
  SPECIAL ABILITIES
  Hold Breath (Ex) A crocodile can hold its breath for 
  a number of rounds equal to 4 times its Constitution 
  score before it risks drowning.
  KROCA - CR 8
  XP 3,200
  CE Large monstrous humanoid (First One, reptilian)
  Init +0; Senses darkvision 60ft.; Perception +10
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+4 armor, +6 natural, -1 
  size); ACP -2
  hp 94 (10d10+30)
  Fort +6, Ref +7, Will +7
  OFFENSE
  Speed 30 ft. (base 40ft.); swim 30ft. 
  Melee +1 greatsword +15/+10 (3d6+7/ 19-20) and bite 
  +10 (1d8+2 plus grab) 
  Melee bite +15 (2d6+7 plus grab) and 2 claws +14 
  (1d6+5)
  Space 10ft.; Reach 10ft.
  Special Attack Dazzling Display, Power Attack (-3 to 
  attack, +6 to damage (+9 with bite or greatsword))
  STATISTICS
  Str 20, Dex 10, Con 16, Int 7, Wis 10, Cha 8
  Base Atk +10; CMB +16 (+20 grapple); CMD 26
  Feats Dazzling Display, Improved Natural Attack (bite), 
  Power Attack, Toughness, Weapon Focus (bite)
  Skills Acrobatics -2 (+2 to balance), Intimidate +16, 
  Perception +10, Swim +9; Racial Modifiers + 4 to 
  balance, +4 Intimidate, +4 Swim
  Languages Sobeka
  Combat Gear potion of cure moderate wounds (x2) 
  other gear mwk hide armor, +1 greatword
  ECOLOGY
  Environment: Kayen’Te and First One Enclaves
  Organization: solitary, pair, or clutch (pair with 4-10 
  Koburas).
  Treasure standard
  SPECIAL ABILITIES
  Natural Attack A Kroca’s bite and claws are considered 
  primary.
  
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  NEW FEATS
  Those feats were designed with the First Ones in mind. 
  ARACHNID LEGS
  You have four additional large arachnid type legs like your 
  primordial ancestor, the spider, giving you a body like a 
  drider
  Prerequisites: Aneishi
  Benefit: Aneishi with this feat have 4 additional spider-
  like appendages that come out of the side of their body. 
  These legs give you a +8 racial bonus to balance and CMD 
  against trip. The legs grant you a climb speed equal to your 
  land speed. 
  AURA OF DARKNESS
  Undead creatures near you are protected from the adverse 
  effects of sunlight.
  Prerequisites: Exodite, Cloak of Shadows
  Benefit: You are surrounded by an unholy shadow that 
  emanates from you in a 50 ft. radius. Any creature standing 
  in the shadow that is harmed or affected in any way by 
  sunlight is treated as being in darkness. The aura does not 
  hamper vision in any way, nor does it confer any special 
  protection from spells such as searing light, sunbeam or 
  sunburst.
  BANEFUL AURA
  Your presence fills your enemies with fear and doubt.
  Prerequisite: First Ones Subtype
  Benefit: You are surrounded by a baneful aura that 
  emanates from you in a 50 ft. radius.  Any enemy that 
  standing in your aura must succeed on a Will saving 
  throw (DC 10 + one-half your Hit Dice + your Charisma 
  modifier) or take a -1 penalty on attack rolls and saving 
  throws against fear effects. The penalty lasts as long as 
  they remain within your aura.
  This is a mind-affecting fear effect. A creature that 
  successfully saves against the effect remains immune 
  to your baneful aura for 24 hours. This ability is always 
  active. 
  BLOOD OF KHAYNE
  The blood of Khayne runs strongly through your veins.
  Prerequisites: Khaynite
  Benefit: For all effects related to a race, you are considered 
  to be an aberration or a humanoid, whichever is more 
  beneficial to you. This feat applies every time you are 
  targeted by any effect.
  BLOOD DRAIN
  You can drain a target of life-giving blood.
  Prerequisites: Aneishi, Blood Drinker
  Benefit: Once per round, on a successful bite attack, an 
  Aneishi with this feat may choose to forego his regular 
  damage and instead deal 1d4 points of Constitution 
  damage. Each point of Constitution drained heals one 
  point of damage. An Aneishi can only heal up to its own 
  Constitution score, after that the Aneishi is full and does 
  not need to eat for 24 hours.
  This ability does not affect elementals, plants, or creatures 
  that lack a Constitution score. 
  BLOOD DRINKER
  Drinking the blood of your victims gives you great power.
  Prerequisites: Aneishi
  Benefits: You benefit from ingesting blood. If you drink 
  a pint of fresh blood, you gain a +1 morale bonus to all 
  attack and damage rolls, skill and ability checks, and 
  saves for one hour. The blood must have come from an 
  individual with equal or more hit dice than you. You can 
  only gain this bonus a maximum of once per day.
  Furthermore, the blood of an individual can only give 
  you this bonus once. After you have tasted a specific 
  individual’s blood, it will no longer benefit you; you need 
  the blood of another individual to use this feat again.
  CLOAK OF SHADOWS
  You are wreathed in shadowy power, making you difficult 
  to detect or strike.
  Prerequisites: Exodite
  Benefits: As long as you remain in an area of partial 
  shadows, the level of concealment that affects you is 
  increased by one category. This feat has no effect if you 
  do not have concealment.
  DEATH ROLL
  You can plunge into a brutal death roll capable of crushing 
  a humanoid - or tearing one apart. 
  Prerequisites: Kroca.
  Benefits: When you have a foe grappled, you can initiate 
  a death roll. If your grapple check succeeds, both you 
  and your opponent fall prone and your opponent takes 
  normal grapple damage plus 2d8 + Strength slashing 
  and bludgeoning damage. If your opponent is prone, the 
  damage is doubled.
  If your opponent is submerged under water by falling 
  prone he must hold his breath. 
  ENSNARING WEB
  You can create webs to capture opponents.
  Prerequisites: Aneishi
  
  enemies of neoexodus:
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  Benefit: Gain the web ability per the universal monster 
  rule. You can use this ability 3/day.
  FEAST OF THE HEART 
  By feasting on your enemy’s heart, you temporarily boost 
  your physical prowess.
  Prerequisites: First Ones subtype.
  Benefit: You can absorb some essence from a slain enemy 
  that is your own size category or larger by consuming 
  its heart (a full-round action that provokes attacks of 
  opportunity) within 1 minute of its death. 
  This essence grants you a +2 bonus to Strength, Dexterity, 
  or Constitution (your choice) for a number of rounds equal 
  to the target’s HD or level. You can use this ability only 
  once per slain enemy, but you do not have to be the one 
  who killed the creature in order to gain this bonus from 
  its heart. 
  This ability works only if the slain enemy was a living 
  creature that had a heart or similar organ. Constructs, 
  undead, and creatures without discernable anatomies have 
  no suitable body parts that you can eat.
  NEW FEATS
  Feat  
  Prerequisite 
  Effect
  Arachnid Legs 
  Aneishi 
  Gain 4 extra legs and a drider-like body
  Aura of Darkness 
  Exodite, Cloak of Shadows 
   Surround yourself with an aura of shadows that 
  protects creatures harmed by sunlight
  Baneful Aura 
  First One 
  Gain aura of fear
  Blood Drain 
  Aneishi, Blood Drinker 
   Regain hit points when hitting targets with bite 
  attack.
  Blood Drinker 
  Aneishi 
  Gain bonuses when drinking blood
  Blood of Khayne 
  Khaynite 
   For effects related to race, count as either 
  aberration or humanoid
  Cloak of Shadows 
  Exodite 
  Increase the level of concealment around you. 
  Death Roll 
  Kroca 
  Inflict massive damage on grappled enemy.
  Ensnaring Web 
  Aneishi 
  Gain the web special ability.
  Feast of the Heart 
  First One 
   Consume an opponent’s heart and gain 
  bonuses
  Grotesque Spell 
   
  Transmutation spell sickens target
  Khayne’s Cry 
  Khaynite 
  Emit sound that scares opponents
  Lizard Climb 
  Kobura, Climb 5 ranks 
  Gain climb speed equal to your land speed.
  Magic Body 
  Khaynite 
   Gain temporary hit points when you apply 
  metamagic feats to your spells
  Masochistic Ecstasy 
  Great Fortitude or Khaynite 
   Gain bonus when opponent deals maximum 
  damage.
  Masquerade Worship 
  must cast divine spells 
  Present any holy symbol as divine focus
  Poisonous Bite 
  Aneishi 
  Bite attack does poison damage
  Power of Khayne 
  Khaynite 
   Increase caster level of all non-consumable 
  magic items you use
  Pull into Shadows 
  Exodite, Improved Grapple 
  Take an unwilling target through shadow jump.
  Scamper 
  Kobura, Stealth 1 rank 
   Move at normal speed without taking Stealth 
  penalties
  Seductive 
  Charisma 15 
   Gain bonuses when dealing with member of a 
  specific gender
  Speed of Shadows 
  Exodite 
   Activate shadow jump as a free action that 
  does not end your turn
  Tail Attack 
  Sobeka 
  Gain tail slap as a secondary natural attack
  Tempered Rage 
  Exodite, lawful-aligned 
   Your lawful alignment does not impact you 
  negatively
  Touched by Evil 
  Khaynite, evil alignment 
   Gain bonuses and Spell resistance vs. good-
  aligned spells.
  
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  GROTESQUE SPELL - METAMAGIC]
  Your transmutation spells have particularly terrifying and 
  disturbing manifestations.
  Benefits: When you cast a transmutation spell, any 
  creature (including allies) that can see the spell’s target, 
  including the target itself, must make a Will save (DC 
  equal to the original spell) or be sickened for a number of 
  rounds equal to the spell’s level. This is a mind-affecting 
  effect, but the original spell may not be.  All aberrations – 
  including Khaynites – are immune to this effect.
  A Grotesque Spell a spell slot of one level higher than the 
  usual spell.
  Special: Khaynites have a particular affinity for this type 
  of metamagic. A Khaynite spontaneous spell caster does 
  not increase the casting time of a Grotesque Spell provided 
  he applies no other metamagic feats to it.
  KHAYNE’S CRY
  Merely hearing this awful sound is often enough to cause 
  enemies to flee in terror.
  Prerequisites: Khaynite
  Benefit: As a free action, you may emit a terrible shout, 
  affecting all opponents within a 30-foot cone by a scare 
  spell (Will DC 10 + one-half your character level + your 
  Charisma modifier). This ability cannot be used while 
  you are currently engaged in melee. This is a sonic, mind-
  affecting extraordinary ability.
  This feat can be used a number of times per day equal to 
  your Charisma modifier. 
  LIZARD CLIMB
  You can move along vertical surfaces with incredible 
  agility.
  Prerequisites: Kobura, Climb 5 ranks.
  Benefit: Gain a climb speed equal to your base land speed.
  MAGIC BODY
  Your body gains sustenance from modifying the magic you 
  command.
  Prerequisites: Khaynite, one metamagic feat.
  Benefit: Every time you use a metamagic feat on a spell 
  you cast, you gain a number of temporary hit points equal 
  to the modification.
  MASOCHISTIC ECSTASY
  Experiencing pain brings you pleasure.
  Prerequisites: Great Fortitude or Khaynite.
  Benefit: Whenever you take the maximum possible hit 
  point damage from a single attack in combat (i.e. all the 
  damage dice rolled as part of the attack come up with their 
  maximum values), you gain a +2 morale bonus on all your 
  attack rolls, saving throws, skill checks, and ability checks 
  for one round. 
  MASQUERADE WORSHIP
  You are adept at pretending to worship other deities.
  Prerequisite: must be able to cast divine spells
  Benefits: As long as you have a holy symbol of your deity 
  on you, you may present any other holy symbol without 
  issue. Khaynites with oracle spells are very fond of this 
  feat.
  POISONOUS BITE
  Your bite is poisonous.
  Prerequisite: Aneishi
  Benefit: On a successful bite attack, you may inject poison 
  into a victim
  Aneishi Poison (Ex) bite – injury; save Fort DC 10 + 
  Constitution; frequency 1/round for 10 rounds; effect 1d2 
  Dex; cure 2 consecutive saves.
  POWER OF KHAYNE
  Your innate connection to the flow of magic increases the 
  power of arcane items in your possession.
  Prerequisites: Khaynite
  Benefit: All non-consumable magic items in your 
  possession increase in caster level by 1. 
  PULL INTO SHADOWS
  You can carry unwilling passengers into the shadow realm 
  with you.
  Prerequisites: Exodite, Improved Grapple.
  Benefits: When grappling an opponent, you may carry him 
  with you via shadow jump. The size limitations remain the 
  same as for willing passengers. The Will DC to resist is 10 
  + half Exodite’s level + Exodite’s Wisdom modifier.
  SCAMPER
  Your size and lithe form give you the ability to move 
  quickly while attempting to hide or move quietly.
  Prerequisites: Kobura, Stealth 1 rank.
  Benefit: You take no penalties for moving up to your 
  normal speed when using the Stealth skill. You gain no 
  bonus when running.
  SEDUCTIVE
  You are alluring and know how to use your sensuality to 
  get what you want.
  Prerequisite: Charisma 15
  
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  Benefit: You get a +2 bonus on all Charisma-based social 
  skill and ability checks against living creatures of a chosen 
  gender. Only creatures whose Intelligence score is at least 
  5 are affected. This bonus does not apply to any skill or 
  ability check made in combat. When actively using this 
  feat, you gain a -1 penalty to the same skills when using 
  them on members of the other gender.
  Special: You may take this feat a second time, allowing 
  you to deal with both genders equally and no longer take 
  any penalties. Genderless species of are immune to the 
  effect of this feat
  SERPENT BLOOD
  The Sobeka blood flowing through your veins grants you 
  a natural resistance to toxins and poisons.
  Prerequisite: Sobeka
  Benefit: You gain a +4 racial bonus on saving throws 
  made to resist poisons of any type. 
  SPEED OF SHADOWS
  You flit between shadows at dizzying speed. 
  Prerequisites: Exodite.
  Benefits: You can use shadow jump as a free action once 
  per round. Shadow jumping does not force you to end 
  your turn.
  TAIL ATTACK
  Your tail has grown and can be used to fight.
  Prerequisite: Sobeka
  Benefit: You gain a tail slap attack as a secondary natural 
  attack. This tail does typical damage for your size category 
  (see Pathfinder Bestiary).
  TEMPERED RAGE
  Your volcanic rage is bound by iron discipline - chained 
  when unwanted, loosed to devastating effect when needed. 
  Prerequisites: Exodite, Lawful-aligned.
  Benefits: Whenever it might not be beneficial to you, 
  you may ignore the lawful part of your alignment. This 
  includes being targeted by spells with alignment-based 
  effects (such as chaos hammer or an anarchic weapon) or 
  class abilities that would be lost due to alignment (such as 
  a barbarian’s rage ability). 
  TOUCHED BY EVIL
  The taint of evil protects you.
  Prerequisites: Khaynite, evil alignment.
  Benefit: You gain a +1 insight bonus to AC and saving 
  throws against spells with the Good descriptor. You also 
  gain SR equal to 10 + Hit Dice against those spells.
  NEW SPELLS
  Here are spells the First Ones employ regularly. Those 
  spells are extremely rare outside of Kayen’Te.
  DISPEL MINIONS
  School necromancy; Level Bard 2, Cleric [Khayne] 3, 
  Sorcerer/ Wizard 3
  Casting Time 1 standard action
  Components S, V, F/DF
  Range you
  Area burst with diameter of 100ft. + 10ft./level
  Target all minion corpses in range
  Duration Instantaneous
  Saving Throw Will (harmless); Spell Resistance Yes 
  (harmless)
  This spell is one of the main reasons the First Ones have 
  managed to remain undetected for such a long time. This 
  spell destroys the bodies of any creatures marked by the 
  minion mark spell. Bodies turn into vile smelling ooze that 
  dries within a minute. All the equipment remains, but the 
  bodies disappear.
  MINION MARK
  School universal; Level Bard 0, Cleric [Khayne] 0, 
  Sorcerer/ Wizard 0
  Casting Time 1 minute
  Components S, V, F/DF
  Range any willing living creature
  Area 40ft.-radius centered on you
  Area burst with diameter of 100ft. + 10ft./level
  Target all minion corpses in range
  Duration Instantaneous
  Saving Throw none; Spell Resistance none
  A minion mark spells allows the First Ones to magically 
  mark a willing target as one of its own minions in a manner 
  similar to an arcane mark. A minion mark can be revealed 
  the same way as an arcane mark. Using a read magic 
  reveals the words “I belong to [name]”.
  A creature may only have one minion mark at a time. A 
  subsequent casting replaces the mark.
  RELATIONS
  BARBARIC HUMANOIDS
  This group includes many tribes of humanoid creatures, 
  from orcs and giants to gnolls, ogres and lizardfolks. These 
  tribes are seen as mercenary forces to supplement First 
  Ones’ armies. These mercenaries are almost always used 
  in suicidal actions. Few warriors return from serving the 
  First Ones. In the days of the First Ones’ Empire, these 
  creatures were used pretty much the same way they are 
  today. 
  Many tribes harbor a deep-seated hatred of the First Ones 
  and refuse to deal with them. However, the First Ones use 
  
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  diplomacy, the promise of riches, and magical coercion to 
  lure unwitting humanoids into their service. 
  When they fail to ally or bribe humanoids into their 
  service, the First Ones do things to aggravate them and 
  rouse them. 
  BROTHERHOOD OF KHAYNE
  The Brotherhood of Khayne is a cult devoted to Khayne. 
  The First Ones sees them as expendable servants and 
  pawns to use in their game. Some members of the 
  Brotherhood – such as Euhudi – gained the admiration of 
  the First Ones. The Brotherhood is but a group of cheap, 
  expendable forces that can access locations the First Ones 
  have difficulty entering.
  In times of war, the Brotherhood is relied upon to provide 
  intelligence and sabotage enemy cities and fortresses to 
  First One forces. 
  In return for their assistance, the Brotherhood is frequently 
  offered magical assistance in the form of advisors and the 
  occasional creature to help defend their temples. 
  One place the Brotherhood receives heavy assistance is 
  in Unthara where it is fighting a losing battle against Xon 
  and his Quickslavers. There, the First Ones fear that if 
  Xon gains access to a Nexus Gateway, he might attempt to 
  expand into Kayen’Te. 
  Maruk Naal, an Exodite general, has taken over the 
  war effort. Exodite princes are beginning to think that 
  following a victory in Unthara, the islands could serve as 
  the first re-conquest of the empire. Because of this, the 
  First Ones are investing many more resources into keeping 
  Unthara than in other lands. 
  DEMONS
  The Khaynites in particular hold a particular fascination 
  with demons. They frequently consult, consort and deal 
  with them. Demons are other children of Khayne, though 
  less well-formed and more primal than the superior 
  Khaynites. Demons are frequently summoned and used in 
  battle by the First Ones.
  Only the Exodites shy away from them, finding them 
  unreliable and overindulgent.
  DEVILS
  The natural order of devils is particularly attractive to the 
  Exodites who frequently work with the forces of Hell. 
  Ancient pacts tie many devils to First One service, forcing 
  the devils to send assistance in time of need. Bearded devil 
  and erinyes serve as instructors in famous Exodite dojos. 
  To the First Ones, the devils are useful because they can 
  be bound long-term and they accept sacrifices of slaves - a 
  price the First Ones are willing to pay.
  FOLDING CIRCLE
  The First Ones initially thought the Folding Circle could 
  serve them as an ally against the great powers of Exodus, 
  but they quickly realized how wrong they were. 
  The Folding Circle has its own agenda and though they 
  share a desire for the destruction of the empires of Exodus, 
  the two groups are enemies. A member of the Circle, the 
  Exodite Nysska, has more than once used her abilities and 
  knowledge to target the First Ones. To this day, the Folding 
  Circle is the only power to have seriously damaged 
  structures in Kayen’Te. Since that time, the First Ones 
  actively hunt Nysska and her servants.
  For full details about the Folding Circle, see Enemies of 
  NeoExodus: Folding Circle.
  IMPERIAL ALLIANCE
  The Imperial Alliance is the First Ones’ most reviled 
  enemy. The Imperial Alliance is the slaves’ attempt at 
  re-creating the First Ones’ glorious empire and is an insult 
  to their superiors.
  Until the First Ones return to their natural place on 
  Exodus, they will keep focusing on imperial personnel, 
  imperial buildings and anything that promotes the stability 
  of the Imperial Alliance. Nearly all of the First Ones dream 
  of seeing the Imperial senate turn over the reins of power 
  to them.
  However, the Imperial Alliance is strong and, unlike the 
  First One Combine, its ruling system is designed to handle 
  and survive inner strife. The First Ones’ do not understand 
  the principles that keep the Alliance together.
  JANUS HORDE
  The Janus Horde is seen by the First Ones the same as 
  other barbaric humanoids. However, the Horde is as 
  equally hated as the Imperial Alliance. When the Horde 
  rose, the First Ones rejoiced and sent envoys to establish 
  their dominance. Only body parts came back to Kayen’Te.
  The Horde has actively been hunting down First Ones in 
  its territory. Hunting and slaying a First One is a sign of 
  great honor.
  The First Ones have resolved to destroy the horde and 
  crush its leaders. Queen Thais has avoided a score of First 
  Ones-sponsored assassination attempts
  XON AND THE QUICKSLAVERS
  The First Ones have branded Xon the most wanted enemy 
  on their list. The damage his Quickslavers have done to the 
  Brotherhood of Khayne in Unthara surprised and shocked 
  the First Ones. Envoys they sent to him returned to Dwyer 
  infected with the Quickslaver disease. 
  UNDEAD
  The First Ones have no issue with using undead to serve 
  their schemes. Skeletons and zombies are frequently 
  
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  used as beast of burden in Kayen’Te.  During war time, 
  fallen enemies are used to supplement First Ones’ forces. 
  Intelligent and powerful undead – such as liches or 
  vampires – are viewed with suspicion. 
  Necromancers and necromancy are seen as tools to further 
  their goals but do not hold special interest or fascination 
  to the First Ones. Their goals are those of the living, not 
  those of the dead.
  SERVANTS
  KOLEOS
  The Koleos are viewed as little more than slightly 
  intelligent beasts of burden. Koleos are used to dig, build 
  and provide brute strength when needed. Koleos pull 
  supply carts and underground elevators found in Kayen’te. 
  The First Ones think little of these creatures and do not 
  value them much. 
  When used in war, they are formed into large units led by 
  slave handlers, usually P’Tan or Scythians, and used as 
  combat engineers, building bridges and fortifications. 
  LOCARI
  The Locari are the latest – and most successful – creation 
  of the Khaynites. The Locari take the best elements of 
  lizards and insects and merge them into a horror that lives 
  only to hunt other forms of life. They took over the island 
  of Ablis within a generation.
  Non-Khaynites strongly dislike them because they only 
  obey Khaynites and consider other First Ones to be prey. 
  Many want to see the species destroyed seeing the Locari 
  as a way for the Khaynites to replace all other races. 
  P’TANS 
  The P’Tan’s rebellion has forever tarnished their race’s 
  reputation. Whereas they were seen as a race with much 
  potential, the corruption of their minds has made them 
  weak and unreliable. Still the P’Tans are intelligent, 
  resourceful and are natural survivors.
  Today, P’Tans are used as farmers and laborers. Most are 
  low-level commoners with the occasional warrior and 
  expert. They are promised rewards if they serve, but the 
  First Ones have no intention of ever delivering on those 
  promises. P’Tans in the service of the First Ones are slaves 
  whose only value is to die for their masters.
  SCYTHIANS
  The violence-minded Scythians have been the staples of 
  the First Ones’ armies since the days of the empire. Their 
  natural affinity for war, obedience to superiors and rapid 
  breeding makes them ideal warriors for the First Ones. Full 
  details about the Scythians can be found in Enemies of 
  NeoExodus: Scythians.
  Some Khaynites have decided the Scythians were outdated 
  – in favor of the Locari.  This decision is not shared by 
  most other First Ones. 
  OTHER EXPERIMENTS
  The First Ones have many servants, whether they conquered 
  them, brought them into exile or bred them. The status of 
  these creatures depends heavily on their master. There is 
  no unified view on such creatures. 
  FAMOUS FIRST ONES
  AR’TEN
  Female Khaynite, CE
  Two years ago, a Sanguine Covenant mercenary named 
  Selena was by captured a group of Kobura infiltrators. 
  The Kobura were stunned to find their mistress among the 
  prisoners they had just captured. Bringing her back to their 
  base, Ar’ten was shocked to discover the human captive 
  looked exactly like her.
  Ar’ten decided to spy on mankind. Impersonating the 
  formerly good priestess, Ar’ten could not prevent herself 
  from spreading false truths and lies. For now, she revels in 
  the glory and admiration her flock is bestowing upon her.
  Poor Selena was sent to Kayen’Te to serve in breeding 
  experiment for Ar’ten. 
  THE CRIMSON HAND
  The Crimson Hand is a close-knit group of First Ones 
  focusing on Blood Magic. They control their own shadow 
  empire but they rely on Kayen’Te for support and the 
  occasional assistance.
  For full details about the Crimson Hand, see Enemies of 
  NeoExodus: Crimson Hand.
  THE KHAYNITE QUEEN
  Female Khaynite, Ruler of all the First Ones
  The Khaynite Queen’s greatest accomplishment is that 
  people believe she does not exist. She came up with 
  the idea of the Combine and has been ruling it since its 
  creation.
  For full details about the Khaynite Queen, see Enemies of 
  NeoExodus: Widowmaker Scarlet.
  MARUK NAAL
  Male Exodite, LE, General of the First One forces in 
  Dwyer
  Maruk Naal’s life is typical of many Exodites. He spent his 
  life seeking to become the best warrior in the Naal dojo. 
  Twenty years ago, he travelled through mainland Exodus 
  to discover more about the fighting techniques now in use 
  on Exodus.
  
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  When the First Ones decided to assist the Brotherhood 
  of Khayne, Maruk Naal volunteered for the job. Taking 
  with him a number of Scythians and other expendables, 
  the Exodite’s role is to prevent the fall of Dwyer and to 
  prevent the Nexus Gateway from falling into Xon’s hands 
  at all costs. With the help of a few Aneishi engineers, he 
  rigged the Nexus Gateway with explosives, allowing him 
  to destroy it with but a word.
  His experience and Exodite dedication has made him the 
  leader of the Brotherhood of Khayne. His victories have 
  greatly emboldened the beleaguered Brotherhood. 
  NYSSKA
  Female Exodite, NE
  Nysska is one of many Exodites who travels the world of 
  Exodus. She is a renegade and is wanted by a number of 
  Exodite dojos and other First Ones. 
  Nysska is the best diplomat and top assassin of the Folding 
  Circle. Full details about Nysska may be found in Enemies 
  of NeoExodus: Folding Circle.
  NEW ITEMS
  NEW WEAPONS
  Aneishi cannons: Aneishi cannons double the range of 
  their misfire. Thus if the cannon has 1-2, the Aneishi 
  version has 1-4. Aneishi cannons cannot be of masterwork 
  quality. 
  Exodite bladestaff: The Exodite bladestaff is a two-hand 
  exotic double weapon. Its primary benefit is that, by 
  shifting his grip, its wielder can deal slashing, piercing or 
  bludgeoning damage with either end. Exodite bladestaves 
  are not sold outside of a dojo.
  Exodite broadsword: The Exodite broadsword is a big 
  sword that swings partially like a sword, partially like an 
  axe. The resulting weapon mixes the best of both weapons. 
  Exodite broadswords are not sold outside of a dojo.
  NEW ITEMS
  Kobura saddle: This exotic saddle is specifically designed 
  for a Kobura’s unique anatomy. They weigh half as much 
  as an ordinary exotic saddle but cost twice as much. 
  Non-Kobura using the saddle take a -4 penalty to ride 
  checks when they use the saddle.
  NEW POISONS
  BANEVIPER VENOM
  Type injury; Save Fortitude DC 25
  Onset immediate; Frequency 1/round for 5 rounds.
  Initial 6d8 fire damage plus paralysis; Effect 6d8 fire 
  damage; Cure 1 Fortitude save.
  Special a target killed with baneviper venom is reduced 
  to ash, as though hit with a disintegrate spell. 
  ASSIMILATION VENOM
  Type injury; Save Fortitude DC (per Locari)
  Onset 2 rounds; Frequency 1/minute for 4 minutes.
  Effect 1d3 Wisdom damage, target must make a Will 
  save or be subject to a compulsion to serve the Locari 
  hive. This effect lasts until the subject is rendered 
  unconscious; Cure two consecutive Fortitude saves
  LOCARI WITHERING
  Type injury; Save Fortitude DC (per Locari)
  Onset 1d3 days; Frequency 1/day.
  Effect 1d3 Con; Cure Surgery; A DC 24 Heal check is 
  required to remove the grub. Surgery deals 2d6 points 
  of damage to the target per point of Constitution 
  lost to the grubs. A failed surgery roll inflicts 1d3 Con 
  damage to the target.
  Special Locari Withering acts like a poison but it is not. 
  Those immune to poison can be affected by it. They 
  cannot be affected by a neutralize poison spell, though 
  a heal spell removes them.
  Special If the sufferer reaches zero Constitution, because 
  of Locari Withering, it does not die immediately. Locari 
  grubs erupt from the host forming a Locari swarm and 
  killing the host. 
  Special A DC 20 Heal is required to detect the presence 
  of the parasite. A victim feels tired and weak, but 
  otherwise in good health.
  NECROSIS VENOM
  Type injury; Save Fortitude DC (per Locari)
  Onset 1 hour; Frequency 1/day for 6 days.
  Effect 1 Con damage + cumulative 5% chance of Slow 
  Death Rot; Cure can be cured by taking electricity 
  damage equal to or greater than the Locari’s HD.
  TALIKUS POISON
  Type injury; Save Fortitude DC 19
  Onset immediate; Frequency 1/round for 10 rounds.
  Effect 1d6 Dex damage; Cure two consecutive 
  Fortitude save.
  Weapon
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  Two-Handed Exotic Weapon
  Exodite bladestaff
  75gp
  1d4/1d4
  1d6/1d6
  19-20
  -
  8 lbs.
  B,P,S
  Double weapon, 
  First One, monk
  Exodite broadsword
  150gp
  1d6
  1d8
  19-20/ x3
  -
  9lbs.
  S
  First One
  
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  NEW MAGIC ITEMS
  SPIKED BONE AMULET
  Aura faint transmutation; CL 3rd – 15th
  Slot neck; Price 5,000gp (+1), 20,000gp (+2), 45,000gp 
  (+3), 80,000 (+4), 125,000 (+5), 180,000(+6), 245,000gp 
  (+7), 320,000gp (+8), 405,000 (+9), 500,000gp (+10); 
  Weight 1 lb.
  DESCRIPTION
  A spiked bone amulet is a magic item that allows 
  Scythians to magically enhance their bone razors. A 
  spiked bone amulet can be enhanced like a weapon and 
  given weapon enhancements. These enhancements 
  function only with Scythian bone razors. Unlike an 
  amulet of mighty fist, a spike bone amulet must have a 
  basic +1 enhancement.
  Spiked bone amulets are controlled and given only to 
  particularly loyal or useful Scythians. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, greater magic 
  requires at least half the cost to be paid in Scythian 
  bone dust; Cost 2,500gp (+1), 10,000gp (+2), 22,500gp 
  (+3), 40,000 (+4), 62,500 (+5), 90,000(+6), 122,500gp 
  (+7), 160,000gp (+8), 202,500 (+9), 250,000gp (+10);
  NEW MONSTERS
  AWAKENED BLACK PUDDING
  Awakened black puddings were created by the Khaynites 
  in the early days of their exile. These creatures faithfully 
  serve the Khaynites as guards. Due to their slow speed, 
  they are rarely used on the battlefield. 
  When they are, they are magically enhanced with the 
  advanced and giant template. Most opponents overlook 
  and underestimate their intelligence.
  AWAKENED BLACK PUDDING 
  CR 7
  XP 3,200
  CN Huge ooze
  Init -2; Senses blindsight 60ft.; Perception +11
  DEFENSE
  AC 8, touch 8, flat-footed 6 (-2 Dex, -2 size)
  hp 135 (10d8+90)
  Fort +9, Ref +1, Will -2
  Defensive Abilities split, ooze traits
  OFFENSE
  Speed 20 ft.; climb 20ft. 
  Melee slam +9 (2d6+4 plus 2d6 acid plus grab)
  Space 15ft.; Reach 10ft.
  Special Attacks constrict (2d6+4 plus 2d6 acid), 
  corrosion
  STATISTICS
  Str 16, Dex 7, Con 28, Int 10, Wis 7, Cha 7
  Base Atk +7; CMB +12(+16 grapple); CMD 20 (30 vs. 
  bull rush, can’t be tripped)
  Feats Ability Focus (acid), Lunge, Toughness, Weapon 
  Focus (slam)
  Skills Climb +11, Perception +11, Stealth +3
  Languages Khaynites (cannot speak)
  SQ ooze traits, suction
  ECOLOGY
  Environment: Kayen’Te and First One Enclaves
  Organization: solitary. Frequently encountered with 
  Scythian handlers
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) A black pudding secretes a digestive acid that 
  dissolves organic material and metal quickly, but does 
  not affect stone. Each time a creature suffers damage 
  from a black pudding’s acid; its clothing and armor take 
  the same amount of damage from the acid. A DC 23 
  Reflex save prevents damage to clothing and armor. A 
  metal or wooden weapon that strikes a black pudding 
  takes 2d6 acid damage unless the weapon’s wielder 
  succeeds on a DC 23 Reflex save. If a black pudding 
  remains in contact with a wooden or metal object for 1 
  full round, it inflicts 21 points of acid damage (no save) 
  to the object. The save DCs are Constitution-based.
  Corrosion (Ex) An opponent that is being constricted 
  by a black pudding suffers a –4 penalty on Reflex saves 
  made to resist acid damage applying to clothing and 
  armor.
  Split (Ex) Slashing and piercing weapons deal no 
  damage to a black pudding. Instead, the creature splits 
  into two identical puddings, each with half of the 
  original’s current hit points (round down). A pudding 
  with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points.
  Suction (Ex) The black pudding can create powerful 
  suction against any surface as it climbs, allowing it to 
  cling to inverted surfaces with ease. A black pudding 
  can establish or release suction as a swift action, and 
  as long as it is using suction, it moves at half speed. 
  Because of the suction, a black pudding’s CMD score 
  gets a +10 circumstance bonus to resist bull rush, 
  awesome blows, and other attacks and effects that 
  attempt to physically move it from its location.
  AWAKENED OOZE TEMPLATE
  The awakened ooze temple creates intelligent oozes. This 
  template can be applied to any mindless, living ooze.
  Rebuild: Ability Scores +6 to Dexterity, Constitution, 
  Wisdom and Charisma, Intelligence is brought to 10.
  
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  ETTERCAP, FIRST ONES
  First One ettercaps are identical to all other ettercaps 
  except they are darker in color and they speak Aneishi 
  instead of Common. First One Ettercaps serve the Aneishi 
  in their spider ranches.
  FUNGAL RUST MONSTERS
  Created by the Khaynites as a way to destroy their 
  enemies’ armor and weapons, fungal rust monsters are a 
  common sight. Usually led by Scythian handlers, these 
  monsters fight mindlessly, charging into the heart of battle 
  where they can inflict maximum damage. 
  FUNGAL RUST MONSTER - CR 4
  XP 1,200
  N Medium aberration
  Init +3; Senses darkvision 60ft; scent metals 90ft.; 
  Perception +12
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 37 (5d8+15)
  Fort +4, Ref +4, Will +5
  OFFENSE
  Speed 30 ft.; climb 10ft. 
  Melee bite +6 (1d3) and tail slap +6 (1d4) and antennae 
  +6 touch (rust)
  Special attacks Poison spore (DC 15)
  STATISTICS
  Str 10, Dex 17, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
  Feats Ability Focus (rust), Skill Focus (Perception), 
  Weapon Finesse
  Skills Climb +8, Perception +12
  Languages Exodite (cannot speak)
  SQ create spores
  ECOLOGY
  Environment: Kayen’Te and First One Enclaves
  Organization: solitary, pair, or nest (3-10). Frequently 
  encountered with Scythian handlers.
  Treasure none
  SPECIAL ABILITIES
  Create Spawn (Ex) See fungal template
  Poison Spores (Ex) When a fungal creature takes 
  damage from a piercing or slashing attack, the creature 
  emits a cloud of deadly spores. These spores fill a 10 
  foot radius space. 
  Rust (Su) A rust monster’s antennae are a primary 
  touch attack that causes any metal object they touch 
  to swiftly rust and corrode. The object touched takes 
  half its maximum hit points in damage and gains the 
  broken condition – a second hit destroys the item. A 
  rust monster never provokes attacks of opportunity 
  by attempting to strike a weapon with its antennae. 
  Against creatures made of metal, a rust monster’s 
  antennae deal 3d6+5 points of damage. An attended 
  object, any magic object or a metal creature can 
  attempt a DC15 Reflex save to negate this effect. The 
  DC is Constitution-based.
  Scent Metals (Ex) This ability functions much the same 
  as the scent ability, except that the range is 90ft. and 
  the rust monster can only use it to sense metal objects 
  (including creatures wearing or carrying metal objects).
  FUNGAL RUST MONSTER SPORES
  Type infestation; Save Fortitude DC 15
  Onset immediate; Frequency 1/round for 10 rounds.
  Effect 1d2 Constitution damage and target becomes 
  fatigued; Cure 1 save.
  FUNGAL TEMPLATE
  Khaynites have an unnatural attraction to fungi and oozes. 
  Abominations composed of fungus serve the Khaynites in 
  many ways. Mostly, they are used to “seed” battlefields 
  for their masters. These horrors shamble about at the 
  command of Scythian officers.
  Rebuild: AC lower the natural armor by -2 (minimum 
  0); Attack add one slam attack; Special Attacks add 
  poison spores; Ability Scores +4 to Constitution; SQ add 
  create spawn.
  Create Spawn (Ex) The body of a fungal creature’s 
  poison spores slowly transform into a fungal creature 
  after one full day. Dry conditions can extend this delay 
  up to a week. 
  Poison Spores (Ex) When a fungal creature takes 
  damage from a piercing or slashing attack, the creature 
  emits a cloud of deadly spores. These spores fill a 
  10 foot radius space. DC is equal to 10 + half the 
  creature’s hit dice + Constitution bonus. The template 
  must be placed so that the attacker that triggered the 
  spores is placed under the template or as close to the 
  attack as possible. The template remains for one full 
  round. Creatures ending their turn within the cloud are 
  affected by the Poison spores
  FUNGAL CREATURE POISON
  Type infestation; Save Fortitude DC varies
  Onset immediate; Frequency 1/round for 10 rounds.
  Effect 1d2 Constitution damage and target becomes 
  fatigued; Cure 1 save.
  KOLEOS
  Koleos were created by the Khaynites by magically 
  mixing human slaves with beetles. The resulting creatures 
  are dull, dim-witted and naturally obedient. They work 
  with the mindless dedication of a beetle following simple 
  orders.Koleos are bipedal beetles. They possess four arms, 
  but two of them are vestigial and unusable.
  
  enemies of neoexodus:
  f irst ones
  34
  Koleos are rarely used in combat by the First Ones, even 
  if they are decent fighters. Instead, they serve as beasts of 
  burden and as miners, creating new galleries constantly 
  expanding Kayen’Te. Left to its own, a Koleos is shy and 
  avoids contact with other species.
  Koleos are numerous and multiply quickly, a female 
  lays 1d6+4 eggs every six months. These young live on 
  their mother’s back for four months. After that time, they 
  follow their mother for another six months. They can be 
  represented with the young template.
  KOLEOS 
  CR 5
  XP 1,600
  N Large monstrous humanoid
  Init +0; Senses darkvision 60ft; Perception +10
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 natural, -1 size)
  hp 45 (7d8+14)
  Fort +7, Ref +2, Will +2 (+6 vs. mind-affecting effects)
  OFFENSE
  Speed 20 ft.; burrow 20ft. 
  Melee bite +12 (2d10+6)
  Space 10ft; Reach 10ft;
  Special Attack trample (1d6+6, DC19)
  STATISTICS
  Str 19, Dex 10, Con 15, Int 5, Wis 10, Cha 9
  Base Atk +7; CMB +12; CMD 22
  Feats Ability Focus (trample), Improved Natural Attack 
  (bite), Improved Natural Armor, Weapon Focus (bite)
  Skills Perception +10
  Languages Exodite (cannot speak)
  ECOLOGY
  Environment: Kayen’Te and First One Enclave
  Organization: solitary, pair, or cluster (3-6). Commonly 
  led by Scythian or P’Tan handlers.
  Treasure none
  LOCARI
  The Locari resemble man-sized insect-like abominations, 
  their chitin mottled with dark browns and grays, giving 
  them great camouflage abilities. Their features combine 
  elements of insects, reptiles, and arachnids. They are only 
  known to occupy the island of Ablis.
  Less than a few centuries old, the Locari are the Khaynite’s 
  latest creations. The Locari are apex predators, engineered 
  for the hunt. Utterly, unbreakably loyal to their masters, 
  the Locari rest in a niche between weapon, tool, slave and 
  pet.  These vile abominations, made from the worst aspect 
  of reptile, insect and arachnid, pose a threat to all other 
  forms of life. 
  Some believe the Locari are the result of Khaynite breeding 
  program with bebilith, retrievers and common insects. 
  The Locari are organized in a complex network of hives 
  working together to expand their influence. Each Locari 
  has a unique task for which it is engineered and adapted. 
  These adaptations are called hive niches by the Khaynites. 
  This makes each Locari unique and that much more 
  dangerous.
  Locari are not known to communicate with other species. 
  Scholars speculate they communicate by means of a 
  complex language of sounds, gestures and pheromones. 
  No one has managed to communicate with them or decode 
  their alien language. All communication spells have failed, 
  yielding only gibberish; however they do understand 
  Khaynite.
  All those who have encountered them have commented 
  on the danger they pose to all life on Exodus. The threat 
  is so real that the Imperial Alliance set up a blockade of 
  the island. Anyone caught attempting to leave the island 
  is killed without trial or questioning. The island is simply 
  off-limits.
  Encounters with the Locari involve wave after wave 
  of creatures. The Locari have no regard for their lives 
  and commit to battle without fear swarming forward 
  continually.
  For all their adaptability, the Locari have never been seen 
  in the water. 
  LOCARI DRONE 
  CR 2
  This insectoid abomination clicks and hisses as it moves.
  XP 600
  N Medium aberration (Locari)
  Init +2; Senses darkvision 60ft, low-light vision, 
  Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 25 (3d8+9)
  Fort +3, Ref +3, Will +3
  Immune Magic (divination)
  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +5 (1d6+2 plus trip), tail stinger -1 (1d6+1)
  STATISTICS
  Str 14, Dex 14, Con 14, Int 6, Wis 10, Cha 2
  Base Atk +2; CMB +5; CMD 18 (26 vs. trip)
  Feats Toughness, Weapon Focus (bite)
  Skills Climb +10, Perception +6, Stealth +8 (+13 in dark 
  areas), Survival +6; Racial Modifiers +8 Climb, +5 Stealth 
  in dark areas
  Language Khaynite (understand only)
  SQ Hive niche
  
  enemies of neoexodus:
  f irst ones
  35
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari Drones can choose one Hive 
  Niche. If the niche allows, the save is DC 14. This save 
  DC is Constitution based.
  Recommended niches: flesh hooks, oversize jaw, very 
  resistant, web, or winged.
  LOCARI SCOUT 
  CR 3
  This abomination flies on bug wings as it swoops towards 
  its enemies.
  XP 800
  N Medium aberration (Locari)
  
  enemies of neoexodus:
  f irst ones
  36
  Init +7; Senses darkvision 60ft, low-light vision, 
  Perception +8
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 30 (4d8+12)
  Fort +4, Ref +4, Will +5
  Immune Magic (divination)
  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +7 (1d6+3 plus trip), tail stinger +1 (1d6+1 
  plus drag)
  STATISTICS
  Str 16, Dex 16, Con 16, Int 6, Wis 12, Cha 2
  Base Atk +3; CMB +6; CMD 19 (27 vs. trip)
  Feats Improved Initiative, Weapon Focus (bite)
  Skills Climb +12, Perception +8, Stealth +10 (+15 in 
  dark areas), Survival +8; Racial Modifiers +8 Climb, +5 
  Stealth in dark areas
  Language Khaynite (understand only)
  SQ Hive niche (winged)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari scout can choose one Hive 
  Niche. If the niche allows, the save is DC 15. This save 
  DC is Constitution based.
  Recommended niches: acid breath, blinding breath, 
  explosive death, increased agility, spikes, or web
  LOCARI HUNTER 
  CR 4
  Razor-sharp fangs fill the jaw of this horror.
  XP 1,200
  N Medium aberration (Locari)
  Init +8; Senses darkvision 60ft, low-light vision, 
  Perception +9
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 42 (5d8+20)
  Fort +5, Ref +5, Will +6
  Immune Magic (divination)
  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +8 (2d6+4 plus trip), tail stinger +5 (1d6+2)
  STATISTICS
  Str 18, Dex 18, Con 18, Int 6, Wis 14, Cha 2
  Base Atk +3; CMB +7; CMD 21 (29 vs. trip)
  Feats Improved Initiative, Multiattack, Weapon Focus 
  (bite)
  Skills Acrobatics +10, Climb +14, Perception +9, Stealth 
  +12 (+17 in dark areas), Survival +8; Racial Modifiers +8 
  Climb, +5 Stealth in dark areas
  Language Khaynite (understand only)
  SQ Hive niche (oversize jaws)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari hunter can choose any two Hive 
  Niches. If the niche allows, the save is DC 16. This save 
  DC is Constitution based.
  Recommended niches: blinding breath, flash hooks, 
  spikes, venomous stinger, or web.
  LOCARI SOLDIER 
  CR 5
  XP 1,600
  N Medium aberration (Locari)
  Init +4; Senses darkvision 60ft, low-light vision, 
  Perception +11
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
  hp 59 (7d8+28)
  Fort +6, Ref +6, Will +7
  Immune Magic (divination)
  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +11 (1d8+5 plus trip), 2 scything talons +8 
  (1d6+5), tail stinger +8 (1d6+2)
  STATISTICS
  Str 20, Dex 18, Con 18, Int 6, Wis 14, Cha 2
  Base Atk +5; CMB +9; CMD 23 (31 vs. trip)
  Feats Improved Natural Armor, Improved Natural 
  Attack (bite), Multiattack, Weapon Focus (bite)
  Skills Acrobatics +12, Climb +14, Perception +11, 
  Stealth +14 (+19 in dark areas), Survival +8; Racial 
  Modifiers +8 Climb, +5 Stealth in dark areas
  Language Khaynite (understand only)
  SQ Hive niche (scything talons)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari soldier have scything talons. 
  Each Locari soldier can choose one additional Hive 
  Niche. If the niche allows, the save is DC 17. This save 
  DC is Constitution based.
  Recommended niches: acid breath, extra limbs, 
  extra scything talons, large, paralysis blood splatter, 
  reinforced carapace, spikes, or venomous talons
  GIANT SOLDIER - CR 6
  XP 2,400
  N Large aberration (Locari)
  Init +3; Senses darkvision 60ft, low-light vision, 
  Perception +13
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 
  size)
  hp 73 (7d8+42)
  Fort +8, Ref +5, Will +7
  Immune Magic (divination)
  
  enemies of neoexodus:
  f irst ones
  37
  OFFENSE
  Speed 40 ft.; climb 40ft. 
  Melee bite +12 (2d6+7 plus trip), 2 scything talons +9 
  (1d8+7), tail stinger +9 (1d8+3)
  Space 10ft.; Reach 5ft.
  STATISTICS
  Str 24, Dex 16, Con 22, Int 8, Wis 14, Cha 2
  Base Atk +5; CMB +12; CMD 25 (29 vs. trip)
  Feats Improved Natural Armor, Improved Natural 
  Attack (bite), Multiattack, Weapon Focus (bite)
  Skills Acrobatics +10, Climb +15, Perception +13, 
  Stealth +9 (+14 in dark areas); Racial Modifiers +8 
  Climb, +5 Stealth in dark areas
  Language Khaynite (understand only)
  SQ Hive niche (scything talons)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari soldier have scything talons. 
  Each Locari soldier can choose one additional Hive 
  Niche. If the niche allows, the save is DC 19. This save 
  DC is Constitution based.
  Recommended niches: same as soldier
  LOCARI PRINCESS 
  CR 9
  XP 2,400
  N Large aberration (Locari)
  Init +3; Senses darkvision 60ft, low-light vision, 
  Perception +13
  DEFENSE
  AC 23, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 
  size)
  hp 126 (11d8+77)
  Fort +9, Ref +6, Will +9
  Immune Magic (divination)
  OFFENSE
  Speed 30 ft.; climb 30ft. 
  Melee bite +15 (2d6+8 plus trip), 2 scything talons +12 
  (1d8+8), tail stinger +12 (1d8+4)
  Space 10ft.; Reach 5ft.
  STATISTICS
  Str 26, Dex 16, Con 22, Int 8, Wis 14, Cha 2
  Base Atk +8; CMB +15; CMD 29 (33 vs. trip)
  Feats Improved Natural Attack (bite), Multiattack, 
  Power Attack, Toughness, Weapon Focus (bite)
  Skills Acrobatics +14, Climb +16, Perception +13, 
  Stealth +10 (+15 in dark areas); Racial Modifiers +8 
  Climb, +5 Stealth in dark areas
  Language Khaynite
  SQ Hive niche (scything talons)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari princesses have scything talons. 
  Each princess can choose two additional Hive Niches. 
  If the niche allows, the save is DC 21. This save DC is 
  Constitution based.
  LOCARI QUEEN 
  CR 15
  This creature is enormous and has a powerful stinger 
  oozing with venom.
  XP 51,200
  N Huge aberration (Locari)
  Init +3; Senses darkvision 60ft, low-light vision, 
  Perception +22
  DEFENSE
  AC 27, touch 11, flat-footed 23 (+3 Dex, +15 natural, -2 
  size)
  hp 297 (22d8+198)
  Fort +22, Ref +16, Will +20
  Immune Magic (divination)
  OFFENSE
  Speed 30 ft.; climb 30ft. 
  Melee bite +29 (3d6+12 plus trip), 2 scything talons 
  +27 (3d6+12), tail stinger +27 (2d6+6)
  Space 10ft.; Reach 5ft.
  STATISTICS
  Str 34, Dex 16, Con 26, Int 10, Wis 14, Cha 2
  Base Atk +16; CMB +30; CMD 33 (41 vs. trip)
  Feats Ability Focus (Locari ), Awesome Blow, Cleave, 
  Improved Natural Armor, Improved Natural Attack 
  (bite), Improved Natural Attack (talons), Multiattack, 
  Power Attack, Snatch, Toughness, Weapon Focus (bite)
  Skills Acrobatics +25, Climb +20, Perception +24, 
  Stealth +13 (+17 in dark areas), Survival +24; Racial 
  Modifiers +8 Climb, +5 Stealth in dark areas
  Language Khaynite
  SQ Hive niche (scything talons, withering sting)
  SPECIAL ABILITIES
  Hive Niche (Ex) Locari queens have scything talons 
  and withering sting. Each queen can choose two 
  additional Hive Niches. If the niche allows, the save is 
  DC 29. A queen’s withering sting DC is 31. This save DC 
  is Constitution based.
  HIVE NICHES
  Every Locari has a specific task, be it to die in defense of 
  the hive or to produce the next generation. The Locari’s 
  designers created hundreds, perhaps even thousands, of 
  different type of Locari and ensured that each would have 
  the tools it needed to do its job. Each category of Locari 
  can choose powers from this list.
  All DCs can be found in the individual Locari entry. 
  Unless specified, Locari are immune to the hive niche 
  abilities of other Locari.
  Acid Breath (Ex) A Locari can breathe a 15 foot cone of 
  acid that deals 1d8 points of acid damage per hit dice 
  
  enemies of neoexodus:
  f irst ones
  38
  of the Locari, Reflex half. A Locari can use this ability 
  once every 1d6 rounds.
  Blinding Breath (Ex) A Locari can breathe a 30 foot 
  cone of venom. Targets must make a Fortitude save or 
  be blinded for a number of rounds equal to the Locari’s 
  Constitution bonus. A Locari can use this ability once 
  every 1d6 rounds.
  Explosive Death (Ex) When the Locari is killed, it 
  explodes. Everything within 10ft. of the Locari takes 
  1d6 points of damage per two HD, Reflex half. If the 
  killing blow is a critical hit, this damage is doubled. This 
  damage is half acid and half fire.
  Extra Limbs (Ex) The Locari gains the pounce ability.
  Extra Scything Talons (Ex) Requires Scything Talons. 
  The Locari gains two extra scything talon attacks. 
  This enhancement may be taken multiple times, each 
  costing one hive niche. 
  Flesh Hooks (Ex) When the Locari hits a target with 
  its stinger, it can make free grab attempt. Requires a 
  stinger
  Increased Agility (Su) The Locari gains the benefit of 
  evasion. May not be taken if the Locari has reinforced 
  carapace
  Large (Ex) Apply the Giant template to the Locari
  Long Talons (Ex) The Locari’s scything talons gain an 
  additional 5 feet of reach. 
  Oversize Jaw (Ex) The Locari’s jaws are massive - they 
  inflict damage as though the Locari is two sizes larger.
  Paralysis Blood Splatter (Ex) When a Locari takes 
  a critical hit from a piercing or slashing weapon, 
  all non-Locari within 5ft. of the Locari must make a 
  Fortitude save or be paralyzed for 1d4 rounds. 
  Reinforced Carapace (Ex) The Locari has a 
  strengthened carapace. The extra weight slows the 
  creature. The Locari gains +4 AC and +2 to Strength and 
  all movement is reduced by 20’.
  Scything Talons (Ex) The Locari has two long talons that 
  inflict 1d6+Strength points of piercing damage. They 
  are secondary attacks. Obtaining this enhancement 
  costs a Locari two hive niches.
  Serpentine (Ex) The Locari’s lower half is like a serpent. 
  The Locari cannot be tripped and serpent body replaces 
  its stinger. A Locari with this niche can make a slam 
  attack with its tail and gains the grab special ability. 
  May not take venomous stinger
  Spikes (Ex) Anyone making a melee attack without 
  reach that successfully strikes the Locari take 1d6 
  points of piercing damage.
  Venomous Stinger (Ex) With a successful Tail Slap 
  attack, a Locari may opt to use its stinger to inject 
  venom into the target (see Locari Venom). Unless a 
  Locari has a withering stinger, it cannot use Locari 
  Withering.
  Venomous Talons (Ex) Requires scything talons and 
  a poisonous stinger attack. The Locari can deliver its 
  poison when making a successful talon attack.
  Very Resistant (Ex) The Locari gains resistance 5 to all 
  forms of energy (acid, cold, electrical, fire and sonic).
  Web (Ex) the Locari gains a web attack per web 
  universal monster rule. A Locari is immune to its own 
  web and can make a DC (per Locari) Climb check to 
  ignore the web of other Locari.
  Winged The Locari has large wings, which allow it to 
  take flight. The Locari gains Flight speed of 60ft. with 
  average maneuverability, and ranks in Fly equal to their 
  HD.
  Withering Stinger With a successful stinger attack, 
  the Locari can implant Locari grubs into a victim. If the 
  Locari also has a venomous stinger, a successful strike 
  can impart both poison and withering. This is only 
  available to Locari princesses and queens.
  LOCARI BEHEMOTH
  The Locari Behemoths are extremely rare and have a 
  particularly unique appearance in that they resemble a mix 
  between a house-sized beetle and a Locari soldier. Any 
  Locari invasion force would use these creatures to destroy 
  city walls.
  LOCARI WALL CRASHER 
  CR 20
  The creature before you looks like an enormous scarab, 
  vaguely shaped like other Locari. Every step it takes shakes 
  the ground.
  XP 307,200
  N Huge aberration (Locari)
  Init +0; Senses darkvision 60ft, low-light vision, 
  Perception +32
  DEFENSE
  AC 27, touch 9, flat-footed 27 (+19 natural, -2 size)
  hp 405 (30d8+270)
  Fort +26, Ref +17, Will +24
  Immune Magic (divination)
  OFFENSE
  Speed 20 ft.; burrow 20ft. 
  Melee bite +33 (3d6+12 plus trip), 6 scything talons 
  +33 (3d6+12)
  Special Attack Molten Breath (30d8 DC 33)
  Space 10ft.; Reach 5ft.
  STATISTICS
  Str 34, Dex 10, Con 26, Int 2, Wis 14, Cha 2
  
  enemies of neoexodus:
  f irst ones
  39
  Base Atk +22; CMB +36; CMD 36 (44 vs. trip)
  Feats Ability Focus (hive niche), Awesome Blow, Cleave, 
  Great Cleave, Improved Natural Armor, Improved 
  Natural Attack (bite), Improved Natural Attack (talons), 
  Multiattack, Power Attack, Snatch, Toughness, Weapon 
  Focus (bite), Weapon Focus (talons)
  Skills Climb +50, Racial Modifiers +8 Climb.
  SPECIAL ABILITIES
  Molten Breath (Ex) The wall crasher can breathe a 60 
  foot cone of burning matter. The breath deals 30d8 
  points of damage. This damage is half fire and half acid. 
  A Reflex DC 33 halves the damage. The siege scarab can 
  use this ability every 1d4 rounds. Unlike other Locari 
  abilities, molten breath affects other Locari.
  Siege Creature (Ex) When attacking inanimate objects, 
  a wall crasher deals double damage.
  LOCARI FORTRESS CRASHER 
  CR 22
  The creature before you looks like an enormous scarab, 
  vaguely shaped like other Locari. Every step it takes shakes 
  the ground.
  XP 307,200
  N Gargantuan aberration (Locari)
  Init -1; Senses darkvision 60ft, low-light vision, 
  Perception +34
  DEFENSE
  AC 32, touch 7, flat-footed 31 (+1 Dex, +25 natural, -4 
  size)
  hp 630 (30d8+450)
  Fort +32, Ref +18, Will +26
  Immune Magic (divination)
  OFFENSE
  Speed 20 ft.; burrow 20ft. 
  Melee bite +37 (3d10+20 plus trip), 6 scything talons 
  +37 (3d10+20)
  Special Attack Molten Breath (30d8 DC 39)
  Space 10ft.; Reach 5ft.
  STATISTICS
  Str 50, Dex 12, Con 38, Int 2, Wis 18, Cha 2
  Base Atk +22; CMB +56; CMD 57 (65 vs. trip)
  Feats Ability Focus (hive niche), Awesome Blow, Cleave, 
  Great Cleave, Improved Natural Armor, Improved 
  Natural Attack (bite), Improved Natural Attack (talons), 
  Multiattack, Power Attack, Snatch, Toughness, Weapon 
  Focus (bite), Weapon Focus (talons)
  Skills Climb +34, Perception +34, Stealth +15; Racial 
  Modifiers +8 Climb
  SPECIAL ABILITIES
  Molten Breath (Ex) The fortress crasher can breathe a 
  60 foot cone of burning material. The breath deals 30d8 
  points of damage. This damage is half fire and half acid. 
  A Reflex DC 37 halves the damage. The fortress crasher 
  can use this ability every 1d4 rounds. Unlike other 
  Locari abilities, molten breath affects other Locari.
  Siege Creature (Ex) When attacking inanimate objects, 
  a fortress crasher deals double damage.
  LOCARI LARVEAE SWARM 
  CR 6
  Thousands of larvae click and hiss as they creep forward. 
  All they leave behind are the bleached bones of their 
  victims.
  XP 1,600
  N Fine aberration (Locari, swarm)
  Init +4; Senses darkvision 60ft, low-light vision, 
  Perception +9
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 49 (9d8+9)
  Fort +4, Ref +7, Will +6
  Immune Magic (divination), swarm traits
  OFFENSE
  Speed 20 ft.; climb 20ft. 
  Melee swarm (2d6 plus infest plus venom)
  STATISTICS
  Str 1, Dex 19, Con 12, Int 1, Wis 10, Cha 2
  Base Atk +5; CMB -3; CMD 11
  Skills Climb +4, Perception +9, Stealth +16 (+21 in dark 
  areas); Racial Modifiers +8 Climb, +5 Stealth in dark 
  areas
  SPECIAL ABILITIES
  Infest (Ex) When a target is hit, it must make a DC 15 
  Reflex save or be infested with Locari larvae. While 
  infested, the target takes swarm damage every round, 
  until the larvae are removed. Removing the larvae 
  requires a full-round action that causes 1d6 points of 
  damage to the target.
  Venom (Ex) Swarms have a DC 15 necrosis venom.
  P’TAN LEVY
  Although some P’Tan managed to escape the clutches 
  of the First Ones, many still suffer under their merciless 
  masters. Most of these are press-ganged into ill-equipped, 
  ill-disciplined units and promised redemptions if they 
  show bravery. With their single-minded nature, the P’Tan 
  serve, never believing the promises.
  P’TAN LEVY 
  CR 1/3
  XP 135
  Male or female P’Tan warrior 1
  CN Medium outsider (native)
  Init +2; Senses darkvision 60ft, light sensitivity, 
  Perception +0
  
  enemies of neoexodus:
  f irst ones
  40
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 armor, +2 Dex, +2 
  shield); ACP -2
  hp 8 (1d10+3)
  Fort +2, Ref +2, Will +1
  OFFENSE
  Speed 30 ft. 
  Melee shang sword +3 (1d6+2/ 18-20)
  Melee club +3 (1d6+2)
  Special Attack shadowspark
  STATISTICS
  Str 15, Dex 14, Con 11, Int 6, Wis 12, Cha 9
  Base Atk +1; CMB +3; CMD 15
  Feats Toughness
  Skills Profession (soldier) +5
  Languages Exodite
  Other gear padded armor, shang sword, sling and 20 
  bullets, heavy wooden shield, NPC gear
  SPECIAL ABILITIES
  Light Sensitivity (Ex) P’Tan are dazzled when in bright 
  light.
  Shadowspark (Su) 4/day, a P’Tan levy can unleash a 
  bolt of crackling black lightning against a target within 
  30 feet that deals 1d6 points of electrical damage with 
  a successful ranged touch attack (+3 ranged touch). 
  SCYTHIAN SOLDIERS
  Scythian soldiers are the most common type of Scythian 
  encountered by the outside world. Full details for the 
  Scythians can be found in Monsters of NeoExodus: The 
  Scythians.
  SCYTHIAN SOLDIER 
  CR 1/2
  XP 200
  Male or female Scythian Warrior 2
  LE Medium humanoid
  Init +2; Senses darkvision 60ft, Perception +0
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 
  shield); ACP -2
  hp 18 (2d10+4)
  Fort +5, Ref +2, Will +0
  OFFENSE
  Speed 30 ft. 
  Melee bone blade +2 (1d6+2 / 19-20)
  STATISTICS
  Str 11, Dex 15, Con 14, Int 9, Wis 10, Cha 6
  Base Atk +2; CMB +2; CMD 14
  Feats Bone Blade*
  Skills Intimidate +3
  Languages Exodite, Scythian
  SQ bone razor, dedicated to violence, hard to intimidate, 
  reckless
  Other gear leather armor, heavy wooden shield, NPC 
  gear
  SCYTHIAN SERGEANT 
  CR 3
  XP 1,600 
  Male or female Scythian Fighter 4
  LE Medium humanoid
  Init +6; Senses darkvision 60ft, Perception +0
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 
  shield); ACP -1
  hp 34 (4d10+16)
  Fort +8, Ref +3, Will +1 (+4 vs. fear)
  OFFENSE
  Speed 30 ft. 
  Melee bone blade +8 (1d8+2 / 19-20)
  Special Attacks cleave, power attack (-2 atk, +4 dmg)
  STATISTICS
  Str 15, Dex 15, Con 16, Int 8, Wis 10, Cha 10
  Base Atk +4; CMB +6; CMD 18
  Feats Bone Blade*, Cleave, Improved Initiative, Power 
  Attack, Weapon Focus (bone razor)
  Skills Survival +6
  Languages Exodite, Scythian
  SQ armor training, bone razor, bravery, dedicated to 
  violence, hard to intimidate, reckless
  Combat Gear potion of cure light wounds, potion of 
  enlarge; Other gear mwk chain shirt, mwk heavy 
  wooden shield, NPC gear
  TALIKUS
  Taliki are creatures created by the First Ones during the 
  war with the Kaga. They transported Exodite wizards and 
  Khaynite sorcerers into battle, where they rained death 
  from above.
  A talikus resembles a mix between a chicken and a goat 
  and are generally believed to be the offspring of the same 
  mad mind that created chimeras. Male taliki have three 
  horns that protrude from the top of their heads.
  They love to grab a target and fly away with it then rend 
  it with their claws before coming attacking another target. 
  Taliki are very clever predators who stalk prey for long 
  periods of time.
  Today Taliki are most numerous in northern Koryth. They 
  have a strong hatred of chimeras and the two creatures 
  fight to the death whenever they encounter each other.
  TALIKUS 
  CR 10
  XP 9,600
  CE Huge aberration
  
  enemies of neoexodus:
  f irst ones
  41
  Init +5; Senses darkvision 120ft; low-light vision, scent; 
  Perception +17
  DEFENSE
  AC 24, touch 9, flat-footed 23 (+1 Dex, +15 natural, -2 
  size)
  hp 157 (15d8+90)
  Fort +10, Ref +6, Will +11
  DR 10/magic; SR 25
  OFFENSE
  Speed 20 ft.; fly 120ft. (average)
  Melee beak +18 (4d8+12 and grab) and 2 talons +13 
  (2d6+8)
  Special Attack pounce, rend (2 talons, 2d6+12)
  STATISTICS
  Str 27, Dex 13, Con 20, Int 8, Wis 15, Cha 11
  Base Atk +11; CMB +21 (+25 grapple); CMD 32
  Feats Flyby Attack, Improved Initiative, Improved 
  Natural Attack (beak, talons), Multiattack, Power Attack, 
  Toughness, Weapon Focus (beak)
  Skills Fly +12, Perception +17, Survival +17
  Languages Exodite, Khaynite (cannot speak)
  ECOLOGY
  Environment: underground or mountains
  Organization: solitary, pair, or flock (3-6). A talikus is 
  often ridden or commanded by a Khaynite.
  Treasure incidental
  TALIKUS, PURPLE
  An offshoot of the talikus, a purple talikus’s jaws drip with 
  poisonous drool. Purple and regular taliki  mingle without 
  apparent prejudice.  Mixed groups are normal.
  These taliki lose their grab ability and replace it with 
  a poison attack on their bite. Talikus poison has the 
  following ability.
  TALIKUS POISON
  Type injury; Save Fortitude DC 19
  Onset immediate; Frequency 1/round for 10 rounds.
  Effect 1d6 Dex damage; Cure two consecutive 
  Fortitude save.
  NEW CREATURE TYPES
  FIRST ONE SUBTYPE
  Creatures with this subtype have the following common 
  traits and abilities.
   • Darkvision 60 feet.
   •  Are considered to be part of the First Ones’ forces and 
  treated as such by other.
  LOCARI SUBTYPE
  For all their varied appearances and abilities, all Locari 
  share a number of common traits.
   • Climb speed equal to their land speed.
   • Darkvision 60 feet and low-light vision.
   • Immunity to divination magic
     Hive niche special abilities. The save DC is equal 
  to 10 plus half the Locari’s HD plus its Constitution 
  bonus.
   • Racial bonus of +5 Stealth in dark or shadowy areas
   •  Unless hive niches changes them, all Locari are 
  considered to have six legs.
   • Locari eat, drink, sleep and breathe.
   •  Locari instinctively understand the Khaynite language, 
  though only the leaders can speak it.
   •  Immunity to Magic (Su) All spells of the divination 
  school automatically fail when targeted against the Locari. 
  In the case of information gathering spells, such as 
  augury, the spell appears to succeed but returns false and 
  misleading information.
  
  Everything Here Is a Lie. Only fools trust 
  anything the First Ones say, do or think. You 
  have been warned. The First Ones - the name 
  strikes terror into the heart of the people of 
  Exodus. They are the bogeymen, formed 
  of living shadow, that stalk the people. 
  They control monsters and abominations 
  that are loose upon the world. They snatch 
  children and lone travelers. They torture 
  men for their own pleasure and cavort 
  with fiends to do their dark bidding. Those 
  are but myths. The truth is far worse. “The 
  First Ones” is the name given to a group 
  of humanoid creatures who ruled Exodus 
  before the Age of Man. Today, the First 
  Ones include five races: the Aneishi, the 
  Exodites, the Khaynites, the Kroca and the 
  Kobura. In days past, each race served a 
  specific purpose, but with the rise of the 
  Kaga and the destruction of their empire, 
  the First Ones remain roughly united by 
  their desire to return to power and to once 
  again relish in luxury while others toil 
  for their pleasure and their comfort. This 
  supplement includes:
   • History of the First Ones
   •  Using the First Ones and First One 
  Enclaves
   •  History and Races of the First Ones: 
  Aneishi (CR 7), Exodite (CR 7), Khaynite 
  (CR 8), Kobura Sobeka (CR 5) and Kroca 
  Sobeka (CR 8)
   •  25 All New Feats and Two New Spells.
   •  New Weapons, New Items, New Poisons 
  and New Magic Items
   •  Relations with the other Empires and 
  Secret Organizations and Famous First 
  Ones
   •  Eight All New Monster and Two New 
  Creature Types.
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  enemies of NeoExodus: first ones
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9506 - Enemies of NeoExodus - First Ones.pdf