TEXT: 1
  A bestiary of creatures, real or fictitious.
  Release 1 by Robert J. Hall.
  This book requires the use of the Dungeon & Dragons Player’s
  Handbook, Third Edition, published by Wizards of the Coast.
  
  2
  Table of Contents
  TABLE OF CONTENTS.....................................2
  DISCLAIMER......................................................3
  INTRODUCTION................................................3
  FANTASY CREATURES....................................4
  ARCANIS WATCHER............................................4
  BATRENG ............................................................4
  BEHOLDERKIN, SHAGGY BEHOLDER...................5
  BLAZING TERROR................................................7
  CELLAR DWELLER ..............................................8
  CINDERLING........................................................8
  CRICKLANGAL.....................................................9
  DIVA RAY .........................................................10
  ELDRAAL...........................................................11
  FLAME ENZINE..................................................12
  FLUXBAEL.........................................................13
  GARNAMOND ....................................................14
  GLOOM FLY ......................................................15
  HORDLING.........................................................16
  KARKADANN.....................................................16
  KHRYG..............................................................17
  LASA.................................................................18
  LENK.................................................................18
  MANTA-KINE....................................................19
  MORTSLAYER....................................................20
  NEMESIS OF THE BRAETH..................................21
  NEPALOPE.........................................................22
  NIGHT WOLF.....................................................22
  NUBLING...........................................................23
  OLLOROG..........................................................24
  PIGMY ORC .......................................................25
  PLASMA DOG ....................................................26
  RATAGA............................................................27
  SAND SLIME......................................................28
  SCALLION..........................................................28
  SEA GIANT ........................................................29
  SHAROD ............................................................30
  SILVER FLOATER...............................................31
  SMOKE SNAKE ..................................................32
  SONIC NIGHTMARE ...........................................33
  SPINE WORM.....................................................34
  STONE GROLL ...................................................34
  TARG ................................................................ 35
  TREE SHADOW.................................................. 35
  UMBRA............................................................. 36
  VIRIKAS............................................................ 37
  VUGOO ............................................................. 38
  VULCAN RAT.................................................... 39
  FANTASY TEMPLATES................................. 40
  HALF-INCARNATE ............................................ 40
  INCARNATE....................................................... 42
  MEKANOID ....................................................... 43
  MIMOX ............................................................. 44
  TWO-HEADED CREATURE................................. 46
  SCIENCE FICTION CREATURES ................ 48
  BLUUM ............................................................. 48
  IHCHOIDE.......................................................... 48
  LGM ................................................................ 49
  OGATSU............................................................ 50
  SPINAR.............................................................. 51
  TORDORI........................................................... 52
  SCIENCE FICTION TEMPLATES ................ 54
  REPLICANT ....................................................... 54
  HISTORICAL CREATURES .......................... 55
  APE MAN.......................................................... 55
  ARSINOITHERIUM ............................................. 55
  BALUCHITHERIUM ............................................ 56
  CANIS DIRUS .................................................... 56
  CARCHARODON MEGALODON .......................... 57
  CAVE LION ....................................................... 57
  GIANT BEAVER................................................. 58
  GIANT GROUND SLOTH .................................... 58
  GIGANTOPITHECUS........................................... 58
  GLYPTODON ..................................................... 59
  IRISH ELK ......................................................... 59
  NEANDERTHAL................................................. 60
  SABER-TOOTHED CAT ...................................... 60
  TERROR CRANE ................................................ 61
  WOOLLY MAMMOTH........................................ 61
  COPYRIGHT INFORMATION ...................... 62
  
  3
  Disclaimer
  This printing of the Book of Beasts complies with the Open Gaming License (OGL), version 1.0a and is
  Open Gaming Content (OGC) as identified under the terms of the OGL. The materials presented herein are
  the original works of the author.
  Use of the names Wizards of the Coast, Dungeons & Dragons, D&D, 3E, d20 or any other copyrighted or
  trademarked names or materials is not intended as a challenge to the copyright owner in any way. No
  challenge to these copyrights or trademarks is intended by their use in this material. WIZARDS OF THE
  COAST, Dungeons and Dragons, and d20 are registered trademarks of Wizards of the Coast, Inc.
  The author has no affiliation with Wizards of the Coast, the d20 system, the Open Gaming License, or
  the Open Gaming Foundation. The inclusion of these product names does not imply any approved usage
  or official licensing of the contents of this document with the aforementioned products.
  Introduction
  6/26/2002
  Welcome to the Book of Beasts, a bestiary of creatures for use in role-playing games. This material is Open
  Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. See the
  copyright at the end of this book for more information. If you find an issue with the stats for any of these
  creatures, please send me an e-mail message. I hope you enjoy the creatures described herein and find a use
  for them in your own campaign.
  Bob Hall
  
  4
  Fantasy Creatures
  These creatures are suitable for use in a fantasy
  campaign that includes magic.
  Arcanis Watcher
  Medium-Size Magical Beast
  Hit Dice: 1d10+2 (8 hp)
  Initiative: +2 (Dex)
  Speed: 40 ft.
  AC: 14 (+2 Dex, +2 natural)
  Attacks: Bite +3 melee
  Damage: Bite 1d6+3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: True sight
  Saves: Fort +5, Ref +5, Will +2
  Abilities: Str 14, Dex 14, Con 15, Int 4, Wis 14,
  Cha 8
  Skills: Jump +3, Listen +11, Spot +11, Wilderness
  Lore +7*
  Feats: Alertness
  Climate/Terrain: Subtropical grasslands or any
  settled area
  Organization: Solitary or pack (5-10)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Small); 4-6 HD (Medium-
  size)
  Wizards bred these peculiar creatures specifically
  for the purpose of serving as magical watchdogs.
  Physically they have the lower body of a kangaroo,
  with the head, neck, and paws of a wild dog. Their
  shaggy, mottled fur coat is a mixture of black,
  brown, yellow, and white markings. The senses of
  these creatures are exceptionally acute, being the
  equal of the most successful predatory animals. In
  addition, they are capable of detecting beings that
  would normally be concealed by magical means or
  by their ethereal state.
  The arcani originally served as a faithful pet and
  guardian in the tower of their wizard creators, but
  centuries later were frequently sold to wealthy
  merchants. Intended to serve as domesticated
  beasts, they generally do not reproduce well in the
  wilderness and can only thrive in selected
  environments. The arcani reproduces as marsupial
  hermaphrodites, possessing the body parts of both a
  male and female.
  Combat
  The arcanis watcher is a faithful and courageous
  creature who defends its master with its strong bite.
  When it becomes aware of a threat it will begin
  barking loudly with a deep growl, often summoning
  more powerful guardians as a result.
  True Sight (Su): This is identical with the true
  seeing spell as cast by a 10th-level cleric, except
  that it has personal range and always remains in
  effect.
  Skills: The sharp sense of an arcanis watcher gives
  it a +4 racial bonus to Spot and Listen checks.
  *They also receive a +4 racial bonus to Wilderness
  Lore checks when tracking by scent.
  Batreng
  Tiny Beast
  Hit Dice: 1/2d10+1 (7 hp)
  Initiative: +4 (Dex)
  Speed: 20 ft., 40 ft. (good)
  AC: 17 (+2 size, +4 Dex, +1 natural)
  Attacks: Bite +6 melee
  Damage: Bite 1d3-4
  Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
  Saves: Fort +3, Ref +4, Will +0
  Abilities: Str 3, Dex 18, Con 13, Int 6, Wis 11, Cha
  12
  Skills: Balance +7, Hide +15, Listen +5, Spot +7,
  Tumble +6
  Feats: Weapon Finesse (bite)
  Climate/Terrain: Forest
  Organization: Solitary or troop (10-40)
  Challenge Rating: 1/4
  Treasure: 50% coins
  Alignment: Always neutral
  Advancement: 1-2 HD (Tiny)
  These winged, dark furred creatures are about this
  size of a small monkey, and they thrive in the
  forested regions. Their facial features are somewhat
  ape-like, with deep brown eyes, long ears, a flat
  nose, and pointed jaw. While on the ground
  Batreng can travel upright using a slow, waddling
  gait. Once they take to the wing, however, they are
  agile flyers and can swoop and scramble through
  the heaviest growth.
  The Batreng possess an intense curiosity, and will
  investigate any unusual sounds or shiny objects.
  Many a merchant has cursed a Batreng who stole a
  silver ornament or glassy gem. Forest Orcs have
  been known to domesticate Batreng by capturing
  the young and crippling their wings before they
  learn to fly. These pathetic specimens lurk around
  
  5
  the Orc camps, diving for scraps after a meal. They
  serve as sport for the cruel games of the Orc
  infants.
  Combat
  Batreng are non-predatory creatures and will only
  bite in self-defense or to drive hunters away from
  their breeding nests. Families of Batreng organize
  themselves into a travelling formation, with scouts
  above and to the flanks, and the toughest males
  positioned in front where they can ward off any
  approaching foe. Lone Batreng are much more
  cautious, and rarely leave cover when a predator is
  nearby.
  Skills: A Batreng receives a +4 racial bonus to
  Listen and Spot checks.
  Beholderkin, Shaggy Beholder
  Large Aberration
  Hit Dice: 10d8 (45 hp)
  Initiative: +1 (Dex)
  Speed: 30 ft., climb 30 ft.
  AC: 22 (-1 size, +1 Dex, +12 natural)
  Attacks: 4 tentacles +9 melee, eye rays +7 ranged
  touch
  Damage: Tentacle rake 1d4+3
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Eye rays, improved grab, beak
  bite 2d6+3
  Special Qualities: All-around vision, anti-psionic
  cone, psionics, PR 25
  Saves: Fort +3, Ref +4, Will +10
  Abilities: Str 17, Dex 12, Con 11, Int 16, Wis 16,
  Cha 18
  Skills: Balance +15*, Climb +25*, Concentration
  +2, Hide +4, Listen +9, Psicraft +11, Search +8,
  Spot +13
  Feats: Alertness, Blind-Fight, Foe Hunter (illithid),
  Psychic Bastion, Shot on the Run
  Climate/Terrain: Underground
  Organization: Solitary
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Usually chaotic good
  Advancement: 13-15 HD (Large); 16-32 HD
  (Huge)
  This bizarre offshoot of the beholder was created
  long ago by an unknown race for the specific
  purpose of combating the illithid. The mindset and
  powers of this potent creature were greatly
  modified from the original being, and as a result the
  shaggy beholder is an altogether different creature
  than its namesake. As of yet it is still a relatively
  rare being in the world, and can only be found
  underground in selected locations. The effect of this
  creature on nearby illithid populations has been
  quite dramatic, however, and the only creature a
  mind flayer fears more is a dragon.
  A shaggy beholder is a 6-foot-wide orb covered in a
  long, thick coat of multi-hued brown hair. Rather
  than an eye, the shaggy beholder has a vision pit
  through which it is still able to discern its
  surroundings with great clarity. Eight small vision
  pits on the ends of stalks peer out from the shorter
  mat of hair on the top of the orb. The long, hanging
  coat of shaggy hair disguises a mass of powerful
  furry tentacles attached to the underside. A
  formidable beaked mouth sits in the midst of these
  tentacles. Unlike a normal beholder, this creature is
  incapable of flying. Instead it uses the gripping
  pads on the ends of its tentacles to cling to walls
  and ceilings.
  Combat
  Shaggy 
  beholders 
  rarely 
  attack 
  without
  provocation, and normally only hunt for food or for
  their species enemy. They will put themselves at
  considerable risk in order to aid those who are
  attacked or enslaved by illithid, and will on
  occasion ally themselves with enemies of the mind
  flayers. When faced with multiple opponents their
  favorite tactic is to lower themselves into the midst
  of their enemies from above, then employ their rays
  to best effect. Against a single foe a shaggy
  beholder will attempt to attack from ambush, using
  up to four of its tentacles to tightly grasp the foe
  and then bite with its beak.
  Eye Rays (Su): Each of the eight small vision pits
  can produce a psionic power once per round, even
  when the shaggy beholder is attacking physically or
  moving at full speed. The creature can aim all of its
  rays upward, but it can only aim up to three eye pits
  at targets into each of the other arcs. (Front, back,
  left, right, and down.) The remaining eye pits must
  aim in the other arcs or not at all. The shaggy
  beholder can maneuver its body each round to
  change which rays it can aim at an arc.
  Each eye's effect resembles a psionic power
  activated by a 13th-level psion but follows the rules
  for a ray. All rays have a range of 150 feet and a
  save DC of 17.
  Brain Lock: The target must succeed at a Will save
  or be affected as though by the psionic power.
  Shaggy beholders typically use this ray against
  psionically enslaved defenders of mind flayers in
  order to safely neutralize them during the battle.
  Charm Monster: The target must succeed at a Will
  save or by affected as though by the psionic power.
  
  6
  The shaggy beholder uses this ray to target weak
  willed members of the enemy.
  Disintegrate: The target must succeed at a Fortitude
  save or be affected as though by the psionic power.
  The shaggy beholders enjoy using this ray against
  illithid leaders, who are susceptible to its
  destructive power.
  Greater Domination: This works like the psionic
  power, except the subject can be of any size. The
  shaggy beholder uses this ray to create confusion in
  the ranks of an enemy, particularly among those
  guarding any illithids.
  Fatal Attraction: The target must succeed at a
  Fortitude save or be affected as though by the
  psionic power. This ray is often targeted against
  fleeing opponents, or those it thinks will survive the
  fight.
  Flaming Shroud: The target must succeed at a
  Reflex save or be affected as though by the psionic
  power. The shaggy beholder will use this ray
  against physically threatening targets it wants to
  destroy early in the fight, or to finish off wounded
  foes.
  Power Turning: This works like the psionic power,
  but will only cause powers to rebound upon the
  target of the ray. If the eye is shifted to another foe,
  the power will no longer function against the
  previous target. This ray is typically aimed at any
  mind flayers among the enemy, particularly the
  individual whom the creature perceives as being the
  most dangerous.
  Recall Agony: This works just like the spell,
  causing 9d6 points of damage. (Will half).
  All-Around Vision (Ex): Shaggy beholders are
  exceedingly alert, using all of their eye pits to
  constantly watch for dangers. They receive a +4
  racial bonus to Spot and Search checks, and they
  can not be flanked.
  Improved Grab (Ex): To use this ability, the
  shaggy beholder must hit with a tentacle attack. If it
  gets a hold of a target of medium-size or smaller, it
  can bite with its powerful beak.
  Beak Bite (Ex): A shaggy beholder that gets a hold
  bites with its beak into the opponents’ body. This
  bite automatically inflicts 2d6+3 points of damage.
  Negate Psionics Cone (Su): A shaggy beholder's
  central vision pit continually produces a 100-foot
  negate psionics cone extending directly outward
  from the front of the creature. This functions as a
  negate psionics power within the cone area, as cast
  by a 12th level psion. All ongoing psionic powers
  within the cone are subject to negation every round,
  including the shaggy beholder's own eye rays. 
  Once a round on its turn the shaggy beholder
  decides which way it will face and whether the
  negate psionics cone is active or not. (The shaggy
  beholder deactivates the cone by squeezing closed
  its central eye pit.)
  Psionics 
  (Sp): 
  At 
  will-conceal 
  thoughts,
  dimensional anchor, empathic transfer, missive,
  nondetection, sense psionics; 1/day-emulate power,
  lesser body adjustment. These abilities are as the
  powers manifested by a 16th-level psion.
  Attack/Defense Modes (Sp): At will-all/all. 
  Skills: Shaggy beholders receive a +12 racial bonus
  to Balance and Climb checks.
  Shaggy Beholder Society
  The shaggy beholder is normally a solitary creature
  that dwells exclusively beneath the earth. It is rarely
  to be found at a particular location for very long,
  relying on frequent changes in location to confuse
  its enemies. Rather than building an extensive base,
  it uses its disintegration power to create a series of
  well-camouflaged 
  ambush 
  ports 
  at 
  suitable
  locations in the tunnel ceilings. From these holes
  the creature waits for an opportune moment to
  strike at its prey passing beneath. It is a cunning,
  patient, and unpredictable creature that may allow
  weeks or months to pass between each attack.
  Once the fear of its bizarre form is overcome, the
  shaggy beholder can prove to be a trustworthy ally
  and pleasant companion, especially to those whom
  it has rescued from slavery to the illithid. The
  creature will rarely have long-lasting friendships,
  however, as such may impair its ability to stalk its
  hereditary foe. The rare exception is the occasional
  closely allied dragon, particularly those of the brass
  or copper variety.
  
  7
  Blazing Terror
  Medium-Size Outsider (Air, Cold)
  Hit Dice: 3d8+3 (16 hp)
  Initiative: +6 (+2 Dex, +4 Improved Initiative)
  Speed: 40 ft.
  AC: 13 (+2 Dex, +1 natural)
  Attacks: Bite +5 melee
  Damage: Bite 1d8
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Leaping, screech, freezing touch,
  rage
  Special Qualities: Vulnerability, cold subtype
  Saves: Fort +4, Ref +5, Will +3
  Abilities: Str 11, Dex 15, Con 12, Int 3, Wis 10,
  Cha 8
  Skills: Hide +5, Jump +12, Move Silently +6, Spot
  +3
  Feats: Improved Initiative, Weapon Finesse (bite)
  Climate/Terrain: Any cold land
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Usually neutral
  Advancement: 4-6 HD (Medium-size), 7-9 HD
  (Large)
  These snow-white creatures appear very similar to a
  Giant Lynx, but with a long serrated beak. It has a
  sleek, muscular body, with strong legs and
  unusually wide paws for moving across the top of
  snow. It's tail is short and covered in a fuzz of
  crystalline spikes. Otherwise it is free of markings,
  and blends effortlessly into a snow or glacial
  background.
  The blazing terror prefers a rugged icy environment
  where it can stealthily approach its prey. It can
  easily withstand extremely cold temperatures and is
  unaffected by wind chill. It can communicate in a
  harsh bark with its own kind and hungry groups of
  terrors occasionally hunt cooperatively to attack
  small herds. However, they generally prefer solitary
  nocturnal hunting when plentiful small game
  becomes available.
  A Blazing Terror cannot consume flesh that is not
  frozen and so will not generally hunt warm-blooded
  creatures for food. However, for reasons not fully
  understood a blazing terror hates any being from an
  ice-free environment. Thus it will attack any warm-
  blooded creatures even though it has no desire to
  consume their flesh.
  Combat
  In contrast with most of the denizens of the ice
  elemental plane, the Blazing Terror moves with
  startling speed. It is a ferocious hunter that will
  relentlessly pursue its prey. However, the blazing
  terror prefers to leap on its prey from ambush,
  relying on speed and surprise.
  Unlike the great cats, the blazing terror does not use
  its padded feet in combat other than to grasp its
  prey. Instead it uses a razor-sharp beak that is
  capable of sawing through most types of common
  armor.
  Leaping (Ex): A blazing terror can leap up to 15 ft.
  forward and 5 ft. vertically from a stationary
  position. It can also safely drop from a height of 30
  ft. without damage, and any fall is reduced by a like
  amount for the purpose of determining damage.
  Screech (Su): If a blazing terror spends a full-
  round action screeching, all creatures within 15 feet
  must make a Fortitude save (DC 13) or be stunned
  for 1d3 rounds. This effect is not cumulative, but a
  separate saving throw must be made against each
  screech.
  Freezing Touch (Su): The shiny flesh of a blazing
  terror appears to constantly emit blue flames that
  will inflict 1d4 points of freezing damage on
  contact 
  with 
  unprotected 
  flesh. 
  Cold-based
  creatures are not affected by this freezing damage.
  Rage (Ex): The only thing that a blazing terror
  truly fears is to be trapped with no escape. Such a
  situation will force it to rage, and it will batter itself
  senseless trying to get away. Once released it will
  remain berserk for 2d6 rounds thereafter, attacking
  the nearest target until it is quite dead. During its
  rage, it as +4 Strength, +4 Constitution, +2 to Will
  saves, and -2 to AC. A blazing terror cannot
  voluntarily end its rage.
  Vulnerability (Ex): If the temperature rises above
  freezing a blazing terror is subject to Heat Dangers
  (see page 86 if the DMG.). Temperatures above 0C
  are considered 'very hot' conditions for the purposes
  of determining how the blazing terror is affected,
  whereas temperatures above 11C are considered
  'extreme heat.' Temperatures above 28C are
  'abysmal heat' for a blazing terror.
  Cold Subtype: Immune to cold damage, and takes
  double damage from fire unless a saving throw for
  half damage is allowed, in which case it takes half
  damage on a success and double damage on a
  failure.
  Skills: The leaping ability of a blazing terror gives
  it a +8 racial bonus to Jump checks.
  
  8
  Cellar Dweller
  Small Monstrous Humanoid
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +3 (+3 Dex, +4 Improved Initiative)
  Speed: 40 ft.
  AC: 18 (+1 size, +3 Dex, +4 natural)
  Attacks: 2 claws +2 melee, bite +2 melee
  Damage: Claw 1d2-2, bite 1d3-2 plus possible
  Strength drain
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Aura of terror, blinding gaze,
  weakening bite
  Special Qualities: Fast healing 1, shadow stride,
  self-sustenance, vulnerabilities
  Saves: Fort +2, Ref +7, Will +4
  Abilities: Str 7, Dex 16, Con 13, Int 9, Wis 11, Cha
  12
  Skills: Hide +7, Intimidate +4, Listen +5, Move
  Silently +7, Search +1, Spot +7
  Feats: Improved Initiative, Multiattack
  Climate/Terrain: Underground
  Organization: Solitary
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 5-12 HD (Small)
  Also known as the bone crusher, the hideous cellar
  dweller is a creation of pure evil. The Cellar
  Dweller resembles a small ogre with olive flesh and
  sparkling white pupils. It dwells in the dark
  cramped spaces in the cellar and under furniture,
  waiting for an opportunity to slay innocents and
  spread mayhem.
  This malevolent creature exists only to torment and
  consume other beings. It seems to have been
  created by an evil entity or perhaps a priest, and it
  does not seem to breed. Indeed it is almost never
  found in the company of its own kind.
  Combat
  A cellar dweller has a number of innate magical
  abilities that make it a highly dangerous foe despite
  its diminutive stature. Despite its all-consuming
  bloodthirsty nature, it has no need to consume food
  and can survive indefinitely in all but the most
  extreme environments.
  Aura of Terror (Su): A cellar dweller constantly
  radiates an aura of terror, and each round
  everybody who comes within 5 ft. must make a
  Will save (DC 13) or be shaken for 1d4 rounds
  thereafter.
  Blinding Gaze (Su): Staring into the eyes of this
  creature can cause temporary blindness. Any
  creature making eye contact with the sparkling
  crystal pupils of a cellar dweller must make a
  Fortitude save (DC 13) or be blinded for 2d6
  rounds.
  Weakening Bite (Su): The bite of the blackened
  fangs of this beast will cause a numbing weakness
  to quickly spread through the body. Any creature
  bitten by a cellar dweller must make a Fortitude
  save (DC 13) or suffer 1d4+1 points of temporary
  Strength loss.
  Shadow Stride (Su): At will a cellar dweller can
  teleport without error with the limitation that it can
  only teleport from one area of deep shadow to
  another. This ability is as the spell cast by a 10th
  level sorcerer.
  Self-Sustenance 
  (Su): 
  A 
  cellar 
  dweller 
  is
  completely immune to natural disease and never
  ages.
  Vulnerabilities (Su): The cellar dweller suffers
  damage from holy water and can be temporarily
  cowed for 1d4 rounds by a successful turn undead
  by a cleric. Direct exposure to sunlight is lethal, and
  the cellar dweller will suffer 1d6 hit points per
  round as its flesh bubbles and burns.
  Cinderling
  Diminutive Elemental (Earth, Fire)
  Hit Dice: 1/2d8 (2 hp)
  Initiative: +3 (Dex)
  Speed: fly 40 ft. (perfect)
  AC: 17 (+4 size, +3 Dex, +2 natural)
  Attacks: Slam +3 melee
  Damage: Slam 1d4-2 and 2 heat
  Face/Reach: 1/2 ft. by 1/2 ft./0 ft.
  Special Qualities: Heat immunity
  Saves: Fort +2, Ref +5, Will -1
  Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 8, Cha
  2
  Skills: Hide +12, Spot +1
  Feats: Weapon Finesse (slam)
  Climate/Terrain: Any hot land and underground
  Organization: Pack (2-8)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: 1 HD (Tiny)
  Native to the plane of Lava, these faintly glowing,
  egg-shaped rocks fly in small packs looking for a
  warm place to nest. While at rest, they are all but
  indistinguishable from common rocks. When not in
  their native plane, cinderlings are commonly found
  near active lava tubes, hot springs, and other
  sources of geologic heat. Naturally, cool water or
  
  9
  cold weather conditions can be quite lethal to these
  beings.
  These creatures are the larval stage of an elemental
  creature. They grow to full size by consuming
  certain common and scarce minerals. Thus they
  spend much of their time slowly digging into the
  sides of rock faces, leaving small divots where they
  have tunneled. Any sources of copper, silver, and
  unusually pure silicon will immediately attract their
  attention.
  Smashing apart the cooling corpse of a cinderling
  will reveal a lump of precious metal worth 1gp.
  Combat
  Their small size, combined with a swift, darting
  flight pattern, makes them especially difficult to
  strike. They will drive off anybody who disturbs
  their home by ramming the intruders with their
  scorching hot bodies.
  Fire Subtype: Immune to fire damage and takes
  double damage from cold unless a saving throw is
  allowed, in which case they take double damage on
  a failure and normal damage on a success. Only
  heat sufficient to vaporize rocks will inflict fire
  damage against a cinderling.
  Cricklangal
  Large Elemental (Cold)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: -1 (Dex)
  Speed: 20 ft., burrow 10 ft.
  AC: 12 (-1 size, -1 Dex, +4 natural)
  Attacks: Slam +8 melee; or ice entangle +2 ranged;
  or 5 ice shards +2 ranged
  Damage: Slam 1d8+5 and 1d4 cold; ice shards 1d6
  and 1 cold 
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Damage reduction 5/heat, ice
  entangle, ice shards, intense cold, summon mephit
  Special Qualities: Cold subtype
  Saves: Fort +7, Ref +0, Will +1
  Abilities: Str 20, Dex 8, Con 17, Int 7, Wis 10, Cha
  8
  Skills: Climb +13, Intuit Direction +6, Spot +4
  Feats: Point Blank Shot
  Climate/Terrain: Any cold land
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-7 HD (Large); 8-10 HD (Huge)
  A Cricklangal resembles a crystalline stand of deep
  blue glacial ice. The bitterly cold nature of this
  being draws much of the heat from the surrounding
  air, instantly freezing liquids and creating a zone of
  deadly chill. They make a deep ice grinding noise
  whenever they move, making it nearly impossible
  for the Cricklangal to sneak up on anyone with
  normal hearing. They can exist anywhere there is
  frozen water, although they prefer crevasses within
  deep glaciers. It is uncertain why they are drawn to
  this world from their native plane, unless they were
  summoned for some mysterious reason. They need
  little to sustain themselves, other than a very cold
  environment.
  These ice elementals are normally non-aggressive
  beings, seeking only the crystalline ice on which
  they graze. These beings seem to gain whatever
  nutritional requirements they need to survive from
  pockets of minerals and gases caught within a
  glacial flow. These minerals form a beautiful rare
  crystal in the heart of a Cricklangal that can be
  recovered if the being is slain. These crystals
  sparkle mysteriously in a rainbow of colors when
  they are turned about. The beautiful Ichlar Crystal
  is quite fragile and very rare, bringing 5-800gp
  from a reputable gem dealer.
  Combat
  Cricklangals attack by freezing their foes in a shell
  of bitterly cold ice. They can also blast shards of
  primordial ice at their foes, although by doing so
  they wound themselves. When all else fails they
  will pummel an opponent with their hard bodies. If
  the fight goes against them, they will sink their
  bodies into the nearest large volume of ice and
  tunnel their way to safety.
  They are often hunted by ice-dwelling predators
  and so have evolved defenses against these attacks.
  As they view most encroaching intruders as
  potential threats, they will employ their unique
  combat abilities to delay or deter attackers until
  they can slowly and noisily make their way into
  safer ice.
  Cold Subtype (Ex): Cold immunity; double
  damage from fire except on a successful save.
  Ice Entangle (Ex): Three times a day a Cricklangal
  can blast out dense clouds of frost crystals. On a
  successful ranged touch attack the cloud coalesces
  to immobilize a foe in a sheath of hard ice. The
  range is 20 feet, and the sheaths are permanent,
  nonmagical, and cannot be dispelled. The sheath
  has a thickness of 1 1/2 in., a hardness of 6, a total
  of 10 hp, and a break DC of 15. The bitter cold
  from the ice sheath inflicts 1d3 hp of freezing
  damage to the target each round.
  
  10
  Ice Shards (Ex): By contorting portions of its
  body, a Cricklangal can create an explosion of five
  icy shards as a standard action. This attack has a
  range multiple of 20 feet. An ice shard threatens a
  critical hit on a natural attack roll of 19 or 20. Each
  time the creature launches a volley of Ice Shards it
  also suffers 1d6 hp of damage due to rupturing of
  its body.
  Intense Cold (Ex): Cricklangal's bodies absorb
  almost all of the heat in the vicinity, producing an
  intense cold that freezes to the bone. Any free
  moisture within a 15-foot radius is immediately
  crystallized, including clouds of fog or vapor.
  Anybody who comes within reach of the
  Cricklangal takes 1d8 points of cold damage each
  round.
  Summon Mephit (Sp): Once a day a Cricklangal
  can attempt to summon 1-2 Ice Mephits with a 45%
  chance of success.
  Skills: Cricklangals receive a -4 racial penalty to
  Listen and Move Silently checks while moving.
  Cricklangal Society
  The Cricklangal is a solitary creature that does not
  need the company of its own kind or other beings.
  Only during mating season will they seek each
  other out. The eggs of a Cricklangal resemble a
  beautiful blue crystal gem that is cold enough to
  instantly cause frostbite. They are laid in clutches
  of 3-5 eggs at the base of a deep glacial crevice and
  are difficult to distinguish from the surrounding ice.
  They have developed a mutually beneficial
  arrangement with Ice Mephits, and the later have
  partially domesticated the Cricklangals. Thus the
  summoning abilities of the Cricklangal is more like
  a dog barking a warning to alert and summon its
  master. They provide an efficient tunneling ability
  for the Mephits, as well as a tough and potent ally.
  Without intending to the Mephits have also selected
  for improved intelligence and more potent combat
  abilities among the Cricklangal, although they have
  not yet bred out the solitary nature of this creature.
  Diva Ray
  Medium-Size Outsider
  Hit Dice: 5d8+5 (28 hp)
  Initiative: +9 (+5 Dex, +4 Improved Initiative)
  Speed: fly 240 ft. (good)
  AC: 15 (Dex)
  Attacks: Staff +4 melee; or slam +4 melee
  Damage: Staff 1d6-1/1d6-1; slam 1d6-1 
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Accelerated, eidetic memory
  Saves: Fort +5, Ref +9, Will +4
  Abilities: Str 9, Dex 21, Con 12, Int 15, Wis 11,
  Cha 14
  Skills: Craft (either sculpture or painting) +8, Hide
  +10, Knowledge (choose one) +11, Knowledge
  (choose one) +9, Knowledge (choose one) +6,
  Listen +4, Move Silently +14, Search +7, Spot +2
  Feats: Fly-by Attack, Improved Initiative
  Climate/Terrain: Any temperate or warm land
  Organization: Solitary, flight (2-4), or flock (6-13)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually lawful good
  Advancement: 6-9 HD (Medium-size)
  These extra-planar creatures resemble a Manta Ray,
  with an elf-like head and two slender arms attached
  at the shoulders underneath their wings. The back
  of their wide wings is black, while the inside is an
  orange brown hue. Apart from their wings the body
  of a Diva Ray is covered in a light down of brown,
  black, and white hairs.
  They live their lives in a furious rush of energy,
  moving about with great rapidity and expending
  themselves within the short span of a dozen years.
  During that time, however, they live what amounts
  to several human lifetimes. The Diva Ray is a
  nervous creature who is in constant motion. As a
  result they gain the equivalent of permanent haste
  and blur spells. They can also fly silently with great
  speed, and their enhanced metabolism makes them
  extremely agile.
  Combat
  They are capable of wielding weapons and
  defending themselves, but would prefer to avoid a
  fight by fleeing the scene. When defending their
  own or an important location, however, they can be
  quite courageous and fight with determined
  effectiveness. They are proficient with all simple
  weapons, but prefer bludgeoning weapons such as
  the club or staff.
  Accelerated (Ex): A diva ray exists at a greatly
  accelerated pace compared to most beings. When
  
  11
  they are not resting, this ability provides the same
  benefits as the blur and haste spells as cast by a
  5th-level Sorcerer.
  Eidetic memory (Ex): A diva ray can recall with
  great accuracy anything they have witnessed,
  including the contents of any literature they have
  read. They are immune to any effect that would
  cause them to forget something.
  Diva Ray Society
  These beings are not especially militant in nature,
  and prefer to spend their time in the pursuit of
  knowledge and artistic expression. They make
  excellent servants for tasks that require high
  intelligence, and are sometimes used as aids in
  great libraries. Their ability to recall almost
  anything they have seen or read allows them to
  quickly locate a manuscript even among an
  immense collection.
  There are said to be an elite race of these beings,
  known as Prima Divas, which are non-servile and
  possess a more formidable array of abilities and
  lore. These boast exceptional arcane knowledge and
  formidable martial skills. Such beings have kept
  themselves remarkably well hidden among the
  planes, however, and those who claim to have
  witnessed their kind are few in numbers. As of this
  time their existence remains an unconfirmed rumor.
  Eldraal
  Large Elemental (Earth, Fire)
  Hit Dice: 3d8+9 (23 hp)
  Initiative: +0
  Speed: 20 ft., burrow 10 ft.
  AC: 19 (-1 size, +11 natural)
  Attacks: 2 slams +4 melee
  Damage: Slam 1d8+3 and 1d6 heat 
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Heat
  Special Qualities: Lava healing, fire subtype,
  molten
  Saves: Fort +6, Ref +3, Will +1
  Abilities: Str 16, Dex 10, Con 16, Int 4, Wis 10,
  Cha 13
  Skills: Listen +4, Spot +4
  Feats: -
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-5 HD (Large); 6-8 HD (Huge)
  This servant being from the plane of lava is
  magically created to carry out the whims of its
  masters. It resembles little more than a big,
  shapeless blob of molten rock. An Eldraal lacks any
  will of its own and has only a modest intelligence.
  They are large, bulky, and clumsy creatures who
  are suited for little more than simple labor. In the
  prime material plane, however, these creatures can
  be very dangerous entities due to their magma
  bodies.
  These creatures lack the will to form social
  connections with others of their kind. Only if an
  Eldraal is set free and left to its own devices for
  many decades will it begin to form a self-awareness
  and an ability to interact with other creatures.
  The Eldraal obtains all its physical needs from
  contact with lava and prefers to dwell in a large
  pool of magma. They especially prefer fast flowing
  rock and will frolic in the intense heat when their
  masters do not command their labor.
  The body of this creature constantly radiates a hot
  red glow, providing heat and illumination in the
  immediate vicinity. Their body is hot enough to
  boil water, and any moisture that strikes will
  instantly vaporize as steam. Although they dislike
  doing so, an Eldraal can slowly pass through solid
  stone. This contact with solid stone causes damage,
  however, which must be recuperated by resting in a
  pool of lava. The Eldraal will begin to suffer
  physically in any region where water can condense,
  and will turn to solid rock when immersed in liquid
  water. Contact with fog or rain will also cause cold
  damage.
  Combat
  The Eldraal are designed to perform physical labor
  for their lava elemental masters and they have no
  combat training. Nevertheless they do possess the
  means to defend themselves and they can prove
  formidable opponents when called upon to fight.
  They can form up to three limbs from their bodies
  that can stretch out to strike a foe. In addition to the
  physical damage caused by these rocky limbs, the
  impact leaves behind a piece of red-hot rock that
  continues to burn the struck location. They are able
  to draw energy directly from surrounding lava and
  soon regenerate any damage.
  Fire Subtype (Ex): Fire immunity, double damage
  from cold except on a successful save.
  Heat (Ex): The body of an Eldraal is molten hot, so
  their unarmed attacks deal additional fire damage.
  Lava Healing (Ex): While in contact with molten
  rock, an Eldraal receives fast healing 1.
  Molten (Ex): Their glowing bodies provide normal
  illumination in a 15 ft. radius. While in contact with
  water, melting their way through solid rock, or in
  
  12
  frigid surroundings, an Eldraal suffers 2 hp of
  damage each round.
  Flame Enzine
  Tiny Elemental (Fire)
  Hit Dice: 1/4d8 (1 hp)
  Initiative: +3 (Dex)
  Speed: 50 ft.
  AC: 15 (+2 size, +2 Dex, +1 natural)
  Attacks: Slam +4 melee
  Damage: Slam 1d4-5 and 1 fire 
  Face/Reach: 2-1/2 ft. by 2-1/2 ft./0 ft.
  Special Attacks: Burn, swarm
  Special Qualities: Elemental, fire subtype
  Saves: Fort +0, Ref +4, Will +1
  Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 12, Cha
  10
  Skills: Hide +10*, Jump +10*, Listen +2, Spot +2
  Feats: Weapon Finesse (slam)
  Climate/Terrain: Any hot, dry land and
  underground
  Organization: Solitary, pack (2-9), or a swarm
  (10-100)
  Challenge Rating: 1/8
  Treasure: None
  Alignment: Always neutral
  Advancement: 1/2 HD (Small)
  These tiny elemental creatures resemble an
  unusually intense golden blue flame. They usually
  dance rapidly from place to place as a pack, rarely
  stopping in one spot for more than a second. There
  are no discernable features visible to normal sight
  within the flame, although beings with darkvision
  will be able to discern three cooler spots arranged
  in a triangle near the base. Flame Enzines will
  never voluntarily leave their home plane, but they
  can be surprisingly at home in a cooler region such
  as the prime material plane.
  Flame Enzines are hardy elemental creatures and
  can live in relatively cool areas that are little
  favored by other beings from their plane. Indeed
  they are quite comfortable dwelling on the prime
  material plane, save for the unpleasant presence of
  moisture. They are relatively long-lived creatures,
  despite their small size, and are capable of
  reproducing well into old age. To breed, all they
  need is a ready source of combustible materials and
  a dry environment. They reproduce asexually, and
  have no gender.
  The Flame Enzine can exist for long periods
  without food, but become ravenous when a
  combustible meal is nearby. They particularly enjoy
  stirring among the ashes of a fire looking for small
  kernels of unburned materials to consume. Enzines
  also enjoy basking in the warmth of an open flame.
  They have sometimes been known to accompany
  Fire Elementals when summoned to the prime
  material plane.
  Combat
  When alone the Flame Enzine is a meek creature,
  seeking only to preserve its existence. In larger
  numbers, however, the Enzine become more
  curious and aggressive, actively peeking and
  poking about their environment. They will never
  attack any creatures significantly larger than
  themselves, even when amongst a pack. If
  threatened, they will form a shifting, darting mass
  that makes it difficult to target individuals.
  Burn (Ex): Those hit by the flame enzine's slam
  attack must succeed at a Reflex save at DC 9 or
  catch fire. (See Catching on Fire, page 86 in the
  Dungeon Master's Guide.) A burning creature can
  put out the flame with a move-equivalent action.
  Creatures hitting a flame enzine with natural
  weapons or unarmed attacks take fire damage as
  though hit by the enzine's attack, and also catch fire
  unless they succeed at a Reflex save.
  Fire Subtype (Ex): Fire immunity, double damage
  from cold except on a successful save. Due to their
  unusual resilience to cold, they gain a +2 bonus to
  this save. They suffer damage from exposure to
  water, automatically becoming stunned by fog or
  mist and are completely snuffed out when
  submerged.
  Swarm (Ex): Every swarm of twenty flame enzines
  can be treated as a single medium-size fire
  elemental with 5 HD. Normal weapons will do only
  half their allotted damage against such a swarm, as
  there are gaps between the individual, fast-moving
  enzine. If the swarm loses more than half its total
  hit points, it will break apart into separate enzines
  with one appearing for each remaining hit points.
  Skills: *Due to its agile and wispy nature, a flame
  enzine gains a +8 bonus to its Jump skill. In a dark
  or dimly illuminated area, a flame enzine is as
  noticeable as a torch and so suffers a –12 penalty to
  its Hide skill.
  
  13
  Fluxbael
  Large Elemental (Air)
  Hit Dice: 2d8 (9 hp)
  Initiative: +4 (Dex)
  Speed: fly 60 ft. (perfect)
  AC: 13 (-1 size, +4 Dex)
  Attacks: Shock +5 melee
  Damage: Shock 1d6 
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Lightning body, magnetic aura
  Special Qualities: Elemental, damage reduction
  5/+1, immunities
  Saves: Fort +0, Ref +7, Will +1
  Abilities: Str -, Dex 18, Con 10, Int 3, Wis 13, Cha
  12
  Skills: Listen +4, Spot +4
  Feats: Weapon Focus (shock)
  Climate/Terrain: Any mountainous land
  Organization: Solitary, Cluster (2-5), or Swarm
  (6-16)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-5 HD (Large)
  These mysterious extraplanar beings come from a
  dimension of pure lightning plasma. They have
  only been observed on the prime material plane
  when dry winds sweep up the steep mountain faces
  and create strong electrical disturbances. These
  strange lightning forms dance and cavort across the
  crags, leaving a trail of singed plants and
  magnetized 
  iron 
  scraps. 
  They 
  are 
  formed
  spontaneously out of plasma and seem to have a life
  span of only a few days. They thrive on social
  activity among their own kind and appear to enjoy
  creating beautiful electrical displays in clustered
  formations.
  The Fluxbael possesses powerful magnetic and
  electrical abilities, and prefer to linger in regions
  where conditions are ripe for lightning storms.
  Something about the land about mountains allows
  these beings to move easily between the planes and
  take advantage of the heavily charged conditions
  along the bare mountains. They have few physical
  requirements, other than a dry and highly charged
  environment. The fluxbael seem to crave unusual
  gases that fluoresce when electrified. They have the
  ability to cross over to the prime material plane for
  short periods, and seem most likely to do so when
  the air is dry and heavily charged with ozone.
  Combat
  These beings are so utterly alien to our world that
  they do not comprehend the existence of natural life
  forms. Thus they perceive creatures merely as a
  chaotic phenomenon and do not purposefully set
  out to attack them. If some means could be found to
  communicate with these beings, they can usually be
  dissuaded from inflicting the damage that they
  unintentionally cause. Like a lightning drawn to a
  rod, fluxbael are attracted to sharp metallic objects
  in the vicinity. Thus they will move to investigate
  anybody wielding a sword and will manipulate the
  object with their magnetic aura ability.
  Immunities (Ex): Fluxbael are completely immune
  to mind-influencing effects and lightning. They
  take half damage from cold or fire, with a
  successful saving throw reducing the damage to
  none.
  Lightning Body (Ex): Creatures hitting a fluxbael
  with natural or conducting weapons or unarmed
  attacks take shock damage as though hit by the
  fluxbael's attack. Any electrical spells that strike a
  Fluxbael will heal the elemental at the rate of 1hp
  per 2hp of the damage inflicted. Devices or spells
  intended to ward against electricity will also
  provide protection against damage from a fluxbael.
  If completely immersed in a body of water, a
  fluxbael will immediately expend itself in an
  electrical discharge that inflicts 4d6hp of damage to
  anything in contact with the same body of water
  within a 30-ft. radius. A Fortitude save (DC 10)
  will half this damage.
  Magnetic Aura (Ex): Fluxbael are able to
  manipulate any electrically conducting object
  within a 20 ft. radius at will as the telekinesis spell
  cast by a 9th level Sorcerer.
  
  14
  Garnamond
  Large Elemental (Earth)
  Hit Dice: 6d8+18 (46 hp)
  Initiative: +0
  Speed: 20 ft.
  AC: 19 (-1 size, +10 natural)
  Attacks: 2 Slams +9 melee
  Damage: Slam 1d8+5
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Breath weapon, improved grab
  Special Qualities: Elemental, division, fast healing
  1
  Saves: Fort +8, Ref +2, Will +8
  Abilities: Str 21, Dex 10, Con 16, Int 11, Wis 22,
  Cha 16
  Skills: Intuit Direction +9, Knowledge (local) +4,
  Knowledge (any one field) +2, Listen +16, Sense
  Motive +10, Spot +16
  Feats: Alertness
  Climate/Terrain: Any underground
  Organization: Solitary or pair
  Challenge Rating: 5
  Treasure: No coins; double goods (gems only);
  standard items
  Alignment: Usually neutral good
  Advancement: 7-14 HD (Large); 15-18 HD
  (Huge)
  In their rest mode these mineral creatures resemble
  a large cluster of clear quartz crystals wrapped
  around a darker base. The exception is a single, fist-
  sized golden gem that appears as if it had been cut
  by a master artisan. Originating from the mineral
  plane, these beings are the ever patient and resolute
  guardians of underground caverns of great beauty.
  They sit patiently year after year to ward
  magnificent rock gardens, beautiful limestone
  deposits, or other underground wonders.
  A Garnamond is an amorphous being made entirely
  of crystals. They move about by the rapid growth
  and shrinkage of their collective crystal body,
  reshaping themselves into the form needed for the
  current purpose. Thus they can shape themselves
  into the crude form of any creature or formation
  they desire. As they move about and reshape
  themselves, the collective reforming of the crystals
  creates a steady and pleasing tinkling sound.
  Their crystalline body is normally clear white in
  hue, save for their large golden eye. However their
  color changes with their mood, ranging from an
  angry red to a blissful deep blue. They are capable
  of speaking after a fashion, although the words
  sound like the constant crunching of broken glass
  and can be difficult to understand. They can learn
  most languages and can master some lore, although
  it would require a patient teacher since they study at
  a painfully slow rate. They are long-lived, however,
  and thus may have accumulated many unusual facts
  over the centuries.
  As their primary duty is to the underground cavern
  that they ward, they will not typically be found
  wandering around in the underdark. However they
  are not overly zealous about their charge and will
  allow anybody to enter their domain and marvel at
  the wonders to be seen. The Garamond is normally
  kindly and perhaps even slightly trusting by nature
  and does not view such intrusions with great
  suspicion. Indeed they take a distinct pleasure at
  seeing such visitors enjoy the vista and will even
  come to their aid if they are attacked by foul beings.
  Those who are familiar with a Garnamond lair will
  often stop there during their travels, as they know
  they will be afforded significant protection while
  they rest.
  Combat
  While tolerant and even nonchalant about their
  sanctum, the Garnamond takes its charge very
  seriously. Those individuals who appear ready to
  mar the environment or attack the body of the
  Garnamond will be quickly warned away by
  menacing postures and a crunching growl. Ignoring
  these warnings will bring down the full wrath of
  this 
  mineral 
  guardian. 
  The 
  Garnamond 
  is
  sufficiently intelligent that it can discern which
  members of a group are threats to the cavern, and
  which are merely protecting themselves. The later
  will normally be given an opportunity to withdraw
  from the conflict, after the violators have been dealt
  with.
  The body of the Garnamond is exceptionally hard
  and resilient, allowing it to withstand all but the
  most powerful blows. It is also quite powerful and
  can bludgeon or knock down an opponent with
  appendages it creates for the purpose. The
  amorphous body of the Garnamond allows it to
  wrap parts of itself around the limbs or weapons of
  an opponent, locking them tightly in place. The
  Garnamond is not especially quick or agile,
  however, and moves with a lumbering gait.
  If the normal attacks of the Garnamond fail in their
  purpose, it can resort to more desperate methods. It
  can consume a portion of its body to produce a
  breath weapon consisting of many tiny fragments of
  razor sharp crystal. If these make contact with
  sensitive tissue such as the eyes or lungs, they can
  have a devastating effect.
  The Garnamond can also shatter itself into several
  smaller 
  bodies 
  and 
  these 
  can 
  fight 
  on
  independently. Each of these smaller bodies will
  
  15
  fully regenerate any damage suffered by the parent
  Garnamond, and they receive an equal portion of
  the total hit points. Once the Garnamond shatters
  itself in this manner, however, it begins its final
  death cycle and the bodies will gradually decay into
  small wriggling crystals. These crystal larvas will
  wriggle off into the surrounding rock, seeking a
  partner to merge and form a new Garnamond body.
  Breath Weapon (Su): Can breathe a cone of razor-
  sharp crystals in a cone 60 feet long once every five
  rounds. Anyone in the effect takes 6d6 damage
  (Reflex half DC 12), but the garnamond also takes
  one half (round down) of this damage.
  Division (Ex): When seriously threatened, can
  divide into one small 1 HD creature per Hit Die
  originally possessed. These new creatures have full
  hit points regardless of the original creature's status.
  They lose the Fast Healing ability, instead losing 1
  hit point per round. When they die, they release a
  number of small seed-crystals that, if under proper
  conditions, can merge with another to grow into a 6
  HD garnamond in one year.
  Gloom Fly
  Diminutive Vermin
  Hit Dice: 1/4d8 (1 hp)
  Initiative: +3 (Dex)
  Speed: 10 ft., fly 40 ft. (good)
  AC: 18 (+4 size, +3 Dex, +1 natural)
  Attacks: Bite +7 melee
  Damage: Bite 1d3-5
  Face/Reach: 1 ft. by 1 ft./0 ft.
  Special Qualities: Gloom, vermin
  Saves: Fort +2, Ref +3, Will +0
  Abilities: Str 1, Dex 16, Con 10, Int -, Wis 11, Cha
  2
  Skills: Hide +7, Intuit Direction +3, Spot +4
  Feats: Weapon Finesse (bite)
  Climate/Terrain: Any underground
  Organization: Swarm (21-40)
  Challenge Rating: 1/8
  Treasure: None
  Alignment: Always neutral
  Advancement: -
  This flying insect resembles a blend of a beetle and
  a dragonfly. It has a glistening, dark carapace
  patterned with hues of deep purple and forest green.
  The insect is about two inches long, with four semi-
  transparent veined wings and a long, segmented
  abdomen. The gloom fly commonly lingers over
  the scat of enchanted creatures, especially those that
  dwell in cool, underground caverns and tunnels.
  They form flying swarms that circle about in a
  dancing, shifting cloud.
  When the gloom fly takes to the air it creates a low,
  humming sound with its rapidly beating wings.
  However it is more notable for the dark appendage
  at the end of its tail which it uses to create an area
  of gloom. The insect is magically able to absorb
  much of the light and warmth from the surrounding
  air, then emit the absorbed energy in pulses that can
  be seen by creatures with darkvision. These flashes
  are invisible to the unaided human eye, so all a
  person might see of the swarm is a shifting,
  amorphous cloud of gloomy darkness. Normal sight
  within this cloud is limited to only a few feet, and
  the air feels unusually chill and hums with a steady
  drone.
  Combat
  The gloom fly is otherwise comparatively harmless,
  although it can deliver a stinging bite if grabbed.
  However they will often cloak the presence of
  creatures in the midst of their swarm, hiding within
  the poor lighting and low humming sound.
  Intelligent creatures will sometimes linger in the
  darkness waiting for prey to wander into their
  reach.
  Gloom (Su): Nebulous sphere of poor lighting in a
  five-foot radius sphere around each fly. The gloom
  obscures normal sight in a 5 ft. radius, but it has no
  effect on darkvision. Anything within the gloom
  has one-half concealment from attackers up to 5 ft.
  away (attacks by creatures with normal sight have a
  20% miss chance). Beyond that distance any
  creatures within the gloom have total concealment
  (50% miss chance, and the attacker can not use
  normal sight to locate the target.)
  Feats: The gloom fly gains the Weapon Finesse
  (bite) feat.
  
  16
  Hordling
  Small Beast
  Hit Dice: 1d10 (5 hp)
  Initiative: +0
  Speed: 50 ft.
  AC: 15 (+1 size, +4 natural)
  Attacks: Bite +4 melee
  Damage: Bite 1d4+4
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Crushing bite, improved grab
  Special Qualities: Scent, stun immunity
  Saves: Fort +2, Ref +2, Will +1
  Abilities: Str 16, Dex 11, Con 10, Int 2, Wis 12,
  Cha 1
  Skills: Jump +5, Listen +2, Spot +2
  Climate/Terrain: Any land
  Organization: Solitary, pack (2-50), drove (50-
  200), or horde (200-1,000)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 2-3 HD (Medium-size)
  These howling, jabbering abominations were
  created in the heart of chaos and exist only to
  consume. Hordling packs relentlessly haunt the
  barren lands, looking for any creatures to eat,
  regardless of how small or pitiful a meal they may
  provide. As creatures go, hordlings are both
  revolting and terrifying to behold. Their tapered,
  fang-filled maws dominate their over-large heads.
  Small, beady eyes are set atop the head, with
  inadequate ear holes just behind. The body tapers
  from front to back, with powerful front shoulders
  and peculiarly small hammocks. Thick plates of
  cartilage along the back provide protection to the
  neck and back, favorite targets of rival hordlings.
  They are covered with a dark, spiny fur that is often
  tattered and covered in dirt. A pathetic looking tail,
  bearing a small tuft at the end, drags along behind
  the creature.
  When their numbers grow too great for the land to
  support, the hordling instinctively form great
  hordes and advance out of their lands destroying all
  in their path. Insane beyond measure, these hordes
  will flow forth without stopping to feast or rest.
  They will not stop until they are all slain or have
  starved to death. Fortunately, major invasions of
  this type are quite rare, only happening every few
  centuries. More often their numbers are culled by
  constant wars between the packs.
  Combat
  The hordlings attack en masse, with the front ranks
  biting down to hold the prey while the rest of the
  pack dives in to tear off swaths of flesh.
  Crushing Bite (Ex): The bite of the hordling has a
  threat range of 18-20 and deals triple damage on a
  critical hit.
  Improved Grab (Ex): To use this ability a
  hordling must hit with a bite attack. If it gets a hold
  it locks onto its target and automatically inflicts bite
  damage each round.
  Karkadann
  Huge Magical Beast
  Hit Dice: 5d10+25 (52 hp)
  Initiative: +2 (Dex)
  Speed: 40 ft.
  AC: 13 (-2 size, +2 Dex, +3 natural)
  Attacks: Bite +10 melee, horn +5 melee
  Damage: Bite 2d6+7, horn 2d6+3
  Face/Reach: 10 ft. by 20 ft./10 ft.
  Special Attacks: Ferocious charge
  Special Qualities: Detect poison, scent
  Saves: Fort +9, Ref +6, Will +1
  Abilities: Str 24, Dex 15, Con 21, Int 6, Wis 10,
  Cha 11
  Skills: Listen +6, Spot +6, Wilderness Lore +5
  Feats: Alertness
  Climate/Terrain: Any hot land
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Magical horn
  Alignment: Always neutral
  Advancement: 6-9 HD (Huge)
  This ferocious predator has a voracious appetite,
  and is much feared by all grazing animals. The
  karkadann resembles a huge, stag-like creature,
  with wolf-like features and a temperament to
  match. Also known as a karg, it lives a solitary life
  at the edges of deserts and hot, barren lands. Much
  like a unicorn, a karkadann bears a single horn in
  the center of its forehead. This horn is reputed to be
  very tough, and is sensitive to the presence of
  poison. One common myth concerning the karg is
  that it can be stilled by the presence of the ringdove
  bird, or by a young woman of pure virtue.
  Combat
  The karkadann charges with its horn then bites until
  its prey is dead. It will only hunt live creatures.
  
  17
  Detect Poison (Su): At will as the detect poison
  spell cast by a 5th-level cleric. If the horn is
  detached it can be used to cast detect poison up to
  three times per day. The horn has a market value of
  3,000gp.
  Ferocious 
  Charge 
  (Ex): 
  When 
  attacking
  exclusively with its horn using a charge action, the
  karkadann attacks at a base +10 melee and deals
  triple damage.
  Khryg
  Medium-size Humanoid (Khryg)
  Hit Dice: 1d8+6 (33 hp)
  Initiative: +3 (Dex)
  Speed: 30 ft., climb 20 ft.
  AC: 13 (+2 Dex)
  Attacks: Club +0 melee
  Damage: Club 1d6-1
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Khryg traits, track
  Saves: Fort +3, Ref +2, Will +1
  Abilities: Str 9, Dex 14, Con 12, Int 9, Wis 12, Cha
  10
  Skills: Balance +4, Climb +4, Hide +4, Jump +1,
  Knowledge (nature) +3, Listen +2, Move Silently
  +3, Spot +2, Wilderness Lore +4
  Feats: Alertness, Skill Focus (wilderness lore)
  Climate/Terrain: Any forest
  Organization: Company (2-4), squad (11-20 plus 2
  3rd-level druids and 1 leader of 3rd-6th level).
  Challenge Rating: 1/2
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: 7-10 HD (Medium-size)
  The khryg are lithe, fur-covered humanoids with
  long, prehensile tails. Their heads are narrow and
  triangular, with a fleshy beak and a long, flowing
  mane. The arms and legs are long and sinewy, with
  three-digit hands and feet. Triple-jointed legs give
  them an odd, tottering gait that is somehow elegant.
  This race is very agile and can leap between tree
  branches effortlessly. Fully erect, they stand about
  6-1/2 feet tall and usually wear minimal attire.
  Most khryg encountered outside their homes are
  rangers or druids; the information in the statistics
  block is for a ranger of 1st level.
  Combat
  The khryg also have an amazing ability to heal
  wounds at a prodigal rate, exceeded only by that of
  a troll. It is believed that this ability allows the
  khryg to survive falls from great heights.
  Unfortunately, they are very vulnerable to fire and
  have a great fear of combustion.
  Despite their remarkable powers of healing, the
  khryg are a cowardly race and will usually flee their
  home rather than risk battle.
  Khryg Traits (Ex): Khryg have a number of racial
  traits.
  • 
  Fast healing 4
  • 
  Low-Light Vision: Khryg can see twice as far
  as a human in starlight, moonlight, torchlight,
  etc.
  • 
  +2 racial bonus to Balance, Climb, and Jump
  checks.
  • 
  -2 penalty to saves against fire-based spells or
  effects.
  Khryg Society
  The beautiful fur coloration of a khryg is grown
  according to a complex pattern determined by the
  social structure within their tribes, and is a source
  of considerable pride for these beings. Fur
  coloration ranges from drab browns, yellows, or
  gray, to brilliant green and blue with some red,
  white and black banding around the neck.
  To some folks the natural honesty of the khryg
  more than makes up for their flightiness. However,
  they are not widely respected among the other
  races. While the khryg fall somewhat below a
  typical human in intelligence, they are masters of
  plant lore and have learned to shape their
  surroundings through magic and careful cultivation.
  Living plants and trees are the only comfortable
  habitat for a khryg. While they can tolerate wood or
  stone structures for a period, they are always
  uncomfortable in such surroundings.
  A deep love and knowledge of plant life gives the
  khryg a profound understanding of vegetation, its
  purpose within the ecosystem, and how to alter its
  form and function.
  Khryg Society
  A khryg’s favored class is druid. Khryg leaders are
  usually druids.
  
  18
  Lasa
  Medium-size Outsider (Good)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +3 (Dex)
  Speed: 30 ft., fly 50 ft. (good)
  AC: 13 (+3 Dex)
  Attacks: Shortspear +5 melee
  Damage: Shortspear 1d8-1 
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Spells, summon lasa
  Special Qualities: Damage reduction 10/+1,
  ethereal jaunt, low-light vision
  Saves: Fort +6, Ref +8, Will +9
  Abilities: Str 8, Dex 17, Con 12, Int 15, Wis 19,
  Cha 17
  Skills: Concentration +4, Diplomacy +12, Gather
  Information +7, Heal +9, Hide +11, Knowledge
  (religion) +9, Listen +12, Move Silently +6, Sense
  Motive +7, Spellcraft +8, Spot +12
  Feats: Alertness, Flyby Attack
  Climate/Terrain: Any land and underground
  Organization: Solitary or troupe (3-6)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always Neutral Good
  Advancement: 7-10 HD (Medium-size)
  These female guardian spirits resemble winged
  elves or nymphs. They inhabit the crypts of a
  gravesite that has been blessed by their patron
  goddess. A lasa is normally found on their home
  plane, where they engage in much play and
  frivolity. When tasked they are serious about their
  duty, however, and will tolerate no breech of a
  tomb they guard. If approached in a friendly
  manner, a lasa will freely talk about her duty, her
  goddess, or any other subject that interests her. She
  will be especially taken by any cleric of her
  goddess.
  The lasa believe that looting a sanctified tomb is the
  worst crime that a mortal can commit, and will try
  her utmost to keep her ward safe from such evil
  beings. She will aid any beings that will help her in
  this duty. A lasa is a tireless guardian who requires
  no refreshments of any kind. She watches a
  gravesite for seven years before being replaced by
  another of her kind.
  Combat
  No lasa will willingly harm another being unless
  they intend to pillage a grave, for this is their sacred
  duty as guardians. The lasa do not care for personal
  combat and will attempt to neutralize their foes by
  beguiling them or through the use of spells from
  above. They do not wear armor but use bucklers,
  clubs, short spears, and daggers.
  Spells: A lasa can cast divine spells as a cleric of
  the level equal to their number of hit dice, gaining
  bonus spells for a high Wisdom score. The lasa
  domains are Good and Protection.
  Immunities (Ex): Lasa are immune to disease,
  aging, fear, and sleep effects.
  Summon Lasa (Sp): Once per day a lasa can
  attempt to summon another lasa with a 35% chance
  of success.
  Ethereal Jaunt (Su): At will as the spell as cast by
  a 9th level cleric.
  Lenk
  Huge Magical Beast
  Hit Dice: 9d10+45 (95 hp)
  Initiative: +3 (Dex)
  Speed: 40 ft., glide 50 ft.
  AC: 13 (-2 size, +3 Dex, +2 natural)
  Attacks: 2 claws +14/+9 melee; bite +12/+7 melee
  Damage: Claw 2d4+9; or 2d6+4 bite
  Face/Reach: 10 ft. by 20 ft./10 ft.
  Special Attacks: Wing burst
  Saves: Fort +11, Ref +9, Will +6
  Abilities: Str 28, Dex 16, Con 21, Int 5, Wis 16,
  Cha 12
  Skills: Jump +14, Listen +10, Spot +10
  Feats: Alertness, Multiattack
  Climate/Terrain: Any thinly wooded land
  Organization: Solitary or pair
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 10-12 HD (Huge)
  A Lenk is a giant, flightless bird known to inhabit
  certain thinly wooded wild lands. Undoubtedly a
  magical creation, this beast has the legs of a crane,
  the wings and body of a gull, and the head and beak
  of a hawk. When they can locate a spouse, the Lenk
  are known to mate for life. The male builds a huge,
  covered nest from massive tree branches dragged
  far across the woods. The call of a Lenk is a long,
  soulful cry that can carry a great distance on a
  peaceful day.
  Combat
  While unable to provide lift, the wings of a Lenk
  can create a prodigious blast that can knock a full
  grown man off his feet, and enables the beast to
  glide quite respectable distances. Each long, gangly
  
  19
  leg has four claws that can rend a creature while the
  powerful beak tears it apart.
  Wing Burst (Ex): As a full round action a Lenk
  can generate a blast of severe wind with its wings
  emanating outward in an area 20 ft. wide out to a
  distance of 60 ft. The burst has the same effects as a
  gust of wind spell cast by a 5th level wizard.
  Manta-Kine
  Medium-size Monstrous Humanoid
  Hit Dice: 1d8+1 (5 hp)
  Initiative: -1 (Dex)
  Speed: 30 ft.
  AC: 11 (-1 Dex, +2 natural)
  Attacks: Glaive +1 melee; or bite +1 melee
  Damage: Glaive 1d10; or bite 1d4 and paralysis
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attack: Paralysis
  Special Qualities: Manta-kine traits
  Saves: Fort +4, Ref -1, Will +1
  Abilities: Str 10, Dex 9, Con 13, Int 10, Wis 12,
  Cha 8
  Skills: Alchemy +3, Bluff +3, Disable Device +3,
  Hide +3, Intimidate +2, Listen +3, Move Silently
  +3, Open Lock +5, Pick Pocket +5, Spot +3
  Feats: Great Fortitude
  Climate/Terrain: Any warm land and underground
  Organization: Solitary or Gang (2-4)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: By character class
  Also called the sissirin, this little-known race has a
  head resembling that of a hooded cobra, with a
  wiry, humanoid frame. The arms and legs of the
  manta-kine consist of flexible tentacles, with a
  bundle of slender tendrils at the tip of each arm.
  Most manta-kine encountered outside their home
  are rogues; the information in the statistics block is
  for one of 1st level.
  Combat
  When travelling outside their hives, the manta-kine
  are armed with a hardwood Glaive that has a
  double-pronged tip. The longer barbed prong is
  used to hook or trip an opponent, while the shorter
  tip is fitted with a nasty stinging bulb. For extra
  protection, woven leather armor is often worn
  under the robes. While less than physically
  imposing overall, the bite of these creatures injects
  a toxin that can completely paralyze smaller
  creatures within a few moments.
  Paralysis (Ex): Those hit by the manta-kine’s bite
  must succeed at a Fortitude save (DC 11) or be
  paralyzed for 1d3 minutes from injected toxin.
  Manta-Kine Traits (Ex): Manta-kine benefit from
  a number of racial traits.
  • 
  Darkvision up to 60 feet.
  • 
  Low-light vision. Manta-kine can see twice as
  far as a human in starlight, moonlight,
  torchlight, and similar conditions of poor
  illumination.
  • 
  +2 racial bonus to Disable Device, Open Lock,
  and Pick Pocket checks due to nimble fingers.
  • 
  Manta-Kine gain Alchemy as a class skill.
  Manta-Kine Society
  Due to their sensitive eyes, manta-kine much prefer
  dim lighting, and usually wear loose, hooded robes
  to cover their heads and other extremities. The flesh
  is a dark, scaly green, with light and dark tan stripes
  extending from just above the wide nostrils to the
  base of their protruding spine. The female of the
  species is smaller and more numerous than the
  males, deep aqua in hue, and lacks a toxic bite. The
  Sissirin dwell in extensive, well-concealed adobe
  tunnels in the barren lands. When they mate, the
  Sissirin produce batches of eggs that are kept in a
  fanatically guarded rookery at the heart of their
  hive.
  Well versed in herbal lore, they have mastered the
  art of cultivating different strains of mushrooms
  and fungi for various specialized purposes. Despite
  their nature-based civilization, the sissirin possess a
  sophisticated culture and a highly centralized,
  theocratic government. Their serpentine appearance
  causes strong reactions among outsiders, so the
  manta-kin are justifiably wary of any strangers. The
  priesthood often cultivates secret spy networks
  among potential foes, seeking to play enemies
  against each other.
  Manta-Kine Characters
  A manta-kine’s favored class is rogue. Most manta-
  kine leaders are rogues. Manta-kine clerics worship
  a goddess of shadows and thievery and can choose
  two of the following domains: Chaos, Earth, Plant,
  and 
  Trickery. 
  Most 
  manta-kine 
  spellcasters,
  however, are adepts.
  
  20
  Mortslayer
  Medium-size Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +0
  Speed: 30 ft.
  AC: 19 (+4 armor, +5 natural)
  Attacks: 2 claws +5 melee
  Damage: Claw 1d4+4 and disruptive touch
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Spell-like abilities, disruptive
  touch
  Special Qualities: Undead, +2 turn resistance,
  damage reduction 5/+1, fast healing 1, immunities
  Saves: Fort +1, Ref +1, Will +8
  Abilities: Str 16, Dex 10, Con -, Int 9, Wis 14, Cha
  5
  Skills: Hide +4, Knowledge (undead) +7, Listen
  +5, Move Silently +5, Search +4, Spot +7
  Feats: Iron Will
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Usually lawful good
  Advancement: 5-8 HD (Medium-size) 9-12 HD
  (Large)
  These beings are formed from the corpses of
  individuals who had fanatically dedicated their life
  to hunting undead. They appear vaguely as they did
  in real life, possessing a skeletal body filled in with
  the hallow earth from a graveyard and coated with
  blackened, dead moss. The mortslayer is incapable
  of vocalizations, emitting only a grating sound from
  their jaws.
  The mortslayer retains sufficient sentience from its
  previous existence that it is able to continue its
  function of hunting down and slaying undead.
  However it lacks the creative abilities and potential
  for higher learning of a living being. The
  mortslayer has little understanding of its own
  undead state, believing that it is actually an elevated
  servant of some higher power that is dedicated to
  ridding the world of wandering or corrupt spirits.
  They are incapable of comprehending the irony of
  their own existence and its contradictory purpose.
  Mortslayer are solitary beings and will not accept
  aid unless it is directed at destroying undead.
  Combat
  Although they retain the knowledge of how to
  wield weapons, the mortslayer prefer to fight
  unarmed in order to use their power to disrupt
  undead opponents. However they often wear armor,
  typically an old and battered shirt of chain mail.
  The mixture of loam and bone that forms their body
  also makes them difficult to damage.
  Disruptive Touch (Su): Claw attacks against
  undead always hit the target regardless of damage
  reduction. In addition, on a failed Will saving throw
  at DC 8 the undead is also disrupted for a round and
  is only able to take a partial action when it would
  normally be able to take a full action. This has no
  effect on undead that are already only have a partial
  action.
  Immunities (Ex): A mortslayer is immune to
  negative energy attacks. Successful attempts to
  rebuke a mortslayer will instead destroy it.
  Undead: Immune to mind-influencing effects,
  poison, sleep, paralysis, stunning, and disease. Not
  subject to critical hits, subdual damage, ability
  damage, energy drain, or death from massive
  damage.
  Spell-Like Abilities: At will-detect undead. 1/day-
  bless, protection from evil, and sanctuary. These
  abilities are as the spells cast by a 4th level cleric
  (save DC 7 + spell level.)
  
  21
  Nemesis of the Braeth
  Large Aberration
  Hit Dice: 40d8+520 (700 hp)
  Initiative: +9 (Dex)
  Speed: 10 ft., 5 ft. burrow
  AC: 29 (-1 size, +9 Dex, +21 natural)
  Attacks: 2 claws +44/+39/+34/+29 melee; and bite
  +42/+37/+32/+27 melee
  Damage: Claw 1d6+15 and poison; bite 2d6+7
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Crushing mass, improved
  invisibility, life drain, poison
  Special Qualities: Cold and fire resistance 20,
  damage reduction 25/electric, immunities, nihilistic,
  psionics, regeneration 2, scent
  Saves: Fort +26, Ref +17, Will +27
  Abilities: Str 40, Dex 18, Con 36, Int 15, Wis 21,
  Cha 14
  Skills: Climb +18, Intuit Direction +28, Listen +30,
  Search +13, Spellcraft +18, Spot +30, Wilderness
  Lore +14
  Feats: Alertness, Ambidexterity, Blind-Fight,
  Cleave, Combat Reflexes, Endurance, Power
  Attack, Great Cleave, Multiattack, Sunder, Track
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Rating: 56
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: -
  This primordial slayer has lain dormant for
  millennia, awaiting the next call to go forth and
  extinguish more life. Few know of the existence of
  this nihilistic horror, and none that yet live know of
  his origins. Once set upon this task, he will
  relentlessly pursue his victim using all the powers
  and guile at his disposal, until he has extracted any
  remaining life force. Unless promptly given a new
  task, Nemesis with slay and destroy with wanton
  abandon.
  When rendered visible, nemesis has a tapered,
  serpentine body, with four oversized arms, each
  tipped with two long, non-retractable force blades.
  His face is little more than a beaked mouth
  surrounded by tentacles, the inner side of which is
  covered in suction cups. Protruding wedges to
  either side of the head house the primary sense
  organs. A spiked fin runs from the back of the head
  to just past his armored torso, protecting the neck.
  The body is a dark metallic color, with a light gray
  sheen across the belly.
  Combat
  The nemesis will allow no distractions to prevent it
  from slaying its designated foe. Any living being
  that approaches the nemesis will find its life force
  being drained away. Anything that gets in the way
  of the slowly moving nemesis will be crushed
  underneath its metallic bulk. The nemesis will
  ruthlessly dismember the target with its deadly
  force blades, and will continue to slice the victim
  apart until little more than a pile of ground flesh
  remains. Those who escape with only minor
  injuries will still suffer from the potent toxin in its
  claws.
  Crushing Mass (Ex): The nemesis has a compact
  body that has a density almost equal to that of lead.
  Anything caught in its 5 ft. wide path must succeed
  at a Reflex save (DC 44) or be crushed underneath
  for 5d6 damage. Creatures with a movement rate at
  least half that of the nemesis can move out of the
  path as a free action. The nemesis will quickly
  smash any light structures that are not build to carry
  a weight of at least 20,000 lbs. Due to the extreme
  mass it automatically fails any Jump skill check.
  Immunities (Ex): The nemesis is immune to
  energy drain, poison, sleep, disease, thirst, hunger,
  or death from massive damage. It has no need to
  breathe, so it can function equally well underwater
  or in a vacuum.
  Improved Invisibility (Ex): The body of the
  nemesis continually warps the light around it to
  produce an effect identical to an improved
  invisibility spell.
  Life Drain (Su): The nemesis continually drains
  the life energy from any beings in the immediate
  area. Everything within a 20 ft. radius receives one
  negative level (Fort remove DC 30). Within 10 ft.
  of the nemesis everything receives two negative
  levels. (Fort half 30).
  Nihilistic (Ex): Each hour the nemesis remains
  without a designated target, it must make an Int
  check at DC 20 or begin running amuck, destroying
  everything in sight and slaying whomever it meets.
  It will begin roving randomly, dealing death and
  destruction to whatever it finds. Only a being that
  knows the true name of the nemesis is able to
  designate a new target.
  Poison: Claw, Fortitude save (DC 42); initial
  damage 2d6 Constitution, secondary damage 2d4
  Strength.
  Psionics (Sp): At will-Clairaudience/Clairvoyance,
  Detect 
  Psionics, 
  Dimensional 
  Slide, 
  Forced
  Mindlink; 1/day-Metafaculty, Plane Shift. These
  abilities are as the powers manifested by a 19th-
  level Psion.
  
  22
  Attack/Defense Modes (Sp): Empty Mind, Thought
  Shield.
  Regeneration (Ex): Electricity and exotic forms of
  radiation deal normal damage to a nemesis.
  Nepalope
  Large Magical Beast (Earth)
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +2 (Dex)
  Speed: 50 ft.
  AC: 19 (-1 size, +2 Dex, +8 natural)
  Attacks: Butt +7 melee; 2 hooves +2 melee
  Damage: Butt 2d6+4, hoof 1d6+2
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Qualities: Immunities, stone body,
  resistances
  Saves: Fort +6, Ref +6, Will +3
  Abilities: Str 19, Dex 15, Con 14, Int 8, Wis 14,
  Cha 15
  Skills: Balance +10, Jump +14, Listen +7,
  Profession (herding) +4, Spot +8
  Feats: Alertness
  Climate/Terrain: Any mountainous land
  Organization: Solitary
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always lawful neutral
  Advancement: 5-9 HD (Large)
  This magnificent mythical being most closely
  resembles a giant mountain ram, with a pearly-
  white marble body, tough crystalline horns,
  diamond-hard hooves, and deep green crystals that
  serve as eyes. A long mane of silky, black fibers
  flows the full length down the creature's back. The
  legs of the nepalope are both powerful and nimble,
  allowing the beast to leap gracefully across the
  most hazardous terrain. The nepalope is able to
  communicate in the local tongue, so they
  sometimes talk with those they do not find
  threatening.
  It is a legend among certain mountain tribes that a
  nepalope is a sacred, immortal being that guard a
  place of great power. The creatures are quite rare in
  most parts of the world, however, so few can attest
  to the truth of the matter.
  Combat
  The nepalope is not especially aggressive and will
  normally seek to avoid combat. Only if it is
  protecting a site will it attack an intruder who does
  not heed its warnings and steer clear. It attacks with
  its tough, crystalline horns or kicks the opponent
  with its hard hooves.
  Immunities (Ex): Immune to disease, acid,
  electrical, and death effects.
  Stone Body (Ex): As the body of the nepalope is
  formed of stone, stone-affecting spells or powers
  can target it.
  Resistances (Ex): Absorbs the first 12 points of
  damage from heat or cold.
  Skills: Nepalopes receive a +4 racial bonus to
  Balance and Jump checks.
  Night Wolf
  Medium-Size Outsider (Evil)
  Hit Dice: 3d8+6 (19 hp)
  Initiative: +3 (Dex)
  Speed: 50 ft., burrow 5 ft.
  AC: 15 (+3 Dex, +2 natural)
  Attacks: Bite +7 melee
  Damage: Bite 1d6+2 and dire venom
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Dire venom
  Special Qualities: Scent, fast healing 2, light
  sensitivity
  Saves: Fort +6, Ref +7, Will +5
  Abilities: Str 15, Dex 16, Con 14, Int 2, Wis 12,
  Cha 6
  Skills: Hide* +3, Listen +7, Spot +7
  Feats: Weapon Focus (bite)
  Climate/Terrain: Any forest, hill, plains, and
  mountains
  Organization: Solitary, pair, or pack (7-16)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 4-5 HD (Medium-size); 6-7 HD
  (Large)
  These powerful beasts closely resemble wolves, but
  have a charcoal black coat and black eyes. They
  exude evil, and are normally found only on
  demonic planes or in the service of foul beings.
  Combat
  Like wolves these creatures hunt in a pack, and
  they cooperate to bring down their foes. They
  prefer to hunt at night, relying on their darkvision.
  Dire Venom (Ex): Bite, Fortitude save (DC 13);
  initial and secondary damage 1d4 temporary
  Constitution. Those with an alignment of good
  suffer 1d8 temporary damage instead.
  
  23
  Light Sensitivity (Ex): Night wolves suffer a –1
  penalty to attack rolls in bright sunlight or within
  the radius of a daylight spell.
  Skills: Night wolves gain a racial bonus of +4 to
  Hide checks at night due to their dark coats. 
  Nubling
  Small Humanoid (Nubling)
  Hit Dice: 1d8 (4 hp)
  Initiative: +1 (Dex)
  Speed: 20 ft.
  AC: 16 (+1 size, +1 Dex, +3 ring mail, +1 small
  shield)
  Attacks: Light mace +0 melee; or light crossbow
  +2 melee
  Damage: Light mace 1d6-1, light crossbow 1d8
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Animal link
  Saves: Fort +0, Ref +3, Will +1
  Abilities: Str 9, Dex 12, Con 11, Int 10, Wis 13,
  Cha 14
  Skills: Animal Empathy* +3, Listen +2, Ride +3,
  Spot +2
  Feats: Mounted Combat
  Climate/Terrain: Any land
  Organization: Solitary, team (2-5), patrol (5-20
  mounted plus 2 3rd-level squad leaders and 1 leader
  of 3rd-5th level), or troop (20-40 mounted plus 1 3rd
  level squad leader per 10 adults, 4 5th-level patrol
  leaders, and a 7th level wohma)
  Challenge Rating: 1/2
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: By character class
  Nublings are a short, compact race of humanoids
  that resemble cute and somewhat stocky human
  youngsters, roughly three feet in height. They have
  a dense coat of curly, banded-golden hair; amber or
  deep-emerald slitted eyes; heavy limbs; and large,
  four-digit extremities. The head is very human in
  appearance, although the eyes and diamond-shaped
  ears are larger than would be expected.
  Most nublings encountered away from their camps
  are warriors; the information in the statistics block
  is for one of 1st level.
  Combat
  For weaponry, tribal warriors favor the light
  crossbow, slings, circlet mace, or a light lance.
  Their nimble fingers can manufacture a very fine
  ring mail armor, and they usually carry a round
  shield bearing a symbol of interlocking circles.
  Mounted mastallion patrols are usually seen
  ranging well in advance of approaching nubling
  tribal columns, searching out potential threats or
  trade opportunities. The close link between
  nublings and their mastallion make them effective
  cavalry, despite their diminutive size.
  Animal Link (Ex): Nublings gain Animal
  Empathy as a class skill. They gain a +4 racial
  bonus to any Animal Empathy checks involving
  domesticated animals.
  Nubling Society
  The tribes of nublings constantly travel the rolling
  central plains in small wood wagons. These
  compact vehicles are the products of generations of
  nubling craftsmen who have mastered every detail
  of wagon building. Bleached animal hides,
  cunningly sewn together and dyed to provide
  camouflage, cover the wooden sides. The hides also
  serve as water carriers, providing fire protection
  when punctured. When attacked, the wagons can be
  circled to form a nearly impregnable laager, and the
  nublings can move around the ring through the
  sealed wagon tunnel to pick off their foe from
  arrow slits.
  The wagons are towed by mastallions, a special
  hybrid of mastiff and small plains horse. (Treat as a
  riding dog.) A mastallion stands as tall at the
  shoulder as the largest nubling, and is more than
  strong enough to serve as a mount. In addition to
  being reasonably intelligent, the mastallion share a
  special mental bond with their nubling masters.
  Each year the nublings migrate between the alpine
  grasslands and the warmer southern lowlands. They
  bring along their goats and other domesticated
  animals to provide food, clothing, and other useful
  items. The nublings are also master traders,
  carrying all sorts of scarce goods across the
  dangerous plains.
  The spiritual beliefs of the nublings are based on
  the ring, representing the circle of life, the seasons,
  and the ebb and flow of daily events. The
  traditional greeting of the tribes has all concerned
  locking hands to form a circle, then exchange
  words of greeting, friendship, and good fortune.
  The shamanistic magic of the nublings is based on
  the circle, as represented by a ring of worshippers.
  Each tribe has a Wohma, the head shaman-cleric,
  who has mastered the arts of the five circles. His
  temple wagon unfolds to form a ring-shaped
  church, with the sacred altar of stone placed in the
  exact center. The wagons of the tribe are then
  arranged around the temple to form an outer ring.
  Nublings, especially those of higher rank, wear an
  inordinate amount of jewelry, often to the point of
  gaudiness. They especially prefer ring-shaped
  
  24
  ornaments, such as bracelets, earrings, finger rings,
  etc. They wear little else in the way of garb, other
  than that required to protect their modesty or ward
  against the elements, the better to show off their
  finery.
  Nubling Characters
  A nubling’s favored class is rogue; nubling leaders
  tend to be rogues or ranger/rogues. Nubling clerics
  worship a nature god and can choose any two of the
  following domains: Animal, Plant, Sun, and Travel
  Ollorog
  Large Magical Beast
  Hit Dice: 5d10+25 (52 hp)
  Initiative: +2 (Dex)
  Speed: 40 ft., burrow 10 ft.
  AC: 16 (-1 size, +2 Dex, +5 natural)
  Attacks: 2 claws +10 melee; bite +8 melee
  Damage: Claw 1d6+6; bite 1d8+3 and paralysis
  Face/Reach: 10 ft. by 10 ft./5 ft.
  Special Attacks: Poison, rend 2d6+6, cocoon
  Special Qualities: Light sensitivity, regeneration 3,
  scent
  Saves: Fort +9, Ref +6, Will +1
  Abilities: Str 22, Dex 15, Con 21, Int 6, Wis 10,
  Cha 4
  Skills: Climb +12, Listen +7, Spot +7
  Feats: Alertness, Multiattack
  Climate/Terrain: Any temperate or warm land
  Organization: Solitary or gang (2-5)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 7-9 HD (Large)
  These horrible creatures are a nightmare blend of a
  large monstrous spider and a troll. They are
  normally found in only a few rugged mountainous
  areas, but during their mating season they will rove
  about as packs in the lowlands. Ollorogs have the
  head, arms, and upper torso of a troll, and the body
  and six legs of a giant spider. On their face are the
  eight black eyes of a spider, with a fanged mouth
  surrounded by twitching, hairy mandibles. Their
  flesh is a mottled light gray hue with a splash of
  darker green spots down their back and across the
  abdomen. Ollorogs are slightly shorted than normal
  trolls, but occupy a 10 ft. diameter area due to their
  six legs.
  Ollorogs are highly sensitive to sunlight and so are
  usually found only at night. They have a powerful
  digging ability that allows them to tunnel through
  one foot of earth each round. If caught out in the
  open at dawn, they will use this ability to dig a hole
  in the ground and bury themselves until dusk.
  All ollorog have a ravenous appetite and are
  constantly on the hunt for food during the night
  hours. Thus, because of their limited intelligence,
  they can be easily distracted by some food left
  behind by fleeing prey.
  Ollorogs speak Giant.
  Combat
  Ollorogs prey on any and all creatures, using their
  swarming groups and a toxic bite to subdue their
  foe. They attack primarily with their front claws
  and a fanged mouth. The two large fangs are
  equipped with a paralyzing toxin. They can wrap
  victims in a silk cocoon that is tough enough to
  hold all but the most powerful foes.
  Cocoon (Ex): Due to their merged form, the web
  silk of an ollorog is insufficiently strong to create a
  silk strand strong enough to support their own
  weight. Instead when the victim is paralyzed, the
  ollorog wraps it in a silk cocoon (Escape DC 20;
  Break DC 28; 10 hp). Wrapping a paralyzed victim
  requires a full minute of activity.
  Light Sensitivity (Su): Ollorogs suffer a -1 penalty
  to attack rolls in bright sunlight or within the radius
  of a daylight spell.
  Paralysis (Ex): Those bitten by an ollorog must
  succeed at a Fortitude save (DC 14) or be paralyzed
  by a toxin for 1d6+2 minutes.
  Regeneration (Ex): Fire, cold, and acid deal
  normal damage to an ollorog. If an ollorog loses a
  limb or body part, the lost portion regrows after an
  hour. Severed members can not be reattached.
  Rend (Ex): If an ollorog hits with both claw
  attacks, it latches onto the opponent's body and
  tears the flesh. This attack automatically deals
  2d6+6 points of additional damage.
  Ollorog Society
  Ollorogs prefer the mountainous heights or the
  safety of the subterranean depths. Ordinarily the
  males travel in small groups of one to four. During
  their infrequent mating season, however, they will
  wander the lowlands while traversing the distance
  to distant mountain habitats. These ollorog males
  rove the lands in swarming groups, ravishing the
  lowlands for any form of prey.
  Female ollorog form packs with the eldest serving
  as their leader. These packs will drive away any
  males who are not rutting. Eligible males battle
  amongst themselves to determine the dominant
  male, and the winner mates with the entire pack.
  Due to their regenerative abilities, these battles can
  
  25
  be long, drawn out affairs. But sooner or later one
  of the males will acknowledge the other as superior.
  As ollorog are outcasts from their ancestral deities,
  they worship no god. Instead they follow a form of
  creator worship, a religious belief that provides no
  shamanistic magical benefits, but does provide
  some degree of cultural identity.
  Pigmy Orc
  Small Humanoid
  Hit Dice: 1/2d8 (2 hp)
  Initiative: +1 (Dex)
  Speed: 20 ft.
  AC: 12 (+1 size, +1 Dex)
  Attacks: Club +2 melee; or sling +1 ranged
  Damage: Club 1d6+1; or sling 1d4 
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Darkvision 60 ft., group
  regeneration, light sensitivity
  Saves: Fort +0, Ref +3, Will -1
  Abilities: Str 12, Dex 12, Con 11, Int 6, Wis 9, Cha
  8
  Skills: Hide +5, Listen +4, Spot +4
  Feats: Alertness
  Climate/Terrain: Underground
  Organization: Gang (2-4), squad (11-20)
  Challenge Rating: 1/2
  Treasure: 50% standard
  Alignment: Always lawful evil
  Advancement: By character class
  These creatures are the diminutive offspring of orcs
  that have been cursed by the gods. They have the
  appearance of a dwarven orc with an ivory horn in
  the center of their scalp. Their flesh is blue in hue
  and they have little body hair. They are fierce and
  unyielding in nature but none too intelligent.
  Combat
  Pigmy orcs normally wield crude weapons, such as
  clubs, staffs, slings, or knives. Their leaders will
  sometimes have slightly better weapons and even
  wear some armor. While small in stature, they have
  an unusual regenerative quality that makes them
  tough, scrappy fighters. They can sometimes
  continue to battle after normal orcs would have fled
  the field.
  Group Regeneration (Su): Any pigmy orc has a
  shared pool of regeneration hit points with other
  nearby pigmy orcs. This pool is equal to 4hp per
  pigmy orc within a 100 ft. radius, and the points are
  drawn randomly from those within the radius. If a
  pigmy orc is damaged while points remain within
  this pool, any damage inflicted is treated as subdual
  damage. The horn of the wounded pigmy orc glows
  with a faint blue and it recovers 2hp per round from
  the available pool until fully healed. Once the pool
  is exhausted, Pigmy Orcs no longer regenerate and
  they suffer normal damage. The pool is recovered
  at the rate of 1hp per day for each pigmy orc.
  Light Sensitivity (Ex): Pigmy orcs suffer a -1
  penalty to attack rolls in bright sunlight or within
  the radius of a daylight spell. 
  Pigmy Orc Society
  At best these dull-witted beings have only a simple
  culture and dwell in the most primitive conditions.
  They are capable of building crude walls,
  scavenging for food, and making primitive clothes.
  They have 
  no 
  written 
  language 
  and 
  they
  communicate through gestures and a series of
  grunts.
  Orcs universally despise Pigmy Dwarves and will
  torment them for simple pleasure. As a result they
  have been driven to the most mediocre territory in
  the underground realm, dwelling among cramped
  caves and tunnels. They also have a fierce rivalry
  with Kobolds and the two will attack each other on
  sight.
  The horns of the Pigmy orcs have a certain
  medicinal value that is known to some sages and
  herbalists. Each horn is worth 5gp if a buyer can be
  located.
  
  26
  Plasma Dog
  Small Elemental (Fire)
  Hit Dice: 1d8+2 (6 hp)
  Initiative: +4 (Dex)
  Speed: fly 40 ft., (good)
  AC: 15 (+1 size, +4 Dex)
  Attacks: Singe +6 melee; or spit +5 ranged
  Damage: Singe 1d4+1; or spit 1d3 fire
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Envelop, spit fire
  Special Qualities: Elemental, fire subtype,
  immunities, vulnerabilities
  Saves: Fort +2, Ref +6, Will +0
  Abilities: Str 12, Dex 18, Con 14, Int 3, Wis 11,
  Cha 8
  Skills: Listen +3, Spot +3
  Feats: Weapon Finesse (singe)
  Climate/Terrain: Any non-arctic land and
  underground
  Organization: Solitary, Pair, or Pack (4-12)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-4 HD (Small); 5-6 HD (Medium-
  size)
  These ravenous creatures from the elemental plane
  of fire resemble dogs that are composed entirely of
  golden orange flames. Where their head might be,
  however, exist only clawing fingers of red fire.
  They maneuver rapidly through the air and never
  seem to stand still for a moment.
  The plasma dog is only at home in extremely hot
  conditions, and must linger in such an environment
  to survive. Temperatures cool enough for water to
  condense will soon kill a plasma dog. These
  creatures are quite social and are often found in a
  pack that often behaves like a group of wolves.
  There is always a pack leader and a hierarchy in
  such a group. The strongest individuals are
  expected to attack any enemies first, but always
  gain the best fuel and the right to breed with the
  slightly smaller females.
  Plasma dogs will consume any form of flammable
  materials, including clothing and other equipment.
  Plasma dogs have an insatiable hunger and will
  hunt for fuel even in conditions they find
  uncomfortable. They have the ability to limit what
  they incinerate with their body, waiting instead to
  consume the fuel through their mouths. Thus
  contact with a plasma dog does not automatically
  ignite an object.
  Combat
  In many aspects they closely resemble their more
  powerful cousins. However the much quicker
  plasma dogs have the ability to fly and they can spit
  balls of flame. Fortunately they are relatively
  vulnerable creatures and easily slain if they can be
  hit. The primary form of attack for a plasma dog is
  to envelop their target with their body and consume
  it with heat. They can also spit a ball of red flames
  at nearby targets from above, although they
  normally do so only against targets they have
  reason to fear.
  Spit Fire (Su): A plasma dog can spit a ball of
  flame inflicting 1d3 fire damage as a standard
  action. The attack has a range increment of 10 ft.
  Improved Grab (Ex): To use this ability, the
  plasma dog must hit with its singe attack. If it gets a
  hold, it can envelop.
  Envelop (Ex): A plasma dog deals automatic singe
  damage with a successful grapple check.
  Fire Subtype (Ex): Fire immunity, double damage
  from cold or water except on a successful save.
  Immunities (Ex): Wood, stone, and other non-
  metallic weapons only do half-normal damage to a
  Plasma Dog.
  Vulnerabilities (Ex): Temperatures below the sea
  level boiling point of water will inflict 1hp of
  damage per hour to a plasma dog. Exposure to
  temperatures below freezing will inflict 1hp of
  damage per minute. They will also suffer damage
  from strong winds, losing 1hp per round for each 5
  mph above 25 mph. Complete immersion in water
  will automatically slay a plasma dog.
  
  27
  Rataga
  Large Outsider (Evil, Lawful)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +4 (Dex)
  Speed: 30 ft., swim 20 ft.
  AC: 21 (-1 size, +4 Dex, +8 natural)
  Attacks: Bite +8 melee; or masterwork composite
  longbow +7 ranged
  Damage: Bite 1d8+5; or masterwork composite
  longbow 1d8
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Spell-like abilities, stench, smite
  good, curve flight
  Special Qualities: Cold and fire resistance 10,
  damage reduction 5/+1, SR 8, immunities, rat
  empathy, scent
  Saves: Fort +7, Ref +6, Will +6
  Abilities: Str 21, Dex 15, Con 16, Int 15, Wis 14,
  Cha 17
  Skills: Bluff +5, Climb +7, Hide +5, Intimidation
  +9, Knowledge (planes) +7, Listen +7, Move
  Silently +8, Search +5, Spot +9
  Feats: Weapon Focus (composite longbow)
  Climate/Terrain: Any land and underground
  Organization: Solitary, team (2-5), or squad (6-10,
  and 11-20 dire rats)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: 5-7 HD (Large); 8-10 HD (Huge)
  The rataga is a member of the elite personal
  bodyguard and retinue of a demon lord, and usually
  resides on the plane of pestilence. This fiend has a
  dark-brown serpentine lower body, a rat-like head
  and torso, and two hairy, humanoid arms. Rataga
  are sneaky warriors who regard themselves as the
  peak of rodent-kind, and expect no less than total
  subjugation and loyalty by their lessors.
  The rataga have their own peculiar concept of
  honor, but they do hold the clan warrior code in the
  highest regard. They view fights to the death as
  contemptuous bravado, while fleeing the field of
  battle to strike another day is a righteous duty to
  their lord. They are a trickster race, but proudly
  faithful to their creed. The greatest heroes among
  the rataga boast loudly of triumphs won through
  surprise and cunning, while would-be champions
  who win battles through brute force combat are
  lambasted as fools.
  Each of the rataga clans has a great bone cage
  structure, known as the Vilaster, formed from the
  remains of their defeated enemies. They wheel
  these creaking monstrosities proudly into battle,
  often placing the huge assemblage in plain sight to
  cow and mislead their foes. When opened the cage
  unleashes a tidal wave of vicious dire rats to lead
  the assault. On the rare occasions that the rataga
  takes captives they are carried home inside this
  cage. The rataga never take hostages, however,
  preferring instead to see defeated foes being
  bloodily consumed in a pit filled with ravenous rats.
  Combat
  The rataga prefers to fight from hiding, sending in
  his dire rat allies to directly attack the enemies.
  While his foes are occupied the rataga relies on his
  skill with a bow and his ability to bend the flight of
  the missile to strike at foes from hiding. He will
  also use spell-like powers to further wear down
  opponents before closing for melee combat. In
  close combat his noxious odor will serve to weaken
  his foes at a key moment.
  Spell-Like Abilities: At will-clairvoyance, death
  knell, entropic shield, ray of enfeeblement, shatter,
  speak with animals, and summon monster I
  (fiendish dire rat); 1/day- blindness/deafness,
  contagion, giant vermin, and poison. These abilities
  are as the spells cast by a 7th-level sorcerer (save
  DC 13 + spell level.)
  Immunities (Ex): Rataga are immune to disease
  and the curse of lycanthropy.
  Curve Flight (Su): Rataga is able to curve the
  flight path of any ranged attack they perform by up
  to ninety degrees. This change in flight path must
  occur within 15 ft. of the rataga.
  Smite Good (Su): Once per day the rataga can
  make a normal attack to deal +4 additional damage
  against a good foe.
  Stench (Ex): A rataga constantly emits a vile odor
  that almost every creature finds sickening. Any
  creatures (except rataga, wererats, dire rats, and
  normal rats) within 15 ft. of the rataga must
  succeed at a Fortitude save (DC 14) or suffer 1d3
  points of temporary Strength damage.
  Rat Empathy (Ex): The rataga can communicate
  and empathize with normal and dire rats. They gain
  a +4 racial bonus to checks when influencing the
  animal's attitude and allows the communication of
  simple concepts and (if the animal is friendly)
  commands.
  
  28
  Sand Slime
  Medium-Size Ooze
  Hit Dice: 2d10+14 (25 hp)
  Initiative: -5 (Dex)
  Speed: 15 ft.
  AC: 5 (-5 Dex)
  Attacks: Slam +1 melee
  Damage: Slam 1d6 and petrify
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Improved grab, petrify
  Special Qualities: Blindsight, camouflage, fire
  immunity, ooze, colony
  Saves: Fort +2, Ref -5, Will -3
  Abilities: Str 11, Dex 1, Con 14, Int -, Wis 4, Cha 1
  Climate/Terrain: Any underground
  Organization: Solitary or colony (2-20,000)
  Challenge Rating: 3
  Treasure: None
  Alignment: Usually neutral
  Advancement: 3-4 HD (Medium-size); 5-6 HD
  (Large)
  This mottled tan ooze resembles a mass of liquid
  stone. Due to its appearance it is often able to blend
  into the surrounding stone, appearing as a seam of
  sandstone. Individually these slimes exist only to
  consume 
  living 
  matter. 
  They 
  dwell 
  deep
  underground in warm passages, sliding along
  tunnels or squeezing through narrow cracks in
  search of organic matter, whether alive or dead.
  Combat
  Sand slimes move slowly along passages, using
  their natural camouflage to ambush victims. It
  attacks any creature it encounters, seeking to
  smother the form with its mineral secretions. Once
  the target is hardened, the sand slime slowly will
  absorb the organic matter over the course of several
  days.
  A sand slime replicates by forming buds that split
  off and form new sand slimes. As long as a bud
  remains within a five-mile radius of its relatives, it
  forms part of a colony of slimes that can gain a
  collective intelligence. The slimes in the colony are
  linked together and operate as a single being. They
  can cooperate to attack foes or work for mysterious
  purposes of their own. Such a mind is utterly alien
  in nature, and it shares all the immunities of
  individual stone slimes.
  Improved Grab (Ex): To use this ability, the sand
  slime must hit with its slam attack. If it gets a hold
  it can petrify.
  Petrify (Ex): A sand slime secretes an insidious
  mineral substance that immobilizes flesh. A target
  hit by a sand slime's melee attack must succeed at a
  Fortitude save (DC 14) or suffer temporary 1d4
  Dex damage. Whenever the dexterity of the target
  is dropped to zero by these secretions, the target
  becomes petrified as the flesh to stone spell as cast
  by a 12th level sorcerer. However the process of
  petrification requires an hour to complete.
  Blindsight (Ex): The slime's entire body is
  primitive sensory organs that can ascertain prey by
  scent and vibration within 60 feet.
  Ooze (Ex): Immune to mind-influencing effects,
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  and
  polymorphing. Not subject to critical hits.
  Colony (Ex): The collective intelligence of a
  colony of related sand slimes is one point for each
  doubling of the numbers. A colony of two slimes
  has an Int of 1, four slimes have an Int of 2, eight
  slimes have an Int of 3, and so forth. As the
  collective intelligence increases the colony is able
  to coordinate its attacks and react to opponents.
  Camouflage (Ex): A motionless sand slime has an
  effective hide skill score of +12.
  Scallion
  Large Outsider (Earth)
  Hit Dice: 7d8+70 (101 hp)
  Initiative: +1 (Dex)
  Speed: 40 ft., burrow 15 ft.
  AC: 20 (-1 size, +1 Dex, +10 natural)
  Attacks: 2 claws +10 melee, bite +8 melee
  Damage: Claw 1d6+5, bite 1d8+2
  Face/Reach: 5 ft. by 10 ft./5 ft. (10 ft.)
  Special Attacks: Improved grab, rake 1d8+2
  Special Qualities: Metalsight, electricity resistance
  10, vulnerabilities
  Saves: Fort +10, Ref +6, Will +7
  Abilities: Str 19, Dex 12, Con 21, Int 2, Wis 14,
  Cha 4
  Skills: Climb +10, Intuit Direction +11, Listen +7,
  Move Silently +4, Spot +7
  Feats: Blind-sight, Multiattack
  Climate/Terrain: Any underground
  Organization: Solitary, Pair, or Brood (2-5)
  Challenge Rating: 9
  Treasure: Double gems only
  Alignment: Always neutral
  Advancement: 8-13 HD (Huge)
  This beast has a smooth, pear-shaped torso, with six
  double-jointed legs, and a single, razor-sharp
  bronze talon at the end of each limb. The head is
  attached to a long, flexible pipe that emerges from
  the top of the torso. A large mouth in the head is
  filled with bristling spines of polished titanium that
  
  29
  can eat through common metal ore like butter. A
  Scallion is completely blind, but it can sense any
  traces of processed metals from a distance.
  Unfortunately, the Scallion is a formidable
  opponent that will challenge even the best-equipped
  warriors.
  The Scallion exists only to consume rich ore veins
  found deep within the earth. It is completely lost
  outside its home plane, and considers the world to
  be a desert with only a few prime sources of metal.
  Processed ores, such as plate armor or steel swords,
  are a delicacy to the Scallion, and it will hunt down
  a group of well-armed fighters seeking only to
  consume their metal goods.
  Combat
  The Scallion relies on senses other than sight to
  attack its foes, so it only suffers a blindness penalty
  when it is facing a foe that carries no metal. They
  can sense the presence of any refined metals within
  60 ft. and will immediately seek them out. Their
  hunger is not easily sated and they will continue to
  seek out any remaining metal sources until they
  have consumed at least 40 lbs. in a one-hour period.
  It attacks by trying to pierce a foe with its front
  talons and then driving home the back four legs. A
  successful attack with both front legs will allow the
  Scallion to make four additional rake attacks. The
  head of the Scallion can also reach up to 10 ft.
  away to bite a foe.
  Improved Grab (Ex): To use this ability, the
  Scallion must hit with both its claws. If it gets a
  hold, it can rake.
  Metalsight (Ex): A Scallion is blind but can sense
  the presence of any raw and processed metallic ores
  within 60 feet, even through intervening layers of
  rock or other solids. Only water or certain magical
  fields such as a wall of force can block this sense.
  A creature is effectively invisible to the Scallion if
  it is wearing no metal and has no metallic
  equipment or body parts.
  Rake (Ex): A Scallion that gets a hold can make
  four rake attacks (+8 melee) with its hind limbs for
  1d8+2 damage each.
  Vulnerabilities: A Scallion that fails its saving
  throw against a cold-based attack is slowed as the
  slow spell cast by a 5th level Wizard. In
  temperatures below freezing the creature will
  become unusually stiff and its attacks receive a -4
  penalty. Scallions take double damage from any
  liquid water-based attack, and are automatically
  shaken for 1d6 rounds whenever it contacts a large
  body of water. If a Scallion fails a saving throw
  against an electrical attack, it suffers rage as the
  emotion spell cast by a 7th level Wizard. In this
  state it will bite the nearest source of metal until it
  is fully consumed, regardless of the amount of
  damage suffered and the presence of other sources
  of metal.
  Sea Giant
  Gargantuan Giant (Water)
  Hit Dice: 16d8+96 (168 hp)
  Initiative: +1 (Dex)
  Speed: swim 50 ft.
  AC: 17 (-4 size, +1 Dex, +10 natural)
  Attacks: Gargantuan shortspear +17/+12/+7 melee;
  or gargantuan net +10 melee
  Damage: Gargantuan shortspear 2d8+9; or
  gargantuan net
  Face/Reach: 20 ft. by 20 ft./20 ft.
  Special Attacks: Dominate animal
  Special Qualities: Water breathing
  Saves: Fort +16, Ref +6, Will +6
  Abilities: Str 28, Dex 12, Con 23, Int 11, Wis 12,
  Cha 9
  Skills: Intuit Direction +3, Knowledge (underwater
  nature) +3, Listen +9
  Feats: Exotic Weapon (net)
  Climate/Terrain: Underwater
  Organization: Solitary, gang (2-5), hunting/raiding
  party (6-9 plus 1-3 orca whale or 2-4 huge shark),
  or tribe (21-30)
  Challenge Rating: 13
  Treasure: No coins; double goods; standard items
  Alignment: Always lawful evil
  Advancement: By character class
  This enormous race of seafaring amphibians shares
  a common ancestor with the lizardmen. Some time
  in the distant past, however, they were changed into
  the largest of the common giant races. The hands of
  the sea giants are webbed, but capable of handling
  weapons and tools fashioned from coral. A spiked
  dorsal fin peaks at the rib cage, then runs the length
  of their back to the tail. The ocean water supports
  much of their vast bulk, and they are incapable of
  standing upright on dry land, even if they had legs
  instead of a vertical tail.
  The tough, slick, dark-green hide of the sea giant
  provides considerable protection, and streamlines
  their movement through the water. Their eyes are
  slitted vertically much like a cat, and provide
  excellent vision underwater. They also have large,
  spiked ears that sense minute noises from passing
  fishes and other denizens of the depths.
  
  30
  Combat
  Sea giants travel in small hunting parties to trap and
  slay large sea creatures, such as whales or giant
  sharks. They even gather orcas to join their hunt
  and round up the prey. Typically, a sea giant
  hunting party is armed with razor-sharp coral
  spears, and they employ a large net made from
  tough shark hide.
  Dominate Animal (Su): Sea Giants can use
  dominate animal 3 times per day as the spell cast
  by a 5th level Druid.
  Water Breathing (Ex): Sea giants can breathe
  underwater indefinitely.
  Skills: A sea giant gains a +8 racial bonus to Listen
  checks while underwater.
  Sea Giant Society
  The sea giant clans typically reside in clusters of
  underwater caves, surrounded by delightful gardens
  decorated by beautiful coral and many tropical
  fishes. The clans grow extensive fields of seaweed
  in the ocean shallows. They have some limited
  commerce with lizardmen, but usually avoid
  contact with any other surface dwellers. They are
  greatly feared and hated by other intelligent sea
  dwellers, which they enslave to work the farms.
  There may be a rare offshoot of the sea giants who
  inhabit large, freshwater lakes. These are smaller
  than their sea-going cousins, and are not held in
  high regard by true sea giants. Even their cultures
  are quite divergent, with lake giants being said to
  be far more benevolent and sophisticated than the
  somewhat brutal sea giants. Most sea giants avoid
  unsalted water unless necessary, so the two races
  rarely meet.
  Sharod
  Large Elemental (Cold, Water)
  Hit Dice: 6d8 (27 hp)
  Initiative: +2 (Dex)
  Speed: 30 ft.
  AC: 15 (-1 size, +2 Dex, +4 natural)
  Attacks: 2 appendages +3 melee
  Damage: Appendage 1d8 and 2 cold
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Cold
  Special Qualities: Cold subtype, fast healing 2,
  form weapons, immunities, khadol
  Saves: Fort +5, Ref +6, Will +2
  Abilities: Str 11, Dex 15, Con 10, Int 12, Wis 11,
  Cha 7
  Skills: Hide +4, Listen +6, Move Silently +9,
  Search +6, Spot +8
  Feats: Lightning Reflexes
  Climate/Terrain: Any arctic land and underground
  Organization: Solitary, gang (2-4), or pack (5-20)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always lawful evil
  Advancement: By character class
  The body of the sharod consists of a thick,
  serpentine tail attached to a humanoid upper torso,
  head and two arms. Due to their appearance, these
  creatures have often been called an ice naga. Such a
  name is a misnomer, however, as they are purely an
  elemental being. Most of their body is composed of
  a blue, watery liquid that acts as a powerful anti-
  freeze. Even in the most extreme cold temperatures
  the liquid body of a sharod stays fluid. The body is
  held together by an icy skeletal structure that is
  clearly visible through their liquid form. This ice is
  tougher than bone and is very difficult to hit or
  damage.
  The sharod like to draw certain nutrients from the
  bodies of their fallen foes. They usually allow the
  body to freeze and then dissolve the precious
  nutrients by wrapping it in their body.
  Combat
  The surprisingly quick sharod attacks with icy
  weapons they form at the end of their arms. All
  such weapons do 1d8hp of physical damage when
  they strike a foe, plus additional cold damage from
  each attack. The balance provided by heavy tail
  allows the sharod to perform an attack with each of
  their arms during the same round. When a sharod is
  killed its body will collapse in a pool of blue slush,
  leaving only a hard, icy skeleton.
  
  31
  Cold (Ex): The body of the sharod generates
  intense cold, dealing an additional +2 damage with
  each hit. Creatures attacking a Sharod unarmed or
  with natural weapons take cold damage each time
  their attacks hit.
  Cold Subtype (Ex): Cold immunity; double
  damage from fire except on a successful save. The
  sharod dislikes bodies of liquid water and suffers
  1hp of dissolving damage per round it is immersed.
  Fast Healing (Ex): In temperatures below freezing
  the body of a sharod normally heals 2 points of
  damage per round. When it has lost more than half
  its total hit points, the slushy body will only heal 1
  point of damage per round.
  Form Weapons (Ex): While they appear unarmed,
  the sharod is able to form icy appendages at the end
  of their arms that serve as weapons. These
  appendages can be a sword, hammer, hook, or club.
  The ice weapons can be created, altered, or repaired
  at will as a free action.
  Immunities (Ex): Because they lack flesh or
  internal organs, they normally take only half
  damage from piercing or slashing weapons. Once a
  sharod has lost more than half its total hit points the
  body is sufficiently slushy that it takes full damage
  from slashing weapons.
  Khadol (Ex): A mental tie known as the khadol
  allows each of the clutch members to know the
  position and general physical health of its fellows.
  This tie can last for many years, although it usually
  only lasts into adulthood for the closest of siblings.
  The range of this ability is unlimited.
  Sharod Society
  The sharod forms an elite warrior force on the ice
  para-elemental plane. They are completely loyal to
  their current master and will fight until death to
  protect their ward. They normally form tight-knit
  clans that will defend each others honor to the last
  drop of their bodies. They are known to hold
  grudges for many generations, and it is not
  unknown for sharod clans to eradicate each other
  over a "blood" feud. Sharod are cruel and ruthless
  warriors, and they gleefully enjoy tormenting their
  foes.
  They reproduce by merging the bodies of a male
  and female and then splitting into a clutch of 5-8
  hatchlings. Thus each hatchling has a memory of its
  ancestors stretching back many centuries.
  Sharod Characters
  A sharod’s favored class is fighter. Most sharod
  leaders are fighters or warriors. Sharod clerics
  worship a lesser god of cold and winter and can
  choose any two of the following domains: evil, law,
  storm and water.
  Silver Floater
  Huge Aberration
  Hit Dice: 2d8-4 (5 hp)
  Initiative: +3 (Dex)
  Speed: fly 30 ft. (clumsy)
  AC: 11 (-2 size, +3 Dex)
  Attacks: 4 lashes +1 melee
  Damage: Lash 1d6+2 and jolt 
  Face/Reach: 10 ft. by 10 ft./15 ft.
  Special Attacks: Jolt, swallow
  Special Qualities: Blindsight, electricity and cold
  resistance 20
  Saves: Fort -2, Ref +3, Will +4
  Abilities: Str 15, Dex 16, Con 6, Int 3, Wis 12, Cha
  5
  Skills: Listen +4, Spot +4
  Climate/Terrain: Any wet or humid land
  Organization: Solitary or colony (5-20)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-5 HD (Huge)
  These huge, floating bags closely resemble a flying
  man o' war jellyfish. They typically dwell in moist
  environments that are free of large growths, such as
  clearings in a tropical forest or along rivers. They
  possess some maneuverability but are usually
  subject to the whims of the winds. Electric stinging
  cells on their outer sack protect them against birds
  and other flying predatory. Floaters sometimes hunt
  in packs, communicating via tiny electrical flashes.
  Combat
  Since they make no noise, floaters will often gain
  complete surprise for their strike. However, they
  are not well armored against attack, relying on their
  height and extension to remain out of reach of
  ground beasts. They hunt by floating over a target,
  then reaching down to lash at the victim with their
  flexible tendrils. The victim is repeatedly jolted
  with electric shocks, then drawn into the inner sack
  for digestion. Floaters only hunt for food, and will
  depart after capturing a live meal.
  Blindsight (Ex): Silver floaters can “see” prey
  through their faint electrical emissions, allowing
  them to hunt in total darkness. This ability will not
  operate during rainfall, or if the creature is
  incorporeal 
  or 
  has 
  electricity 
  resistance 
  or
  immunity.
  
  32
  Jolt (Ex): Creatures hit by a silver floater’s lash
  attack, or creatures that hit the silver floater with a
  melee attack, must succeed at a Fortitude save (DC
  8) or be paralyzed for 2d4 rounds. This effect is
  cumulative.
  Swallow (Ex): A silver floater can try to swallow a
  paralyzed opponent of Medium-size or smaller by
  making a successful grapple check. Once inside, the
  opponent takes 1d6 points of acid damage per
  round from the silver floater’s digestive sack. A
  swallowed creature can cut its way out by using
  claws or a Tiny or Small slashing weapon to deal
  enough damage to kill the silver floater.
  Smoke Snake
  Small Outsider (Air, Fire)
  Hit Dice: 1d8 (7 hp)
  Initiative: +1 (Dex)
  Speed: fly 15 ft. (good)
  AC: 11 (+1 size, +1 Dex)
  Attacks: Singe +2 melee
  Damage: Singe 1d4 
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Infiltrate
  Special Qualities: Fire subtype, chrysalis, smoke
  body, DR 5/cold
  Saves: Fort +4, Ref +3, Will +3
  Abilities: Str -, Dex 12, Con 15, Int 2, Wis 12, Cha
  6
  Skills: Hide +11, Listen +2, Spot +2
  Feats: Toughness
  Climate/Terrain: Any woodlands
  Organization: Solitary or Cluster (2-5)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Small)
  On their native plane of smoke these beings are
  very long, sinuous creatures that are noticeable only
  for their faint red hue. They commonly form small
  groups of intertwining snakes for defense against
  larger predators.
  If they enter a harsh environment such as the prime
  material plane they will enter a chrysalis state. In
  this form they closely resemble a short, smooth
  piece of weathered driftwood. A traveler may find
  such a stick while out collecting firewood, then
  place it on a burning pile. Once in contact with an
  open flame, the smoke snake emerges from the
  chrysalis state and begins to take on its natural form
  - a serpentine creature made from smoke. However,
  this being will be very difficult to distinguish from
  the other smoke emerging from the fire, and therein
  lies the danger.
  To lay its eggs, the smoke snake will now seek out
  a warm, sheltered place free from rain or other
  hazards. Often times, this will be the nostril of a
  man or beast that is close to the fire. The snake is
  relatively odorless, compared to normal smoke, and
  it may easy escape the notice of a sleeping victim
  when it enters the lungs. Once inside, the snake
  begins to lay its wispy eggs, simultaneously
  causing the victim to choke and gag from lack of
  clean air.
  Combat
  The smoke snake attacks by burning the target with
  its hot body. It can also invade the lungs of a victim
  to gain shelter and lay its eggs. Those invaded in
  this manner are in for a very unpleasant time until
  the smoke snake is removed.
  Chrysalis (Ex): As a full round action a smoke
  snake can enter a chrysalis state at will. While in
  this state the creature is indistinguishable from a
  small piece of firewood. It is immobile and has
  only a vague sense of its surroundings, eliminating
  its Dexterity score and reducing the Wisdom to 4. It
  can return to smoke form as a full round action.
  Fire Subtype (Ex): Fire immunity, double damage
  from cold except on a successful save.
  Infiltrate (Ex): While in smoke form on a
  successful touch attack it can fully implant itself
  into the lungs of a physically substantial target.
  Each round thereafter the victim must make a
  Fortitude save at DC 15 or become nauseated for
  1d6 rounds. They are unable to attack, cast spells,
  concentrate on spells, and so on. The only action
  they can take is a single move, or move-equivalent
  action, per round. Once a minute the burning heat
  from the snake will inflict 1hp of subdual damage
  to the victim.
  There are various magical means to remove the
  snake and its eggs from the lungs of the victim. The
  snake can be dismissed back to its native plane. It
  can also be compelled to leave by means of a
  charm monster or confusion spell. The victim can
  also become ethereal or change into a gaseous
  form, or they can use a spell of water breathing and
  submerge themselves. A cure disease spell will
  immediately kill the invader smoke snake.
  Smoke Body (Ex): While in the form of a smoke
  cloud, a smoke snake can pass through small
  openings and always moves silently. It is all but
  invisible whenever it is inside a cloud of smoke,
  and receives the benefit of 100% concealment.
  While in this form it is able to attack gaseous or
  vaporous targets.
  
  33
  Skills: Smoke snakes receive a +8 racial bonus to
  Hide checks.
  Sonic Nightmare
  Small Elemental (Air)
  Hit Dice: 2d8-2 (7 hp)
  Initiative: +4 (Dex)
  Speed: fly 10 ft. (good)
  AC: 15 (+1 size, +4 Dex)
  Attacks: Hum +6 melee
  Damage: Hum 1d4
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Fascinate, spell-like abilities
  Special Qualities: Blindsight, elemental, immune
  to sonic energy
  Saves: Fort -1, Ref +7, Will +1
  Abilities: Str 10, Dex 18, Con 9, Int 9, Wis 13, Cha
  15
  Skills: Hide +9, Intuit Direction +5, Listen +14,
  Move Silently +7, Perform (hum, sound mimicry)
  +9, Spot +5
  Feats: Weapon Finesse (hum)
  Climate/Terrain: Any land or underground
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-5 HD (Small); 6-9 HD (Medium-
  size)
  The sonic is a being from the elemental plane of air
  that exists only as a complex soliton wave in the
  atmosphere. Other beings will see this entity only
  as a slight rippling effect in the air that emits a
  high-pitched warbling sound resembling vibrating
  crystal. The sonic is attracted to any new noises in
  the vicinity, and will close to investigate. While not
  overtly hostile, the sonic is mysteriously enraged by
  certain low frequency sounds and will relentlessly
  attack until it has damaged or destroyed the source
  of the noise.
  The sonic nightmare is seemingly a natural
  elemental phenomenon, as these beings do not
  breed with each other and rarely interact. They
  seem to find each other's presence especially
  painful and will usually flee if another of their kind
  is present. The nightmare seems to have no material
  needs and will continue to sustain itself as long as
  an atmosphere is present.
  A sonic is actually capable of learning a language
  and communicating if a means can be found to train
  it. The nature of a nightmare allows it to produce
  perfect musical tones, and it can produce beautiful,
  haunting musical patterns once it has been exposed
  to the concept of singing or chanting.
  Combat
  The primary attack of a sonic nightmare is a
  climbing 
  hum 
  that 
  causes 
  painful 
  muscle
  contractions and a headache in its victims. It is able
  to focus this sonic blast in a narrow area that
  impacts like a physical blow. It can also produce
  various sonic-based effects intended to deter or
  harm potential threats. Note that a sonic nightmare
  can exist inside an area of magical silence, although
  it is unable to attack while silenced.
  Blindsight (Ex): Sonic nightmares can sense their
  surroundings by emitting high-frequency sounds,
  inaudible to most other creatures, that allow them to
  locate objects and creatures within 120 feet. A
  silence spell negates this ability, effectively
  producing an area of darkness that the sound sense
  of the nightmare can not penetrate.
  Fascinate (Ex): The sonic nightmare can fascinate
  a single creature with its humming ability in the
  same manner as a Bard.
  Spell-like Abilities: At will-ghost sound; 3/day-
  shatter, sound burst, ventriloquism; 1/day-shout.
  These abilities are as the spells cast by an 8th-level
  sorcerer (save DC 12 + spell level).
  Elemental: Immune to poison, sleep, paralysis, and
  stunning. Not subject to critical hits.
  Skills: Sonic nightmares gain a +8 racial bonus to
  Listen checks and a +4 racial bonus to sound-based
  Perform checks.
  
  34
  Spine Worm
  Medium-Size Beast
  Hit Dice: 1d10+1 (6 hp)
  Initiative: +3 (Dex)
  Speed: 20 ft.
  AC: 17 (+3 Dex, +4 natural)
  Attacks: 2 slams +3 melee
  Damage: Slam 1d3-1
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Constrict, improved grab, spines
  Special Qualities: Immunities, scent
  Saves: Fort +3, Ref +5, Will +3
  Abilities: Str 8, Dex 16, Con 12, Int 4, Wis 16, Cha
  2
  Skills: Hide +5, Listen +6, Spot +6
  Feats: Weapon Finesse (spines)
  Climate/Terrain: Any underground
  Organization: Solitary
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Medium-size); 4-5 HD
  (Large)
  The spine worm is an odd creature that has
  combines the physical features of a snake and a
  porcupine. It is almost completely covered in
  spines, giving it a hairy appearance. Because it
  lacks almost body pigment the spine worm is a pale
  pink in hue with only a slight brown tinge at the
  end of the longer quills.
  Being native to the underground the spine worm is
  sightless and instead relies on its other senses to
  find prey. It has pit-like organs that provide
  darkvision to 60 ft. and both its olfactory and
  hearing senses are highly developed. The spine
  worm is not a good swimmer, and has a strong
  aversion to bodies of water.
  The warm-blooded spine worm is constantly
  hungry and is always on the hunt for fresh prey. It
  aggressively stalks underground passages and
  caverns, striking at passing creatures from hiding
  places. When attacked by larger creatures, the spine
  worm expands its coating of quills and lashes its
  head and tail to jab its foes.
  Combat
  This creature attacks by wrapping itself around its
  prey then constricting to drive its spines into the
  body. Like a snake the spine worm can distend its
  mouth then ingests its prey whole. It is capable of
  swallowing creatures that are larger than its width,
  but will only rarely attack larger creatures. Its gullet
  is lined with several rows of teeth that allow it to
  rapidly grind up food and prevent the bulk from
  slowing it down.
  Improved Grab (Ex): To use this ability, the spine
  worm must hit with both its head and tail slam
  attacks. If it gets a hold it can constrict.
  Constrict (Ex): A spine worm automatically deals
  1d6 points of spine damage with a successful
  grapple check against creatures no larger than its
  own size.
  Spines (Ex): Anybody performing an unarmed
  attack against a spine worm must make a Reflex
  saving throw at DC 11 or suffer damage equal to
  1d3 hp plus half the Strength bonus of the attacker.
  Immunities: Spine worms are immune to gaze
  attacks, visual effects, illusions, and other attack
  forms that rely on normal sight.
  Stone Groll
  Small Beast (Earth)
  Hit Dice: 1/2d10 (3 hp)
  Initiative: +1 (Dex)
  Speed: 50 ft.
  AC: 1 (+1 size, +1 Dex, +2 natural)
  Attacks: Bite +2 melee
  Damage: Bite 1d6+1
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Scent, water vulnerability
  Saves: Fort +2, Ref +3, Will +1
  Abilities: Str 12, Dex 13, Con 11, Int 3, Wis 13,
  Cha 6
  Skills: Climb +14, Hide +5, Listen +2, Spot +2
  Climate/Terrain: Any dry underground
  Organization: Bunch (2-5) or pack (5-20)
  Challenge Rating: 1/4
  Treasure: None
  Alignment: Always neutral
  Advancement: 1-3 HD (Small)
  These furry, dark, egg-shaped creatures have small,
  slender limbs; large ears; beady red eyes; and a
  wide, drooling mouth filled with sharp, pointy
  teeth. They growl when approached and dart about
  with unusual speed. If they scent fear in their foes
  they are driven to a hunting frenzy. They will only
  eat fresh meat and any carcass more than two days
  old will be ignored after a brief smell.
  Stone grolls normally live in a pack in caverns with
  large flat areas that are devoid of water. They form
  small packs in which a pecking order exists. The
  leaders are usually the strongest and most
  intelligent members of the pack, and determine
  whether to attack a particular foe. They utilize
  scouts to investigate areas ahead of the roving pack,
  
  35
  and the yelps from these scouts will draw the
  immediate response from any grolls in the area.
  Stone grolls can be tamed with some patience,
  although they are likely to revert to their wild ways
  given sufficient provocation.
  Combat
  Stone grolls attack with a bite of their powerful
  jaws. They like to overwhelm smaller prey with
  numbers by biting and dragging the victim to the
  ground. They also tend to run up walls at half their
  normal movement and surprise their prey by
  dropping on them from the ceiling. They rarely
  attack medium to large-sized creatures unless
  present in overwhelming numbers.
  Water Vulnerability (Ex): Grolls suffer 1d4hp of
  damage per round that they are drenched or
  immersed in water. They are unable to swim and
  tend to sink like a stone.
  Skills: Stone groll receive a +12 racial bonus to
  Climb checks.
  Targ
  Large Outsider
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +0
  Speed: 30 ft., burrow 10 ft.
  AC: 21 (-1 size, +12 natural)
  Attacks: 2 claws +9 melee
  Damage: Claw 1d6+5
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Chew, improved grab
  Special Qualities: Cold and fire resistance 10,
  scent
  Saves: Fort +7, Ref +4, Will +5
  Abilities: Str 21, Dex 10, Con 17, Int 6, Wis 12,
  Cha 10
  Skills: Climb +9, Hide +11, Intuit Direction +3,
  Listen +5, Spot +5
  Feats: Endurance
  Climate/Terrain: Any land and underground
  Organization: Solitary or bunch (2-5)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Huge)
  This beast inhabits the dark recesses of the nether
  planes, feeding off the carrion left by the demon
  hordes. Its formidable defenses consist of a tough,
  spiked carapace; eight stubby, taloned legs; and a
  beaked jaw wrapped by saw- toothed mandibles.
  The long talons allow the targ to cling to wall
  surfaces, or dig rapidly through soft earth. When a
  ready cave is not available, the targ excavates a den
  in the upper part of a wall from where it can hide
  until it spots a carcass it can drag back to its larval
  hatchlings. This creature is quite hardy, and can
  survive for lengthy periods without food or drink.
  Combat
  The targ attacks with its claws until it gains a good
  grasp of its victim, then it chews with its mandibles.
  Improved Grab (Ex): To use this ability, the targ
  must hit with both claw attacks. If it gets a hold, it
  can chew.
  Chew (Ex): A targ that gets a hold can make a
  chew attack (+9 melee) with its mandibles for
  1d8+5 points of damage.
  Tree Shadow
  Small Fey
  Hit Dice: 1d6 (3 hp)
  Initiative: +2 (Dex)
  Speed: 20 ft., burrow 10 ft.
  AC: 17 (+1 size, +4 Dex, +2 natural)
  Attacks: 2 claws +5 melee
  Damage: Claw 1d3-1 and wither 
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Wither
  Special Qualities: Damage reduction 3/silver, fast
  healing 1, tree walk, limitations
  Saves: Fort +0, Ref +6, Will +3
  Abilities: Str 8, Dex 18, Con 10, Int 4, Wis 13, Cha
  5
  Skills: Hide +11, Listen +3, Move Silently +6, Spot
  +3, Wilderness Lore +4
  Feats: Weapon Finesse (claws)
  Climate/Terrain: Any forest
  Organization: Solitary or pack (2-8)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 2-3 HD (Small)
  These dark, sinister forms dwell in the heart of a
  forest that has been twisted by evil sorcery. Born of
  the shy nature spirits that normally inhabit the
  woods, these beings have been tormented into near
  madness by the abominations perpetrated against
  their home. Now they lash out against any and all
  who invade their territory, including indigenous
  creatures and friends of the forest. A tree shadow
  usually inhabits the inky shadows at the base of a
  large tree. The dark, shadowy form resembles a
  
  36
  mutilated fey creature made of wood, with two
  unblinking eyes that glow with a faint orange light.
  Combat
  Tree shadows silently stalk invaders through their
  native woods, sliding from tree to tree until a
  favorable opportunity allows the beast to strike.
  Tree shadows prefer to attack from hiding, waiting
  inside a tree until an opportune moment. They use
  their withering touch to then withdraw back into the
  wood, either to escape or to climb to the upper
  branches. Persistent intruders are often severely
  disfigured and left as a warning to others. The
  shadows are usually found alone, but will hunt in
  packs when many invaders are present.
  Tree Walk (Su): A tree shadow can step into any
  normal tree as if it were incorporeal. They can also
  walk up through the interior of the tree at their
  normal movement rate. This ability will not
  function with a dead tree, a treant, or one in which a
  dryad dwells.
  Wither (Su): The touch of a tree shadow can cause
  the flesh of a creature to brown and wither like an
  autumn leaf. The creature touched must succeed at
  a Fortitude save at DC 10 or suffer 1 point of
  temporary damage to their Strength, Dexterity, and
  Constitution. This ability has no effect on targets
  that are immune to necromantic effects.
  Limitations: Tree shadows can not cross running
  water. They lose their fast healing ability when
  outside their native forest.
  Umbra
  Small Undead (Darkness)
  Hit Dice: 1d12 (6 hp)
  Initiative: +1 (Dex)
  Speed: fly 20 ft. (perfect)
  AC: 13 (+1 size, +1 Dex, +1 deflection)
  Attacks: Chill touch +1 melee
  Damage: Chill touch 1d4+1 and umbral mal
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Umbral mal
  Special Qualities: Aversion to daylight, darkness,
  cold and fire immunity, undead, umbra weaknesses
  Saves: Fort +0, Ref +1, Will +2
  Abilities: Str -, Dex 12, Con -, Int 1, Wis 10, Cha
  12
  Skills: Listen +2, Spot +1
  Feats: Flyby Attack
  Climate/Terrain: Any indoors or underground
  Organization: Solitary, gang (2-5), or swarm (6-
  11)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 2-4 HD (Medium-size)
  These nearly mindless, undead beings appear as a
  vaguely humanoid region of nebulous gloom. The
  area around the umbra is also dim as the negative
  aspect of their form absorbs light energy. While
  they appear incorporeal they have a physical form
  composed of a dark cloud of ash remains. Because
  their form is somewhat structured they are not able
  to pass intact through small openings.
  The umbra exists only as the ashes of a vengeful
  spirit. To create an umbra, a being must be affected
  by a geas or a lesser geas. The target must then be
  slain in a horribly painful manner. Finally the body
  is burned to ashes and magically animated by
  means of an animate dead spell. The Umbra
  remains close to the location of its demise and will
  mindlessly attack any intruders. Once slain, the
  gloom vanishes and a cloud of dark gray ashes
  collapses to the floor.
  Combat
  The umbra attack by means of a chilling touch,
  which can invoke a chaotic negative energy state
  known as the umbral mal. They have a tendency to
  swarm an opponent, thus hindering their foe with a
  darkness ability. Umbras are vulnerable to wind
  and water, suffering disassociation when immersed
  or if exposed to strong air movements.
  Aversion to Daylight (Ex): The umbra dislike
  sources of bright light. If exposed to natural
  
  37
  daylight (not merely a daylight spell), they suffer a
  -4 morale penalty to all attack rolls.
  Darkness (Su): Whenever any four or more
  umbras cluster within a 15 ft. radius, they form a
  region of impenetrable darkness centered on the
  cluster. The effect is identical to a darkness spell
  cast by a 4th-level sorcerer. The umbras can still see
  clearly through their own darkness. Such clusters of
  umbras can overlap, producing overlapping spheres
  of darkness. A light spell used to dispel this
  darkness will immediately scatter the umbras
  outside 
  the 
  radius 
  of 
  illumination 
  without
  provoking attacks of opportunity.
  Umbral Mal (Su): If the target fails a Fortitude
  saving throw at DC 11, the touch of an umbra
  inflicts an umbral mal. Roll 1d10 on the following
  table to determine the effect.
  1d10
  Roll
  Suffer
  Result
  Effect of the Umbral Mal
  1-2
  Dread
  The target shaken with horror
  for one full round.
  3-4
  Blight
  The target becomes drained of
  energy reserves and is fatigued
  until he can get the required
  amount of rest. If the target is
  already fatigued, he becomes
  exhausted.
  5
  Terror
  The target is overtaken by
  visions of death and becomes
  panicked for 1d4 rounds.
  6
  Abyss
  The target suffers 2 points of
  temporary Dexterity damage
  due to severe tremors and
  muscle spasms.
  7-8
  Wrath
  Target loses any Dex bonus to
  AC as he enters a berserk
  fighting frenzy. He can do
  nothing except perform an all
  out attack against the nearest
  opponent for a full round.
  9-0
  Folly
  The target is wracked with dark
  humor and becomes stunned for
  a full round.
  Undead: Immune to mind-influencing effects,
  poison, sleep, paralysis, stunning, and disease. Not
  subject to critical hits, subdual damage, ability
  damage, energy drain, or death from massive
  damage.
  Umbra Weaknesses: Entry into a body of water or
  the presence of a wind stronger than a breeze will
  inflict 1d4 hp of damage per round.
  Virikas
  Tiny Outsider (Chaotic, Evil)
  Hit Dice: 1/2d8 (2 hp)
  Initiative: +3 (Dex)
  Speed: 20 ft.
  AC: 17 (+2 size, +3 Dex, +2 natural)
  Attacks: Bite +6 melee
  Damage: Bite 1d3-2 
  Face/Reach: 2-1/2 ft. by 2-1/2 ft./0 ft.
  Special Qualities: Damage reduction 2/silver, cold
  and fire resistance 20, scent, regeneration 1
  Saves: Fort +2, Ref +5, Will +4
  Abilities: Str 6, Dex 17, Con 10, Int 9, Wis 14, Cha
  6
  Skills: Hide +14, Move Silently +4
  Feats: Weapon Finesse (bite)
  Climate/Terrain: Any land and underground
  Organization: Swarm (10-40)
  Challenge Rating: 1/4
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: -
  These diminutive, humanoid demons stand less
  than eighteen inches in height. Their flesh and hair
  is a flaming red hue, and their sharp fangs are
  constantly bloodstained. The demonic Virikas
  enjoy preying on the sick and injured, and they
  attack in an excited, jabbering horde. Individually,
  the Virikas are not much of a threat, but as a group
  they are even feared by other demons. They appear
  surrounded by a reddish mist resembling a cloud of
  blood.
  Some believe burning flowers and incense can
  appease the Virikas. In actuality they have a strong
  dislike of scented blossoms and will avoid areas
  heavy with flowers.
  Combat
  When given the opportunity they will attack from
  surprise, hiding from sight until an opportunity to
  strike presents itself. The Virikas enjoy swarming
  foes, and rather than forming a line of battle will
  instead gang up against a few opponents. They will
  first attack those opponents who look the most
  vulnerable, avoiding tougher foes until the weaker
  party members have been cut down.
  Regeneration (Ex): The Virikas take normal
  damage from acid and from holy and blessed
  weapons.
  
  38
  Vugoo
  Small Humanoid
  Hit Dice: 1/2d8 (2 hp)
  Initiative: +0
  Speed: 20 ft.
  AC: 12 (+1 size, +1 natural)
  Attacks: Hand axe -2 melee; or sling +0 ranged
  Damage: Hand axe 1d6-3; or sling 1d4-3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Darkvision 60 ft., light
  sensitivity, mind link
  Saves: Fort +0, Ref +2, Will +1
  Abilities: Str 4, Dex 11, Con 10, Int 5, Wis 12, Cha
  6
  Skills: Hide +5, Move Silently +2, Spot +2
  Feats: Run
  Climate/Terrain: Any underground
  Organization: Gang (4-9), band (10-15), or tribe
  (16-100 plus 1 psion of 2nd-4th level per 32 adults)
  Challenge Rating: 1/6
  Treasure: 50% standard
  Alignment: Always lawful neutral
  Advancement: By character class
  Physically, the vugoo is less than impressive. They
  have stooped shoulders, a protruding belly and
  short, knobby limbs. Their heads resemble a large,
  slightly curved bean, bending back over their
  scrawny, goitered neck. Although they wear little in
  the way of garb, other than a breach cloth, their
  tough, mud-colored flesh provides a measure of
  protection against wounds. The vugoo tribes live
  off roots, tubers, mushrooms, seeds, insects, and
  small game. They will consume just about anything
  they can readily catch.
  Due to their unusual mental nature, when several
  vugoo from the same tribe are within 100 ft. of each
  other they are able to link mentally and increase
  their collective intelligence. On their own, they are
  very dull-witted creatures and barely able to
  employ the weapons they carry. As more vugoo
  gather together, however, they grow craftier and are
  able to employ improved tactics. In the presence of
  their entire tribe the vugoo can become very
  devious foes.
  Combat
  The vugoo are almost always to be found
  underground and they have adapted well to the
  darkness. Their weapons and armor is primitive,
  consisting of slings, flint-tipped axes, small spears,
  and knives. They sometimes wear animal hide
  wraps for protection, but they have never learned to
  make or employ shields. Their mental link allows
  them to coordinate attacks even when out of sight
  of each other and their enemies. They have no
  leaders as such, relying instead on rapid consensus
  to make decisions.
  Light Sensitivity (Ex): Vugoo suffer a -1 penalty
  to attack rolls in daylight or within the radius of a
  daylight spell.
  Mind Link (Ex): Due to their unusual mental
  nature, when several vugoo are within 100 ft. of
  each other they are able to link mentally and
  increase their collective intelligence. For each
  doubling of their numbers within the radius the
  intelligence of each vugoo increases by +2, up to a
  maximum of +10.
  Number
  of Vugoo
  Int
  Skills
  1
  5
  Hide +3, Move Silently +2,
  Spot +2
  2-3
  7
  Hide +4, Move Silently +2,
  Spot +2
  4-7
  9
  Hide +4, Move Silently +2,
  Spot +3
  8-15
  11
  Hide +4, Move Silently +2,
  Search +1, Spot +3
  16-31
  13
  Craft +2, Hide +4, Move
  Silently +2, Search +2, Spot +3
  32+
  15
  Craft +4, Hide +4, Move
  Silently +2, Search +3, Spot +3
  They are also able to use this mind link as a form of
  telepathy to communicate silently with each other.
  Vugoo Society
  These diminutive creatures are almost always found
  gathered in small tribes within an underground
  Mushroom Forest. The Vugoo live in hunter
  gatherer tribes, and the only reason they achieved
  that degree of sophistication is due to their ability to
  join mentally with their fellows. This ability makes
  them collectively smarter than the sum of their
  parts, and in turn makes them more formidable in
  battle than you would otherwise expect.
  Typically the Vugoo live in the shelter of a ring of
  mushrooms about a forest clearing. They know how
  to create fire and they can manufacture crude stone
  or bone tools and weapons. The crafts understood
  by Vugoo tribesmen include basketweaving,
  leatherworking, pottery, trapmaking, and weaving.
  Their religion is primitive, usually involving some
  simple burial rites and the ritual killing and eating
  of their foes to please their ancestor spirits. The
  Vugoo are mute, and they lack any form of written
  language.
  
  39
  Vugoo Characters
  A Vugoo's favored class is warrior. Vugoo psions
  are relatively common, but depend on the collective
  intelligence of their clan to employ many of their
  abilities.
  Vulcan Rat
  Small Outsider (Fire)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +3 (Dex)
  Speed: 30 ft.
  AC: 15 (+1 size, +3 Dex, +1 natural)
  Attacks: Bite +5 melee
  Damage: Bite 1d4 and smolder 
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Smolder, death immolation
  Special Qualities: Fire subtype
  Saves: Fort +3, Ref +5, Will +3
  Abilities: Str 10, Dex 16, Con 13, Int 4, Wis 12,
  Cha 3
  Skills: Listen +3, Move Silently +4, Spot +3
  Feats: Weapon Finesse (bite)
  Climate/Terrain: Any warm or hot land and
  underground
  Organization: Solitary or swarm (9-20)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Small); 4-5 HD (Medium-
  size)
  Similar in size and form to a dire rat, these
  scavengers are distinctive for their charcoal-black
  coat of short, wiry hair. Their tails are also shorter
  than normal and they appear unusually gaunt.
  Vulcan rats prefer a hot environment, but can
  readily tolerate any temperatures above freezing.
  They have an intense dislike of water, however, and
  will never voluntarily immerse themselves.
  Combat
  Vulcan rats attack in a swarm, inflicting a multitude
  of smoldering bites that slowly consumes the
  victim. When slain a vulcan rat will be consumed in
  a flash of fire, leaving behind only ashes.
  Death Immolation (Ex): When slain erupt into
  flames, inflicting 1d3 points of fire damage to
  anybody who performed an unarmed attack.
  Fire Subtype (Ex): Fire immunity, double damage
  from cold except on successful save.
  Smolder (Ex): The sticky black juice from the bite
  of the vulcan rat will smolder in the wound,
  inflicting an additional point of fire damage at the
  end of each round until the total damage is twice
  the amount of the original bite. The juice can be
  removed by immersing the wound in water for a
  full round.
  
  40
  Fantasy Templates
  Half-Incarnate
  The magical nature of incarnates allows them to
  crossbreed with virtually any creature. The
  offspring of the resulting unions, half-incarnates,
  are perfectly harmonized blends of creature traits.
  When incarnate beings from the realms of
  neutrality travel to the mortal realms they can
  sometimes become attracted to particularly
  representative mortals: whether human or ogre, elf
  or goblin.
  The representatives of the neutral planes can appear
  in a great variety of forms, some of which mortals
  can find attractive despite their somewhat bestial
  appearance. Those whom the incarnate find
  appealing are always neutral and intelligent. The
  course of the pair always follows the path that
  nature intended for their species, whether a brief
  coupling or a lifetime of caring union.
  Whatever the form, a half-incarnate has the pristine,
  untainted appearance of a natural origin. They have
  certain odd, beastly features that are out of place for
  a base creature of their kind, but these are healthy,
  flowing, and in harmony with the whole.
  The half-incarnate is the very essence of a
  primordial, harmonic being, and takes an instant
  dislike of extreme views and unnatural imbalances.
  They usually find mortal society uncomfortable and
  often seek a life of wandering or natural solitude,
  while striving to maintain proper balance in the
  world.
  Creating a Half-Incarnate
  "Half-incarnate" is a template that can be added to
  any corporeal creature with an Intelligence of 4 or
  more and neutral alignment (referred to hereafter as
  the "base creature"). The creatures’ type changes to
  "outsider." It uses all the base creature's statistics
  and special abilities except as noted here. Roll on
  the following table to determine specific incarnate
  physical features.
  1d100
  Half-Incarnate
  Physical Feature
  01-28
  Enhanced scent
  29-45
  Wings
  46-54
  Amphibious
  55-59
  Flexible wings
  60-67
  Two extra limbs
  68-77
  Bite attack
  78-80
  Bite and gore attack
  81-83
  Gore attack
  84-88
  Tail (slam) attack
  89-92
  Hoof (claw) attack
  93-00
  Roll twice on this table
  Speed: If the half-incarnate has wings it can fly at
  twice the base creature's normal speed (good
  maneuverability). If it is amphibious it can swim at
  the base creature's normal speed.
  AC: Natural armor improves by +1.
  Attacks: If the half-incarnate has a bite, claw, gore,
  or slam attack, these are gained as attack forms in
  addition to the base creature's attacks if it does not
  have them already. Half-incarnates with two extra
  limbs gain additional attacks with those limbs.
  Damage: If the half-incarnate has bite, claw, gore,
  or slam attacks but the base creature does not, use
  the damage values in the table below.
  Damage
  Size
  Bite
  Claw
  Gore
  Slam
  Fine
  1
  -
  1
  -
  Diminutive
  1d2
  1
  1d2
  -
  Tiny
  1d3
  1d2
  1d3
  1
  Small
  1d4
  1d3
  1d4
  1d2
  Medium-size
  1d6
  1d4
  1d6
  1d3
  Large
  1d8
  1d6
  1d8
  1d4
  Huge
  2d6
  1d8
  2d6
  1d6
  Gargantuan
  2d8
  2d6
  2d8
  1d8
  Colossal
  4d6
  2d8
  4d6
  2d6
  Special Attacks: A half-incarnate retains all the
  special attacks of the base creature. Half-incarnates
  with an Intelligence or Wisdom score of 8 or higher
  possess the following spell-like abilities, using their
  level as the caster level, as specified in the table
  below. Unless otherwise indicated, the ability is
  usable once per day.
  
  41
  Level
  Abilities
  Level
  Abilities
  1-2
  Entropic shield,
  magic fang
  3/day
  11-12
  Find the path
  3-4
  Bull’s strength,
  endurance
  13-14
  Regenerate,
  repulsion 
  5-6
  Greater magic
  fang 3/day,
  water breathing
  15-16
  Spell turning
  7-8
  Death ward,
  freedom of
  movement
  17-18
  Summon
  nature’s ally
  IX
  9-10
  True seeing
  19+
  Foresight
  Special Qualities: A half-incarnate has all the
  special qualities of the base creature, plus low-light
  vision. Half-incarnates are immune to acid,
  electricity, polymorph, and turn to stone, and have
  disease and poison resistance 20. If it has enhanced
  scent, it gains scent as a special quality. If it has
  flexible limbs, it gains improved grab as a special
  quality.
  Saves: Same as the base creature
  Abilities: Increase from the base creature as
  follows: Str +4, Dex +4, Con +4, Int +2, Wis +4,
  Cha +2.
  Skills: A half-incarnate has 8 skill points, plus its
  Intelligence modifier, per Hit Dice. Treat skills
  from the base creature's list as class skills and other
  skills as cross-class. If the creature has a class, it
  gains skills for class levels normally.
  Feats: Half-incarnates have one feat for every four
  levels, or the base creature's total of feats,
  whichever is greater.
  Climate/Terrain: Same as the base creature
  Organization: Same as the base creature
  Challenge Rating: Same as the base creature +1
  Alignment: Always neutral
  Treasure: Same as the base creature
  Advancement: Same as the base creature
  Half-Incarnate Characters
  Half-incarnate humanoids often have a character
  class, favoring druids, barbarians, fighters, and
  clerics. Nonhumanoids are also sometimes rangers
  or druids. Half-incarnate clerics serve the neutral
  deities, such as the deities of nature.
  Sample Half-Incarnate
  This example uses a tiefling as the base creature.
  Half-Incarnate/Half-Tiefling
  Small Outsider (Neutral)
  Hit Dice: 1d8+2 (6 hp)
  Initiative: +3 (Dex)
  Speed: 30 ft., swim 30 ft.
  AC: 17 (+3 Dex, +3 studded leather, +1 small
  shield, +1 natural)
  Attacks: Light lance +4 melee; or javelin +4
  ranged
  Damage: Light lance 1d6+2; or javelin 1d6 +2
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Fire, cold, and electricity
  resistance 5; disease and poison resistance 20;
  immune to acid, electricity, polymorph, and turn to
  stone; low-light vision
  Saves: Fort +4, Ref +5, Will +4
  Abilities: Str 14, Dex 17, Con 14, Int 15, Wis 15,
  Cha 10
  Skills: Bluff +2, Hide +7, Intuit Direction +4,
  Move Silently +6, Pick Pocket +5
  Feats: Weapon Finesse (light lance)
  Climate/Terrain: Any land and underground
  Organization: Solitary or gang (2-4)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always neutral
  Advancement: By character class
  This plane-touched being has physical qualities
  similar to a tiefling, with a mottled, pale green flesh
  that grows darker along the neck, spine and tail.
  The head is hairless and has a narrow mane of
  short, bristling spines. Forming a V-shape down the
  front chest is a set of gills. These are normally
  closed when the creature is on land, making the
  flesh appear almost seamless. The gills and a finned
  tail allow this being to be as at home in the water as
  it is on land. This being wears specially fitted armor
  that allows it to use its gills and tail underwater.
  The armor is as effective as normal studded leather,
  but costs double the normal amount to create.
  In spite of its heritage this creature does not possess
  the disturbing aura of a typical tiefling, and in many
  ways appears as a magnificent natural being that is
  completely at home in the wilds.
  Combat
  Spell-Like Abilities: 3/day-magic fang; 1/day-
  darkness, entropic shield. These abilities are as the
  spells cast by a 1st-level sorcerer (save DC 10 +
  spell level).
  Skills: Half-Incarnate/Half-Tieflings receive a +2
  bonus to Bluff and Hide checks.
  
  42
  Incarnate
  Incarnate creatures dwell in the nexus of the outer
  planes, realms of neutrality, although they resemble
  beings found on the Material Plane. They are
  clearly more capable and impressive than their
  earthly counterparts. Incarnate creatures are neither
  perfect nor flawed, yet they appear as the ultimate
  prototype for creatures of their kind. They possess a
  subtle radiant essence that gives the incarnate
  creature a naturally enchanted appearance.
  Incarnates can have a great variety of forms that are
  akin to the creatures on untold numbers of worlds.
  Creating an Incarnate
  "Incarnate" is a template that can be added to any
  corporal creature of neutral alignment (referred to
  hereafter as the "base creature".) Beasts or animals
  with this template become magical beasts, but
  otherwise the creature type is unchanged. An
  incarnate creature uses all the base creature's
  statistics and special abilities except as noted here.
  Special Attacks: An incarnate creature retains all
  the special attacks of the base creature and also
  gains the following.
  Smite Imbalance (Su): Once per day the creature
  can make a normal attack to deal additional damage
  equal to its HD total (maximum of +20) against any
  fully non-neutral foe.
  Special Qualities: An incarnate creature retains all
  the special qualities of the base creature and also
  gains the following:
  • 
  Acid and electricity resistance (see the table
  below).
  • 
  Immunity to polymorphing or turn to stone.
  • 
  Damage reduction (see the table below).
  • 
  SR equal to the double creature's HD
  (maximum 20).
  Hit Dice
  Acid, Electricity
  Resistance
  Damage Reduction
  1-3
  5
  -
  4-7
  10
  5/+1
  8-11
  15
  5/+2
  12+
  20
  10/+3
  If the base creature already has one or more of these
  special qualities, use the better value.
  Saves: Same as the base creature
  Abilities: Same as the base creature, but
  Intelligence at least 3.
  Skills: Same as the base creature
  Feats: Same as the base creature
  Climate/Terrain: Any land and underground
  Organization: Same as the base creature
  Challenge Rating: Up to 3 HD, as the base
  creature
  4 HD to 7 HD, as base creature +1
  8+ HD, as base creature +2
  Treasure: Same as the base creature
  Alignment: Always neutral
  Advancement: Same as the base creature
  Sample Incarnate
  This example uses a sea lion as the base creature.
  Incarnate Sea Lion
  Large Magical beast
  Hit Dice: 6d10+12 (30 hp)
  Initiative: +1 (Dex)
  Speed: Swim 40 ft.
  AC: 18 (-1 size, +1 Dex, +8 natural)
  Attacks: 2 claws +9 melee, bite +7 melee
  Damage: Claw 1d6+4, bite 1d8+2
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Rend 2d6+6, smite imbalance
  Special Qualities: Acid and electricity resistance
  10, immunity to polymorphing and turn to stone,
  DR 5/+1, SR 12, scent
  Saves: Fort +8, Ref +6, Will +3
  Abilities: Str 19, Dex 12, Con 17, Int 4, Wis 12,
  Cha 10
  Skills: Listen +9, Spot +9
  Feats: Alertness, Multiattack
  Climate/Terrain: Temperate and warm aquatic
  Organization: Solitary, pair, or pride (5-12)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-9 HD (Large); 10-18 HD (Huge)
  The incarnate sea lion closely resembles its
  namesake, but is more alert and it attacks with an
  almost unnatural silky smoothness. It is completely
  free of scars and defects, yet somehow appears well
  tested in battle.
  Combat
  Rend (Ex): An incarnate sea lion that hits with
  both claw attacks latches onto the opponent’s body
  and tears the flesh. This automatically deals an
  additional 2d6+6 points of damage.
  
  43
  Mekanoid
  A mekanoid is a metallic automaton that has been
  constructed in the likeness of a living creature. This
  device is powered by magic, but operates primarily
  through mechanical artifice. The power source is
  normally a set of magical crystals placed in a
  protected location within the body. These in turn
  drive the gears, drive shafts, pistons, cables, and
  other mechanisms that control the movements of
  the mekanoid. The automaton is controlled by a
  rudimentary command system that is capable of
  following simple instructions or reacting to
  changes. However the intelligence is mostly
  instinctive in nature.
  The mekanoid is normally build to operate in a
  particular environment. If the base creature had a
  swimming speed, the mekanoid will also operate
  normally in water and is designed not to corrode
  due to leaks. The mekanoids that can fly do so in
  the same manner as the model creature, but will
  need to operate its wings much more rapidly in
  order to stay aloft.
  If the base creature is able to emit a substance for a
  special purpose, the mekanoid can perform the
  same action. However the mekanoid must be
  specifically designed to supply this substance. It
  may have special ports where the special
  alchemical substances are restocked, or a magical
  mechanism that performs the same action.
  Typically gnomish master artificers create a
  mekanoid, although other races are capable of
  learning the craft. Construction of a new mekanoid
  requires a successful Craft (artifice) skill check at
  DC 25 + CR of base creature. It also requires a
  suitably equipped laboratory, appropriate building
  materials, rare crystals, long periods of tinkering,
  and the assistance of highly skilled smithies and
  experts in the arcane. The required materials have a
  base cost 100gp plus 50gp times the CR rating of
  the base creature multiplied by itself. Thus a
  mekanoid modeled on a creature with a CR of 3 has
  a base cost of 100 + (50 x 3 x 3) = 550gp. Once a
  mekanoid has been constructed, duplicates can be
  built with a successful Craft (artifice) skill check at
  DC 15 + CR of base creature.
  Creating a Mekanoid
  "Mekanoid" is a template that can be applied to any
  animal, beast, giant, humanoid, monstrous
  humanoid, or vermin. The creatures’ type changes
  to "construct". It uses all the base creature's
  statistics and special abilities except as noted here.
  Hit Dice: Use d10.
  Speed: Same as the base creature
  AC: The base creature's natural armor rating
  improves by +2.
  Attacks: A mekanoid retains all the attacks of the
  base creature and also gains a slam attack if it didn't
  already have one.
  Damage: Mekanoids have slam attacks. If the base
  creature does not have this attack form, use the
  damage values in the in the table below. Creatures
  with natural attacks use the better of their old
  damage ratings or the value below.
  Size
  Damage
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium-size
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  4d6
  Special 
  Attacks: 
  A 
  mekanoid 
  loses 
  any
  supernatural special attacks of the base creature.
  Special Qualities: A mekanoid gains all benefits of
  a construct. It loses the scent ability, but gains
  Darkvision 60 ft. It is subject to deterioration.
  Deterioration (Ex): Mekanoids require periodic
  maintenance or they will begin to malfunction. If a
  mekanoid has not been regularly maintained, roll
  on the following 1d10 on the following table to
  determine the type of damage. Longer periods of
  poor maintenance will add further damage until
  eventually the mekanoid eventually becomes
  inoperative. If a particular type of deterioration
  damage does not apply, roll again on this table.
  1d10
  Type of Deterioration Damage
  1
  Gear damage reduces all movement modes
  by 5 ft.
  2
  Faulty power regulator reduces Str -2.
  3
  A single, non-slam attack mode is lost.
  4
  A special attack form is broken.
  5
  A special quality has become inoperative.
  6
  Sensor damage reduces Wis score -5.
  7
  Corrosion damage reduces Dex -4.
  8
  Damage to command systems reduce
  Initiative -2.
  9
  Fort save bonus reduced -2 due to internal
  system damage.
  0
  Broken panels reduce natural armor bonus
  to +1.
  If the base creature emits a substance as a special
  quality or attack, then the mekanoid has a fixed
  number of charges to perform the same action.
  
  44
  Typically a mekanoid will be built with 50 charges
  of the required substance. These charges will need
  to be periodically restocked, or the mekanoid will
  be unable to use the special attack or quality.
  Abilities: Modify from the base creature as
  follows: Str +2, Cha -2. A mekanoid does not have
  a Con score, and the Int is set to 1.
  Skills: Mekanoids lose any skills the base creature
  gained through skill points. However the mekanoid
  retains any racial skill bonuses of the base creature.
  Feats: Mekanoids have no feats.
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Rating: Same as the base creature
  Alignment: Same as the base creature
  Treasure: None
  Advancement: Same as the base creature
  Sample Mekanoid
  This example uses a medium-size viper snake as
  the base creature.
  Mekanoid Viper
  Medium-Size Construct
  Hit Dice: 2d10 (11 hp)
  Initiative: +3 (Dex)
  Speed: 20 ft., swim 20 ft.
  AC: 16 (+3 Dex, +5 natural)
  Attacks: Bite +2 melee, slam -3 melee
  Damage: Bite 1d4 and poison, slam 1d6
  Face/Reach: 5 ft. by 5 ft. (coiled)/5 ft.
  Special Attacks: Poison
  Special Qualities: Construct, deterioration
  Saves: Fort +3, Ref +6, Will +1
  Abilities: Str 20, Dex 8, Con 17, Int 7, Wis 10, Cha
  8
  Skills: Str 10, Dex 17, Con -, Int 1, Wis 12, Cha 0
  Climate/Terrain: Temperate and warm land,
  aquatic, and underground
  Organization: Solitary
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: -
  This marvel of gnomish engineering consists of a
  polished bronze skull attached to a series of jointed
  segments. The automaton wiggles along much like
  a serpent, with it's unblinking crystal eyes tracking
  any movements. Unlike a natural snake, this
  mechanism lacks any sense of scent. However it
  does possess darkvision out to 60 ft. The mekanoid
  possesses a rudimentary intelligence that is
  comparable to that of the native viper, but
  somebody familiar with the operation of this device
  can instruct it to perform simple tasks such as
  guarding a location or killing rodent pests.
  Combat
  These constructs attack with a poison bite. Within
  its serrated jaws are a pair of sharp steel needles
  that can pierce a boot or tough hide. The needles
  inject a toxic fluid stored in a bronze tank just
  behind the head. The tank holds a maximum of fifty
  doses of the poison, and must be periodically
  refilled if it is to retain its lethal bite.
  Construct: Immune to mind-influencing effects,
  poison, disease, and similar effects. Not subject to
  critical hits, subdual damage, ability damage,
  energy drain, or death from massive damage.
  Deterioration: 
  Mekanoids 
  require 
  periodic
  maintenance or they will begin to malfunction. The
  type of malfunction is randomly determined.
  Longer periods of poor maintenance will add
  further damage until eventually the mekanoid
  eventually becomes inoperative.
  Poison (Ex): Bite, Fortitude save (DC 11); initial
  and secondary damage 1d6 temporary Constitution.
  The mekanoid has 50 doses of venom in a tank, and
  once empty the bite will have no toxic effect until
  the tank is refilled.
  Mimox
  The mimox is the metamorphosis of a spell caster
  into a new state of existence, and is the climax of a
  lifetime of study in the art of illusionary magic.
  Physically these illusionary beings take their form
  entirely out of shadow matter, which serves merely
  as a shell with which they interact with the
  surrounding world. Using this shell the mimox can
  project the appearance of any creature or being that
  it can conceive, and assume many of its physical
  abilities. The actual mind and life spirit of the
  mimox is housed in a flawless diamond focus that
  must be carefully prepared through an extensive
  and difficult ritual.
  A mimox can at will project into the real world
  from the diamond in a form identical to that
  produced by a shades spell. A shade form of a
  mimox must first coalesce no further than close
  range (25 ft. + 5 ft./2 levels) from his diamond
  focus, although it can journey beyond that range
  thereafter. There is no limit on the amount of time a
  mimox 
  can 
  spend 
  in 
  this 
  shadowy 
  form.
  Maintaining the cohesion of a shade form beyond
  close range from the diamond is difficult, however,
  and the shade permanently loses 1hp per minute it
  
  45
  is beyond range. If the mimox has the enlarge
  metamagical feat, however, the range of the shade
  form coalescence and cohesion is doubled.
  Physically a mimox is identical to the illusionary
  creature produced by means of the shades spell.
  This shadow creature can attack and take damage in
  the same manner as the creature form it has
  assumed, but once slain the illusion vanishes from
  sight. When a shade is destroyed the mimox can
  immediately begin to generate a new form by
  summoning faint wisps of shadow matter. The
  mimox can also choose to completely dispel its
  current form at any time and so gradually form a
  new shadow body.
  A mimox will usually take extreme magical
  measures in order to protect the focus and hide it
  from sight. As a result, physical measures on a par
  with those needed to destroy an artifact will often
  be required to shatter the diamond focus and thus
  slay the mimox.
  Typically it will require the new mimox some time
  to adjust to his new state and initially he will only
  be able to function normally in a shade form
  identical to his original body. In time, however, he
  will learn to master an increasing number of
  different forms. Over the course of a century a
  mimox will adapt to become virtually any known
  creature shape and ability. Some choose to take a
  level in the rogue class, thus acquiring ranks in
  Disguise, Intimidation, Perform (acting), and other
  useful mimicry skills.
  A mimox usually dwells within the quarters that
  they have constructed to house and hide their
  diamond focus. These quarters are often located
  underground where they can be well protected by
  means of skillful illusions, traps, and other wards.
  The mimox may choose to have loyal companions
  and allies present, although such will rarely be
  trusted with the actual of its focus.
  Few mimox choose to travel far beyond the safety
  of their sanctum, as they will have more difficulty
  securing their gem housing. Instead they usually
  expect others to visit or correspond. The mimox
  may also make brief forays in its shade form by
  magical means using spells such as teleport or
  shadow walk. 
  A mimox will retain the goals and personality that
  they possessed when they were corporeal beings.
  However their reclusive lifestyle often turns a
  mimox eccentric and they can become much noted
  for their occasional bizarre behavior. Their
  powerful intelligence and extensive knowledge of
  magic makes them dangerous adversaries and few
  choose to challenge these beings.
  Due to the immense age that a mimox can attain,
  they can possess magical knowledge that is
  unknown or has been forgotten in the surrounding
  regions. They are also known to develop unique
  and powerful forms of magic crafted over great
  periods of time. They will sometimes use this
  magic to reward others for performing a difficult
  task, or to encourage the loyalty of their few
  comrades.
  Creating a Mimox
  "Mimox" is a template that can be added to any
  humanoid creature provided it can create the
  required focus (see the mimox's focus, below.) The
  creatures’ type changes to "aberration". It is able to
  assume the shadowy form of any creature, as
  described in the shades spell, and functions from
  the perspective of this creation. It uses all of the
  shadow creature's statistics and special abilities
  except as noted below.
  Special Attacks: If the shadow form is able to
  produce the necessary components, the mimox can
  cast any spell it has memorized from the current
  location of the shade.
  Special Qualities: A mimox retains all the
  character’s special qualities and those listed below.
  Shade Form (Sp): The mimox is located within a
  focus and is unable to interact with the external
  environment in any manner, including casting
  spells, except through the shade form. The mimox
  can create a shade form at will by summoning faint
  wisps of shadow matter. The new shade form is
  gradually built up at the rate of 1hp per round, until
  60% of the normal hit point total of the creature is
  accumulated. Once the hit point total is fully
  generated these wisps coalesce into the new shade,
  as created by the shades spell, in the form desired
  by the mimox. The mimox fully possesses the
  shade form and can control it as if that were her
  body, with all the accompanying senses, abilities,
  and so forth. In addition the shade form is immune
  to all mind-influencing effects. The mimox can also
  choose to completely dispel its current form at any
  time. Only if the shade form is dispelled can a new
  form be created.
  Immunities (Ex): The mimox is immune to poison,
  paralysis, disease, and necromantic effects.
  Focus (Ex): If the focus containing the mimox is
  destroyed, the mimox is immediately slain. The
  focus has a hardness of 20 and 30 hp. It requires a
  +4 weapon or better to damage, but can be
  immediately destroyed by means of a properly
  phrased wish spell.
  Abilities: The mimox has no Strength, Dexterity, or
  Constitution scores.
  Skills: Same as the base creature
  Feats: All feats of the base creature and the shade
  form
  
  46
  Climate/Terrain: Any land and underground
  Organization: Same as the base creature
  Challenge Rating: Same as the base creature +2
  Alignment: Same as the base creature
  Treasure: Same as the base creature
  Advancement: Same as the base creature
  Mimox Characters
  The process of becoming a mimox can be
  undertaken by a character's own free will. The
  mimox retains all class abilities it had previously.
  The Mimox’s Focus
  A required step in becoming a mimox is acquiring
  and preparing a magic focus in which to store the
  mind and soul. Unless the focus is destroyed the
  mimox can immediately begin generating a new
  shade form whenever the current form is destroyed.
  Each mimox must prepare its own focus, which
  requires the Craft Wondrous Item feat. The
  character must be a sorcerer or wizard of at least
  17th level. The focus must be a flawless diamond
  worth at least 50,000gp, and requires an additional
  25,000gp in materials and 12,500XP to prepare.
  The caster must cast enlarge, trap the soul, shades,
  wish, and permanency into the stone in order to
  complete the preparation.
  When the spell is complete, the diamond increases
  in size by 50% and begins to permanently glow
  with an eerie, flickering light. The caster now
  follows the lengthy and complex ritual formula
  required to become a mimox. The caster is then
  completely and permanently absorbed into the
  gemstone. Any magic items worn or used by the
  mimox will remain behind, but can potentially be
  used by the shade forms.
  Two-Headed Creature
  On rare occasions there are creatures born with two
  heads instead of the usual one. Among most species
  few of these survive to adulthood, and those who
  do are often shunned by their own kind. Once fully
  grown, however, their two heads make these beings
  unusually alert and watchful. They are often
  dangerous opponents, as their two heads allow
  them to attack using two weapons without
  hindrance. When born from an intelligent race the
  two-headed creatures can often find work as highly
  capable mercenary warriors, and they also make
  excellent guardians and scouts. Those two-headed
  creatures fortunate enough to find others of their
  kind are sometimes able to establish an entirely
  new race of two-headed beings.
  The two-headed creature learns to use its two heads
  as one, so that the minds seemingly work in unison
  and what affects one will also affect the other.
  Nevertheless each of the heads can gain its own
  unique personality and the creature acts in most
  respects as congenitally joined twins. Often one of
  the heads will be the dominant member of the pair,
  and will initiate most of the actions and control the
  conversation of the creature. Less frequently such a
  creature may have heads that are often in
  disagreement with each other and the resulting
  beast will act clumsy, indecisive, and careless.
  Creating a Two-Headed Creature
  "Two-Headed" is a template that can be added to
  any creature that has a single head. A two-headed
  creature uses all the base creature's statistics and
  special abilities except as noted here.
  Attacks: For each attack form or special attack of
  the base creature that is specific to its head, such as
  a bite or a breath weapon, it gains a second such
  attack.
  Special Attacks: Two-headed creatures that
  employ weapons gain the following special attack:
  Superior Two-Weapon Fighting (Ex): Because each
  head can control a separate limb, the two-headed
  creature does not suffer an attack or damage penalty
  for attacking with two weapons.
  Special Qualities: The two-headed creature gains a
  +2 bonus to all saving throws to resist mind-
  affecting powers.
  Skills: Same as the base creature, but the two heads
  give the creature a +2 racial bonus to Listen, Spot,
  and Search checks.
  Climate/Terrain: Same as the base creature
  Organization: Same as the base creature
  Challenge Rating: As the base creature +1
  Alignment: Same as the base creature
  Treasure: Same as the base creature
  Advancement: Same as the base creature
  If for any reason the creature loses only one of its
  heads, it must make a Fortitude saving throw at DC
  24 or be stunned for 2d6 minutes. It immediately
  loses all benefits of the two-headed creature
  template, and suffers a permanent loss of 1 Int and
  1 Wis.
  Sample Two-Headed Creature
  This example uses an orc as the base creature.
  
  47
  Two-Headed Orc
  Medium-Size Humanoid
  Hit Dice: 1d8 (4 hp)
  Initiative: +0
  Speed: 20 ft. (scale mail); base 30 ft.
  AC: 14 (+4 scale mail)
  Attacks: 2 battleaxes +3 melee; or javelin +1
  ranged
  Damage: Battleaxe 1d8+3; or javelin 1d6+2
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Superior two-weapon fighting
  Special Qualities: Darkvision 60 ft., light
  sensitivity, +2 versus mind affecting
  Saves: Fort +2, Ref +0, Will -1
  Abilities: Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha
  8
  Skills: Listen +2, Spot +4, Search +1
  Feats: Alertness
  Climate/Terrain: Any land and underground
  Organization: Solitary or Gang (2-4)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  It is rare for a two-headed Orc to survive to
  adulthood, and those who do so are relentlessly
  hunted down and slain by their own kind. However
  they occasionally find acceptance among those of
  mixed blood, where they can become highly
  capable warriors or dangerous barbarians. In rare
  occasions two-headed Orcs find others of their
  kind, but their offspring almost always prove to be
  normal Orcs.
  
  48
  Science Fiction Creatures
  The following creatures are suitable for use in a
  science-fiction campaign that allows space travel.
  Many of these creatures have been engineered to
  hunt intelligent life forms, and so are highly
  dangerous.
  Bluum
  Medium-size Plant
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +2 (+2 Dex)
  Speed: 20 ft.
  AC: 15 (+2 Dex, +3 natural)
  Attacks: 9 arms +7 melee
  Damage: Arm 1d6+4 and sting
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Sting, improved grab, acid 
  Special Qualities: Plant
  Saves: Fort +5, Ref +3, Will -1
  Abilities: Str 19, Dex 15, Con 12, Int 4, Wis 6, Cha
  10
  Climate/Terrain: Any aquatic
  Organization: Solitary or pair
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: None
  With a lower body resembling a squid and a top
  half in the form of a sea anemone, this bizarre
  carnivorous plant is a loathsome mass of quivering,
  stinging tentacles and hair-like strands. Its outer
  body is a pale white that turns a deeper shade near
  the waving tips. It has neither a front nor a back,
  and no visible sensory organs. But tendrils mixed
  among the waving cap provide crude visual and
  auditory senses. The three categories of bluum have
  caps with a bright red, golden yellow, and dark blue
  hues respectively.
  The bluum has three separate sexes, each of which
  is laying eggs or fertilizing the seeds of the other
  two genders. Each of the three genders is optimized
  to function during a specific portion of an alien
  daylight cycle that lasts a total of 129 terrestrial
  days. A bluum is alert and predatory for a period
  lasting 57 days, then hibernates for the remainder of
  the cycle. Mating occurs during the two-week
  periods when the cycles overlap, with the gender
  emerging from hibernation laying the seeds that the
  already active mate then fertilizes.
  Combat
  The bluum tries to immobilize prey with the long
  coat of stinging strands, then grab the target with its
  powerful, flexible tentacles. It wraps around the
  body of the prey then digests the body with potent
  acids. While it is consuming prey the bluum forms
  a tight, rubbery sphere.
  Sting (Ex): Any physical contact with a bluum
  automatically inflicts a sting. Those stung must
  succeed with a Fortitude save (DC 12) or be
  paralyzed for 1d4 rounds. This paralysis effect is
  cumulative.
  Improved Grab (Ex): To use this ability, the
  bluum must hit with at least three arm attacks. If it
  gets a hold, it automatically does a sting each round
  and it can digest.
  Digest (Ex): A bluum deals 2d6 points of acid
  damage with a successful grapple check against
  Medium-size or smaller creatures. While digesting
  all arms of the bluum are wrapped tightly around
  the target.
  Plant: Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and polymorphing. Not
  subject to critical hits.
  Ihchoide
  Small Ooze
  Hit Dice: 3d10-3+5 (18 hp)
  Initiative: +0
  Speed: 20 ft.
  AC: 11 (+1 size)
  Attacks: Atom laser +2 ranged; or slam -5 melee
  Damage: Atom laser 1d6 and extreme cold; or
  slam 1d4-2 and extreme cold
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Extreme cold
  Special Qualities: Ooze; cold subtype;
  regeneration 5; vacuum immunity
  Saves: Fort +0, Ref +1, Will +1
  Abilities: Str 7, Dex 11, Con 8, Int 1, Wis 11, Cha
  10
  Climate/Terrain: Any extremely cold environment
  Organization: Solitary or bunch (2-4)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-5 HD (Small)
  A bizarre life form that only exists on frigid worlds
  far from the star, the ihchoide is a complex
  conglomerate of atomic clusters known as boze-
  einstein condensates. The ihchoide dwells at
  temperatures very close to absolute zero, and it will
  
  49
  seek to avoid areas that are even slightly warmer
  than that temperature. It has an amorphous body
  that is nearly transparent with a slight milky hue.
  The ihchoide has a primitive intelligence and is
  able to recognize when a threat exists in the vicinity
  and to react to the danger. It is able to sense its
  surroundings through the emission of heat, giving it
  a form of darkvision with no range limitation other
  than line of sight.
  Combat
  The ihchoide attacks using an atom laser, firing
  clumps of coherent atoms at high velocity. If an
  opponent closes with the ihchoide it will use its
  slam attack to inflict cold damage with its body.
  Atom Laser (Ex): The ranged attack of an
  Ihchoide is very accurate and has a range increment
  of 150 ft. This is a piercing weapon and has a
  critical of x3.
  Extreme Cold (Ex): Any physical objects striking
  the bitterly cold body of the ihchoide automatically
  suffer 1d6 points of cold damage each round. The
  attacks of the ihchoide inflict an additional 1d6
  points of cold damage. If a Fortitude saving throw
  (DC 10) is failed the bitter cold also leaves a target
  dazed for a full round.
  Cold Subtype (Ex): Cold immunity; double
  damage from fire except on a successful save. The
  ihchoide is unable to regenerate damage from fire.
  It can never regenerate while the ambient
  temperature is warm enough to cause nitrogen to
  boil.
  Ooze: Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and polymorphing. Not
  subject to critical hits. +5 bonus to hit points.
  LGM
  Small Humanoid (LGM)
  Hit Dice: 10d8+24 (9 hp)
  Initiative: +4 (improved initiative)
  Speed: 20 ft.
  AC: 11 (+1 size)
  Attacks: Slam +6/+1 melee
  Damage: Slam 1d2-2
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Psionics, LGM traits
  Special Qualities: SR 35, telepathy, LGM traits
  Saves: Fort +7, Ref +3, Will +12
  Abilities: Str 6, Dex 10, Con 19, Int 25, Wis 16,
  Cha 17
  Skills: Concentration +10, Knowledge (any one)
  +16, Knowledge (any one) +12, Listen +5, Move
  Silently +1, Search +9, Spot +11
  Feats: Improved Initiative, Iron Will, Skill Focus
  (knowledge)
  Climate/Terrain: Any land or underground
  Organization: Solitary, pair, or pod (5-20)
  Challenge Rating: 2
  Treasure: Double standard
  Alignment: Always lawful neutral
  Advancement: By character class
  Physically limited but mentally highly advanced,
  these “Little Green Men” (as named by skeptical
  humans) are diminutive humanoid beings with
  green flesh and a disproportionately large head.
  Although the body of the LGM is small, it is
  extremely efficient both in terms of resource and
  energy use. The green flesh absorbs solar energy,
  and is an active barrier to all parasitic life forms. It
  can quickly heal most wounds, and is resistant to
  toxic atmospheres.
  The large head of the LGM causes no imbalance, in
  spite of its size and mass. Its unblinking eyes are
  large, dark forms with no iris or pupil. No amount
  of intense light will render an LGM blind, and it
  can see readily at light levels that a human
  perceives as near total darkness. A LGM has no
  hair on its body, relying on the resiliency of its
  evolved flesh for protection from the elements.
  Combat
  LGM have no particular affinity for physical
  combat, and instead rely on technology or their
  mentalist powers for defense.
  Psionics (Sp): At will-calm emotions, detect
  thoughts, dominate person, hold monster, remove
  fear, sending, suggestion, and telekinesis. These
  abilities are as the spells cast by a 10th-level
  Sorcerer (save DC 13 + spell level).
  
  50
  Telepathy (Su): LGM can communicate mentally
  with other telepathic creatures when they have line
  of sight, or are within 100 ft.
  LGM Traits (Ex): LGM benefit from a number of
  racial traits.
  • 
  Small: LGM gain a +1 size bonus to AC and
  attack rolls and a +4 size bonus to Hide checks,
  but they must use smaller weapons than
  humans use, and their lifting and carrying
  limits are three-quarters of those of Medium-
  size creatures.
  • 
  Fast healing 4 while in sunlight or equivalent
  lighting.
  • 
  Immune to the blinding effects of bright light.
  • 
  Only needs to consume food or liquids one
  tenth as often as humans.
  • 
  Low-light vision: LGM can see four times as
  far as a human in starlight, moonlight,
  torchlight, etc.
  • 
  +2 racial bonus to all saving throws against
  poison, paralysis, sleep, and mind-influencing
  effects. +8 racial bonus to saving throws
  against disease.
  • 
  Immunity to poisonous or debilitating gases.
  • 
  +4 racial bonus to Concentration and Spot skill
  checks.
  • 
  LGM are unable to speak verbally.
  LGM Society
  One of the most ancient and widespread species of
  intelligent life in the galaxy, these diminutive
  humanoids possess powers well out of proportion to
  their minimal physique. For millions of years they
  have explored alien worlds, adopting useful
  biological improvements into their own physiology.
  As a result their minds and bodies have reached
  what they consider a pinnacle of efficiency.
  This species communicate entirely using the
  powers of their mind, using an elegant and
  sophisticated language protocol that is based on
  multi-dimensional geometric forms. The LGM no
  longer possess the power of speech, although they
  can still hear quite effectively. They have no
  spoken name by which they label themselves, but
  do represent themselves with a simple geometric
  pattern.
  LGM have carefully bred any extreme emotional
  states out of their form, and they are always calm,
  rational beings. They have retained a degree of
  curiosity and something that might be described as
  social bonding, but otherwise are all but free of any
  emotions 
  except 
  those 
  required 
  for 
  self-
  preservation. Their lack of emotions has caused the
  breed to stagnate, so they have failed to evolve
  beyond their current physical form for untold eons.
  They consider humans to be barely sentient, with a
  strong primordial streak retained from their animal
  ancestors.
  LGM Characters
  An LGM’s favored class is psion, and LGM leaders
  tend to be psions.
  Ogatsu
  Large Aberration
  Hit Dice: 6d8+24 (51 hp)
  Initiative: +6 (+2 Dex, +4 Improved Initiative)
  Speed: 30 ft., climb 20 ft.
  AC: 19 (-1 size, +2 Dex, +8 natural)
  Attacks: Bite +10 melee, 2 tail whips +5 melee 
  Damage: Bite 2d6+6, tail whip 1d3 and biotoxins
  Face/Reach: 5 ft. by 10 ft./10 ft. (5 ft. with tail
  whips)
  Special Attacks: Trample 2d6+6, tail barbs
  Special Qualities: Fast healing 2; damage
  reduction 4/plasma; acid, disease, poison, and
  vacuum immunities; targeting tendrils;
  tremorsense; alien mindset; limitations
  Saves: Fort +6, Ref +4, Will +6
  Abilities: Str 22, Dex 14, Con 19, Int 6, Wis 13,
  Cha 12
  Skills: Climb +15, Jump +10, Spot +9
  Feats: Improved Initiative
  Climate/Terrain: Underground, any hard vacuum
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-8 HD (Large), 9-12 HD (Huge)
  This insectoid monstrosity was created by an alien
  race to hunt and destroy any creatures it encounters.
  It is able to exist comfortably in a pure vacuum
  while 
  exposed 
  to 
  harsh 
  radiation, 
  but 
  is
  uncomfortable within a breathable atmosphere. The
  body is highly efficient about recycling ingested
  materials, and it has very few actual nutritional
  requirements. It can exist for years without eating
  or drinking water, and acquires most of its energy
  by basking in direct sunlight.
  When 
  it 
  acquires 
  sufficient 
  nutrients 
  from
  devouring life forms, the Ogatsu will reproduce
  itself by wrapping its body in a glassy cocoon it
  spins with its mouthpiece. Within this cocoon the
  Ogatsu gradually splits apart into two separate
  creatures. When the separation is complete the two
  Ogatsu break out of the cocoon and go their
  separate ways.
  
  51
  The body of the Ogatsu is segmented into two main
  portions, each protected by a thick, glossy black
  carapace. At the front is a bullet-shaped, armored
  head that is attached by a retractable neck to the
  thorax. This head is a nightmare of spikes, fangs,
  mandibles, horns, and flickering tendrils. It has five
  eye-like sensory organs, but they are small in
  proportion to the size of the head and all are
  recessed into protective pits within the carapace.
  The long, segmented neck allows the Ogatsu to
  strike targets up to 5 feet away, then quickly
  withdraw the head back to the protection of the
  armored body. 
  The thorax segment is taller than it is wide, with an
  arched shape across the back. The crest of the
  carapace is protected by a curving row of gray
  horns. The sides of the thorax are glossy black in
  hue, but are decorated by a splattering of purple
  spots concentrated along the belly. Whenever the
  Ogatsu becomes agitated these spots become
  swollen and turn a light violet color. The thorax
  segment has four short but powerful legs, each with
  a pair of thick, hooked digits that bend in toward
  each other, plus a thorn-shaped spur on the back of
  the leg. The legs are also protected by a barbed
  exoskeleton that allows the Ogatsu to readily grasp
  almost any rough surface. At the back of the thorax
  is a pair of flexible, whip-like tails with a barbed
  digit at the end.
  If it is wounded, the violet-hued blood leaking from
  the body of the Ogatsu will rapidly dry and turn
  into a cotton-like material. The blood has an acrid
  odor and a vile taste, but is otherwise harmless. The
  body of an Ogatsu provides no nutritional to most
  life forms including humans.
  Combat
  The primary attack form of the Ogatsu is its
  extensible, spiked head, which rams into the body
  of the target then proceeds to tear of a chunk of
  flesh. When it tramples a creature it can tear nasty
  gashes with its legs. Finally, it can attack with its
  flexible tail whips. Each of these whips has a barb
  that will break off in the body of a target they
  strike, infecting the victim with a potent range of
  toxins and deadly biological agents designed to
  affect a wide range of life forms.
  Biotoxins (Ex): When a tail barb inflicts damage to
  target, it breaks off and simultaneously injects a
  deadly toxin and an alien disease. A new tail barb
  grows back after a month, and can not inflict
  damage until they have fully emerged. Toxin-barb,
  Fortitude save (DC 17); initial damage 2d4
  temporary Constitution, secondary damage 1d6
  temporary 
  Constitution. 
  Alien 
  Disease-barb,
  Fortitude save (DC 17), incubation period 1d3
  days; damage 1d4 temporary Strength, 1d4
  temporary Constitution.
  Targeting Tendrils (Ex): The sensory tendrils on
  the face allow it to target vulnerable locations more
  effectively, providing a x3/19-20 critical with its
  bite attack.
  Tremorsense (Ex): Ogatsu can automatically sense
  the location of anything within 40 feet that is in
  contact with the ground.
  Trample (Ex): An Ogatsu can trample Medium-
  size or smaller creatures for automatic gore
  damage. Opponents who do not make attacks of
  opportunity against the Ogatsu can attempt a Reflex
  save (DC 21) to half this damage.
  Alien Mindset (Ex): The alien thought patterns of
  these creatures makes them immune to any form of
  mind reading. They receive a +4 bonus to any
  saving throws against mind-affecting abilities.
  Limitations: The Ogatsu is unable to hear or smell.
  It can not perform a Listen or Move Silently skill
  check. It loses the Fast Healing ability when it is
  within a breathable atmosphere.
  Spinar
  Large Elemental (Air)
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +1 (Dex)
  Speed: fly 30 ft. (good)
  AC: 10 (-1 size, +1 Dex)
  Attacks: Jolt +2 melee
  Damage: Jolt 1d4 and disruption
  Face/Reach: 10 ft. by 10 ft./5 ft.
  Special Attacks: Iron telekinesis, disruption
  Special Qualities: Magnetic sense, field form,
  elemental, electricity immunity, fieldless confusion
  Saves: Fort +3, Ref +5, Will +2
  Abilities: Str -, Dex 13, Con 14, Int 4, Wis 13, Cha
  8
  Skills: Intuit Direction +7, Listen +4, Spot +4
  Feats: Flyby Attack
  Climate/Terrain: Any land or underground
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large)
  The spinar is an electro-magnetic being formed
  from complex twists of magnetic polarity. The
  shape of a spinar is roughly that of a torus, floating
  and wobbling in mid air with the central opening
  perpendicular to the ground. It is nearly invisible to
  sight, unless the observer is able to detect its
  magnetic effects. It can easily pass through most
  
  52
  solid materials without effect, as long as there is
  even a weak magnetic field present that it can use
  to levitate. The Spinar is particularly attracted to
  ferrous metals and will spend much of its time
  seeking such materials in an effort to return to its
  homeland.
  Unless dislodged from its habitat by some means, it
  is content to bathe itself in a powerful magnetic
  field. If summoned from the field, it becomes
  confused and irrational, often moving at random
  and dragging along bits and pieces of iron and other
  ferrous materials it may find lying about. The only
  location where it can again find contentment is in
  the liquid metal core of a planet. This creature has
  little comprehension of the surface world, other
  than to know it is mostly barren of iron. The weak
  magnetic field at the surface confuses the
  directional sense of the Spinar, so it seems to move
  without purpose.
  The spinar seems to have a steadying effect on
  certain strong magnetic fields on the quasi-
  elemental plane of lightning. If they are dislodged
  from their natural place in this world all sorts of
  strange auroras and electrical effects occur in the
  vicinity. These beings neither provide sustenance
  for other beings nor consume life forms in their
  home plane.
  Combat
  Magnetic Sense (Ex): Spinars can sense the
  presence of any ferrous metals and magnetic fields
  through solid objects within 120 feet. This includes
  the field emitted by lightning-effect magic spells.
  Disruption (Ex): Anyone hit by a spinar's jolt
  attack must succeed at a Fortitude save (DC 13) or
  be stunned for 1d4 rounds and suffer a point of
  temporary Dexterity damage due to severe neural
  disruption. Creatures hitting a spinar with metal
  weapons or unarmed attacks must also succeed at
  the Fortitude save or be stunned and suffer
  temporary Dexterity damage. The effect of
  successive disruptions is cumulative upon the
  victim.
  Field Form: Due to the purely magnetic nature of
  this being, it is normally invisible to the sense of
  sight. Its presence will only be sensed when it is
  manipulating metal or by the electrical discharge of
  its attack. It can pass through solid objects at will,
  and the jolt attack negates any non-metallic armor.
  Iron Telekinesis (Ex): The spinar can manipulate
  any ferrous metals at a distance as per the
  telekinesis spell cast by a 10th level Sorcerer.
  Fieldless Confusion: When not in the presence of a
  magnetic field, the spinar becomes confused as if
  affect by the arcane spell and behaves in an
  irrational manner until it locates a stabilizing field.
  Elemental: Immune to poison, sleep, paralysis, and
  stunning. Not subject to critical hits.
  Tordori
  Medium-size Aberration
  Hit Dice: 5d8+10 (33 hp)
  Initiative: +5 (Dex)
  Speed: 50 ft., climb 50 ft.
  AC: 19 (+5 Dex, +1 natural)
  Attacks: 4 acid globs +8 ranged; or slam -2 melee
  Damage: Acid globs; slam 1d3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Acid globs
  Special Qualities: All-around vision, acid
  resistance 10, alien immunities
  Saves: Fort +2, Ref +6, Will +5
  Abilities: Str 10, Dex 20, Con 13, Int 9, Wis 12,
  Cha 10
  Skills: Climb +12, Hide +11, Jump +11, Spot +9,
  Search +6
  Feats: Lightning Reflexes
  Climate/Terrain: Any
  Organization: Solitary, brood (2-5), or pack (6-10)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 6-7 HD (Medium-size), 8-10 HD
  (Large)
  The thick, round body of this strange creature is
  shaped like a torus, with a spiny, vertical hole in the
  center. It has four identical legs, each with six
  flexible joints. On the end of the leg is a dark,
  sticky pad that allows it to cling readily to any
  surface. The flesh of a tordori is rubbery and
  smooth, with a drab olive hue that is covered by a
  diamond pattern of pale yellow and black along the
  top. Placed on the outer rim between each of the
  legs is a short, knobby protrusion with three small,
  dark eyes arranged around the top of the rim. The
  tordori can move with remarkable speed and it has
  lightning-quick reflexes. It moves equally fast
  whether it is running across a floor or up a wall,
  and it is also a proficient leaper. Surprisingly it is
  not a good swimmer, although it can float
  effortlessly.
  The tordori reproduces by budding off a small copy
  of itself, shaped as a small, four-legged oval. This
  bud must then seek a tordori bud of the opposite
  sex to merge with before it can grow to adulthood.
  Each bud can live for up to eight days and will not
  stop to eat, sleep, or drink during that time. Some
  tordori are more social in nature, and they may pair
  
  53
  up with a suitable mate in order to ensure that the
  bud copies successfully join.
  Combat
  The primary modes of attack of the tordori are the
  four protruding knobs distributed between the legs.
  Each of these can fire a sticky glob of acid at any
  single target within a ninety-degree arc. The acid
  clings to the target and continues to burn for several
  rounds. Once a prey has been slain or subdued, the
  tordori squats with it's inner rim over the body and
  injects potent digestive juices that turn the body
  into a soft pile of mush. The tordori then absorbs
  the remains through a series of small pores on the
  interior of the central opening.
  A crafty creature, its mind is capable of devising
  clever tactics to overcome a foe. However it lacks
  any sense of self-awareness and exists primarily to
  hunt down and slay living creatures. It can be
  relentless in this task, but will be a patient and wily
  hunter until a suitable opportunity to strike arises.
  Acid Globs (Ex): A tordori can fire a glob of a
  sticky, acidic substance from any one of the four
  side knobs. Once a knob has fired it can not be used
  again for two rounds. Each knob can only fire at
  any target within a ninety-degree arc, so no two
  ports can aim at the same target. The glob inflicts
  2d6 points of acid damage on the first round, 1d8
  points of acid damage on the second round, and 1d6
  points of acid damage on the third round. A
  successful Reflex save (DC 13) limits the acid
  damage to 1d8 points on the first round and 1d4 on
  the second round. A glob can be physically peeled
  off the victim with a successful Strength check (DC
  20) but anybody touching the glob without
  protection will suffer the same acid damage as the
  victim for that round.
  All-Around Vision (Ex): Tordori have sets of eyes
  that face in all compass directions. They gain a +2
  racial bonus to Spot and Search checks, and they
  can't be flanked.
  Alien Immunities (Ex): Due to their particular
  alien physiology, tordori are immune to mind-
  influencing effects, poison, sleep, disease, and any
  form of mind reading.
  Skills: The tordori gains a +4 racial bonus to
  Climb, Hide, and Jump checks.
  
  54
  Science Fiction Templates
  Replicant
  Replicants are genetically modified creatures that
  closely match the physical form of the original life
  form. Due to their extensive modifications, they are
  physically superior beings with no inherent genetic
  flaws. To keep them from taking over the
  population, however, all replicants are deliberately
  bred sterile and are incapable of procreation except
  through 
  cloning 
  technology. 
  Replicants 
  are
  typically bred for a specific purpose, so they are
  particularly proficient with a single skill. However
  they are highly capable beings that can be readily
  retrained to perform new tasks.
  Creating a Replicant
  "Replicant" is a template that can be added to any
  corporeal creature that can advance by character
  class (referred to hereafter as the "base creature"). It
  uses all the base creature's statistics and special
  abilities except as noted here.
  Speed: Increase movement by 5 ft for every 20 ft
  of normal speed.
  AC: The replicant has +2 natural armor or the
  character's natural armor, whichever is better.
  Special Qualities: Cold and fire Resistance 5,
  Replicants Traits
  Replicant Traits (Ex): +1 racial bonus to checks
  against poison, paralysis, stunning, or disease.
  Replicants are sterile and are unable to reproduce
  except through cloning.
  Saves: +2 to Fortitude saves. Otherwise same as the
  base character.
  Abilities: Increase from the base creature as
  follows: Str +4, Dex +2, Con +4, Int +0, Wis +2,
  Cha +0.
  Skills: Replicants receive a +2 racial bonus in any
  one selected skill for which their key ability is at
  least 13. If this is a Craft or Profession skill, the
  racial bonus is increased to +4. This skill must be
  chosen when the character is created. Otherwise
  same as the base character.
  Feats: Replicants gain the Endurance feat for free.
  Otherwise same as the base creature.
  Climate/Terrain: Any land and underground
  Organization: Same as the base creature
  Challenge Rating: Same as the base creature +1
  Treasure: Same as the base creature
  Alignment: Same as the base creature
  Advancement: Same as the base creature
  Sample Replicant Creature
  This example uses an elf as the base creature.
  Replicant Elf
  Medium-Size Humanoid (Elf)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +2 (Dex)
  Speed: 35 ft.
  AC: 17 (+2 Dex, +3 camouflage suit, +2 natural)
  Attacks: Force blade +3 melee; or mark I blaster
  +4 ranged
  Damage: Force blade 1d10+2; or mark I blaster
  2d6
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Cold and fire resistance 5, elven
  traits, replicant traits
  Saves: Fort +5, Ref +4, Will +0
  Abilities: Str 14, Dex 15, Con 12, Int 11, Wis 13,
  Cha 11
  Skills: Hide +2, Listen +4, Profession (skimmer
  pilot) +5, Search +4, Spot +3
  Feats: Weapon Focus (light blaster)
  Climate/Terrain: Temperate forest
  Organization: Solitary or Company (2-4)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually chaotic good
  Advancement: By character class
  This specially bred elf replicant was designed as a
  skimmer pilot for use on newly settled worlds.
  While not qualified as a wilderness explorer, this
  pilot is capable enough in a tight spot, and has
  enough combat training to handle most natural
  threats at an isolated landing base.
  
  55
  Historical Creatures
  The dinosaurs ruled the earth until 65 million years
  ago, when a great disaster caused many species to
  become extinct. This massive die off opened up
  new niches for the tiny mammals. These creatures
  expanded and diversified, forming new races that
  rivaled the dinosaurs for size. This Age of the
  Mammals, known as the Cenozoic era, has lasted
  until the present day.
  Many of the mammals that have evolved during the
  Cenozoic era are now extinct, the victims of
  changing climates and stronger competition. Most
  of the surviving mammal evolved during the
  Cenozoic Era, although their ancestors may not
  have closely resembled their modern counterparts.
  The creatures listed below were prominent species
  during their time, but are now only to be found as
  fossil remnants.
  These creatures are suitable for use in a time travel
  or cliffhanger campaign.
  Ape Man
  Medium-Size Humanoid (Human)
  Hit Dice: 2d8+4+3 (16 hp)
  Initiative: +1 (Dex)
  Speed: 30 ft., climb 20 ft.
  AC: 12 (+1 Dex, +1 natural)
  Attacks: Club +3 melee; or rock +2 ranged
  Damage: Club 1d6+2; or rock 1d4.
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Saves: Fort +4, Ref +5, Will +2
  Abilities: Str 14, Dex 13, Con 15, Int 5, Wis 12,
  Cha 8
  Skills: Climb +5, Listen +4, Search +4, Spot +2
  Feats: Alertness, Toughness
  Climate/Terrain: Warm plains or forest
  Organization: Solitary or company (2-5)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-5 HD (Medium-size)
  The species robust australopithecus bears traits of
  both an ape and a man, and was a predecessor of
  modern humans. The massive skull had small
  canines and incisors, and large molars for crushing
  and grinding plant food. It walked upright and
  roved across the open plains where it could
  occasionally supplement its regular diet with meat.
  The arms are much longer in proportion to a
  human, with hands well suited for grasping food
  and implements. The brain of the australopithecus
  is about one third of a human, but it could create
  and use simple tools such as sticks and stones. It
  stood only 4 feet meters in height, with a hairy
  body that provided some protection from the
  elements.
  Arsinoitherium
  Large Animal
  Hit Dice: 9d8+45 (85 hp)
  Initiative: +0 (Dex)
  Speed: 30 ft.
  AC: 16 (-1 size, +7 natural)
  Attacks: Gore +13 melee
  Damage: Gore 1d8+12
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Saves: Fort +11, Ref +3, Will +4
  Abilities: Str 25, Dex 10, Con 20, Int 2, Wis 13,
  Cha 2
  Skills: Listen +6, Spot +6
  Feats: -
  Climate/Terrain: Warm plains
  Organization: Solitary or herd (2-12)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 10-13 HD (Large); 14-25 HD
  (Huge)
  This large herbivore is roughly the size of a
  rhinoceros, with four legs similar to those of an
  elephant. The arsinoitherium is armed with two
  huge, forward-pointing horns mounted to either
  side of the head. It is believed to have lived in
  swamps where it chewed coarse-leafed plants for
  food. With a mouth full of grinding molars it could
  not deliver a serious bite. The arsinoitherium has
  left no modern ancestors.
  
  56
  Baluchitherium
  Huge Animal
  Hit Dice: 14d8+84 (147 hp)
  Initiative: -1 (Dex)
  Speed: 30 ft.
  AC: 15 (-2 size, -1 Dex, +8 natural)
  Attacks: 2 Stamps +21 melee
  Damage: Stamp 1d8+11
  Face/Reach: 10 ft. by 20 ft./10 ft.
  Special Attacks: Trample 2d8+16
  Saves: Fort +20, Ref +8, Will +9
  Abilities: Str 32, Dex 9, Con 23, Int 2, Wis 11, Cha
  6
  Skills: Listen +5, Spot +5
  Feats: -
  Climate/Terrain: Warm plains
  Organization: Solitary or herd (3-18)
  Challenge Rating: 12
  Treasure: None
  Alignment: Always neutral
  Advancement: 15-24 HD (Huge)
  Also known as the paraceratherium, huge beast is
  an extinct relative of the rhinoceros. Possibly the
  largest land mammal that ever existed, they existed
  only in parts of the Asian continent from 30 to 20
  million years ago. The adult stood 18 ft. at the
  shoulders and 22 ft. in length, with a hornless skull
  that was over three feet long. Undoubtedly a
  vegetarian, the baluchitherium browsed among the
  tree branches like a giraffe. However, a heavy neck
  and long, straight legs allowed this beast to reach
  much higher branches.
  Combat
  Trample (Ex): A baluchitherium can trample
  Large size or smaller creatures for automatic gore
  damage. Opponents who do not make attacks of
  opportunity against the baluchitherium can attempt
  a Reflex save (DC 20) to halve the damage.
  Canis Dirus
  Medium-Size Animal
  Hit Dice: 3d8+9 (23 hp)
  Initiative: +2 (Dex)
  Speed: 40 ft.
  AC: 15 (+2 Dex, +3 natural)
  Attacks: Bite +6 melee
  Damage: Bite 1d8+3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Scent
  Saves: Fort +5, Ref +6, Will +2
  Abilities: Str 16, Dex 14, Con 17, Int 1, Wis 12,
  Cha 6
  Skills: Hide +3, Listen +4, Move Silently +4, Spot
  +3, Wilderness Lore +1*
  Feats: Weapon Finesse (bite)
  Climate/Terrain: Any forest, hill, plains, and
  mountains
  Organization: Solitary, pair, or pack (7-16)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-6 HD (Large)
  This predator was a slightly larger version of the
  common wolf, with a length of 5 feet and a weight
  of 110 lbs. The dire wolf is the largest member of
  its species known to have existed. It had a heavier
  build than a common wolf, with shorter but sturdier
  legs and a larger head. It was quite capable of
  crushing bones with their large, powerful teeth.
  However, it had a smaller brain and was not as
  intelligent as its lesser cousins. Nor could it run as
  fast due to its shorter legs. Dire Wolves were
  widespread, and existed both as hunters and carrion
  feeders. They went extinct when their preferred
  prey vanished due to climate changes.
  Combat
  Skills: Dire wolves receive a +4 racial bonus to
  Wilderness Lore checks when tracking by scent.
  
  57
  Carcharodon Megalodon
  Colossal Animal
  Hit Dice: 15d8+135 (203 hp)
  Initiative: +1 (Dex)
  Speed: Swim 50 ft.
  AC: 12 (-8 size, +1 Dex, +9 natural)
  Attacks: Bite +27 melee
  Damage: Bite 4d8+16
  Special Attacks: Devastating bite, improved grab
  Special Qualities: Scent
  Face/Reach: 40 ft. by 80 ft./15 ft.
  Saves: Fort +18, Ref +10, Will +7
  Abilities: Str 42, Dex 12, Con 28, Int 2, Wis 14,
  Cha 6
  Skills: Listen +7, Spot +7
  Feats: -
  Climate/Terrain: Any warm or temperate aquatic
  Organization: Solitary
  Challenge Rating: 16
  Treasure: None
  Alignment: Always neutral
  Advancement: 16-19 HD (Colossal)
  This giant shark was the largest meat-eating fish
  ever to live. Reaching an enormous 100-110 ft. in
  length, megatooth dominated both warm and
  perhaps even cool water oceans from 24 to 2
  million years ago. The serrated, blade-like fangs of
  this monster grew to a remarkable length of 6-in.,
  large enough to cover a hand. They were arranged
  in multiple rows of up to 300 teeth, and new ones
  would grow in as old teeth broke off. When open,
  the jaws are large enough to accommodate a fully
  grow man standing upright, and could probably
  have crushed a small car! Food was not chewed,
  but was gulped down whole in huge chunks.
  At its peak, the "Big Tooth" feasted on the diverse
  whale populations that peaked during the Miocene
  period, especially on the calves and old or sick
  specimens. Later, as the ice ages closed in around
  the poles and the whales began migrating north to
  colder waters, the giant shark lost its primary food
  source and is now believed to have become extinct.
  Today, the closest living relative of this giant
  creature is the smaller great white shark.
  Combat
  Devastating Bite (Ex): The bite of the carcharodon
  has a threat range of 19-20 and deals quadruple
  damage on a critical hit.
  Improved Grab (Ex): To use this ability, the
  carcharodon must hit a huge or smaller opponent
  with its bite attack. If it gets a hold, the carcharodon
  grabs the opponent with its fanged mouth and
  automatically deals bite damage each round.
  Cave Lion
  Large Animal
  Hit Dice: 7d8+21 (52 hp)
  Initiative: +3 (Dex)
  Speed: 40 ft.
  AC: 17 (-1 size, +3 Dex, +5 natural)
  Attacks: 2 claws +12 melee, bite +7 melee
  Damage: Claw 1d6+7, bite 1d8+4
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Pounce, improved grab, rake
  1d4+4
  Saves: Fort +8, Ref +5, Will +3
  Abilities: Str 24, Dex 16, Con 17, Int 2, Wis 12,
  Cha 7
  Skills: Hide* +4, Jump +9, Listen +5, Move
  Silently* +7, Spot +5
  Feats: -
  Climate/Terrain: Temperate plains or hills
  Organization: Solitary, pair, or pride (6-10)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-10 HD (Huge)
  This extinct member of the cat family was a third
  larger in overall dimensions compared to the
  modern lion, and weighed perhaps half again as
  much. They also hunted in prides, much like the
  modern lion. Felis leo spelaea is known to have
  dwelled in parts of Europe and northern Asia
  during the last glacial age.
  Combat
  Pounce (Ex): If a cave lion leaps upon a foe during
  the first round of combat, it can make a full attack
  even if it has already taken a move action.
  Improved Grab (Ex): To use this ability, the cave
  lion must hit with its bite attack. If it gets a hold it
  can rake.
  Rake (Ex): A cave lion that gets a hold can make
  two rake attacks (+12 melee) with its hind legs for
  1d6+4 damage each. If the cave lion pounces on an
  opponent it can also rake.
  Skills: Cave lions receive a +4 racial bonus to Hide
  and Move Silently checks. In areas of tall grass or
  heavy undergrowth, the Hide bonus improves to
  +12.
  
  58
  Giant Beaver
  Large Animal
  Hit Dice: 3d8+6 (20 hp)
  Initiative: +1 (Dex)
  Speed: 30 ft., swim 20 ft.
  AC: 12 (-1 size, +1 Dex, +2 natural)
  Attacks: bite +5 melee
  Damage: Bite 1d6+3
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Saves: Fort +5, Ref +2, Will +2
  Abilities: Str 17, Dex 13, Con 14, Int 2, Wis 12,
  Cha 8
  Skills: Listen +4, Spot +4, Swim +9
  Feats: -
  Climate/Terrain: Any temperate near a stream
  Organization: Solitary or pair
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-5 HD (Large)
  This giant, land-based relative of the beaver is
  almost as large as a black bear. Castoroides was 7-8
  ft. in length, with short legs, webbed back feet, and
  a relatively long, narrow tail. The Giant Beaver was
  a strong swimmer who lived in lakes and ponds
  bordered by swamps. It never built dams or felled
  trees, relying instead on existing habitat. With
  enormous incisors, the giant beaver could feed on
  the coarse vegetation that bordered the water.
  Giant Ground Sloth
  Huge Animal
  Hit Dice: 12d8+72 (126 hp)
  Initiative: -2 (Dex)
  Speed: 40 ft.
  AC: 11 (-2 size, -2 Dex, +5 natural)
  Attacks: 2 claws +20 melee
  Damage: Claw 1d6+11
  Face/Reach: 10 ft. by 20 ft./10 ft.
  Saves: Fort +14, Ref +2, Will +4
  Abilities: Str 32, Dex 6, Con 23, Int 2, Wis 10, Cha
  6
  Skills: Climb +17, Listen +2, Spot +2
  Feats: -
  Climate/Terrain: Warm forest
  Organization: Solitary or pair
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-16 HD (Huge)
  This massive, furry creature was the largest of the
  ground sloths, reaching a length of 20 ft. and
  exceeding an elephant in size. Megatherium had
  broad, heavy leg bones to support the animal, with
  large feet and enormous curved claws. They
  browsed for choice leaves, and used their claws for
  digging roots. The enormous tail helped them
  balance on their hind legs while they pulled down
  tree top branches. A clumsy creature, it shuffled
  along on its knuckles and on the side of its back
  feet.
  The skull is small in comparison to their body size,
  with a long, muscular neck. The tongue was long
  and flexible, and the teeth were peg-like and high
  crowned for chewing and grinding plants. The
  megatherium carry their young on their heavily
  furred backs.
  Gigantopithecus
  Large Animal
  Hit Dice: 6d8+24 (51 hp)
  Initiative: +1 (Dex)
  Speed: 30 ft.
  AC: 17 (-1 size, +1 Dex, +4 natural)
  Attacks: 2 claws +13 melee
  Damage: Claw 1d6+9
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Qualities: Scent
  Saves: Fort +9, Ref +6, Will +3
  Abilities: Str 28, Dex 13, Con 18, Int 2, Wis 12,
  Cha 7
  Skills: Listen +6, Spot +6
  Feats: -
  Climate/Terrain: Warm forest and mountains
  Organization: Solitary or company (2-5)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-9 HD (Large); 10-12 (Huge)
  This huge creature may have been the largest ape
  ever to exist. While similar to the modern gorilla in
  structure, it reached a daunting 10 ft. in height and
  weighed in at 900-1,100 lbs. It was powerful in
  appearance, but was a gentle vegetarian that only
  demonstrated aggression when its territory is
  threatened, usually by snarling and chest beating.
  Gigantopithecus was a ground-dwelling vegetarian
  by nature, and probably consumed bamboo.
  The gigantopithecus was the largest primate ever to
  walk the earth, with the female somewhat smaller.
  This creature probably went extinct about 500,000
  years ago due to climate changes. However some
  hold that this magnificent creature is not actually
  
  59
  extinct and is actually the source of the yeti and
  bigfoot myths.
  Glyptodon
  Large Animal
  Hit Dice: 6d8+12 (39 hp)
  Initiative: -1 (Dex)
  Speed: 20 ft.
  AC: 18 (-1 size, -1 Dex, +10 natural)
  Attacks: Tail +10 melee, 2 hooves +5 melee
  Damage: Tail 1d6+5, hoof 1d4+5
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Saves: Fort +7, Ref +1, Will +3
  Abilities: Str 21, Dex 9, Con 15, Int 2, Wis 12, Cha
  6
  Skills: Listen +5, Spot +5
  Feats: -
  Climate/Terrain: Any temperate or warm
  Organization: Solitary, pair, or pride (6-10)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-10 HD (Large)
  These large herbivores are related to the armadillo,
  although their rigid, bony carapace is a good deal
  more solid. Some species can be as large as a rhino,
  growing up to 13 ft. in length and standing 5 ft. at
  the peak of their turtle-like shell of bony plates.
  Rings or solid sheaths of bone encase the deep,
  heavily boned head, the upper limb segments, and
  the short tail. The four short legs are sturdy, with
  hoofed claws that are built for digging for roots. As
  movement is clumsy, the glyptodont relies solely
  on its heavy shell for protection. The glyptodont
  primarily consumes grass-like plants, particularly in
  wetland areas.
  The glyptodon existed in central and southern
  America. The doedicurus is similar in appearance
  to glyptodont, but has a club-like growth at the end
  of their tail that is covered in knobs and spikes,
  causing 1d8+5 damage.
  Irish Elk
  Large Animal
  Hit Dice: 5d8+20 (43 hp)
  Initiative: +1 (Dex)
  Speed: 50 ft.
  AC: 15 (-1 size, +1 Dex, +5 natural)
  Attacks: Gore +10 melee, 2 hooves +5 melee
  Damage: Gore 2d6+7, hoof 1d6+7
  Special Qualities: Scent
  Face/Reach: 5 ft. by 10 ft./10 ft.
  Saves: Fort +7, Ref +1, Will +3
  Abilities: Str 24, Dex 13, Con 19, Int 2, Wis 12,
  Cha 10
  Skills: Listen +6, Spot +6
  Feats: -
  Climate/Terrain: Any temperate or cold land
  Organization: Solitary or pair
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-9 HD (Large)
  This giant deer stood 6 ft. at the shoulders and
  possessed a massive rack of antlers that spanned
  over 9 ft. Megaloceros were browsing animals of
  the woodland areas, with long legs that were ideal
  for running long distances quickly. While the huge
  antlers undoubtedly presented an intimidating threat
  to any predators, they evolved primarily for the
  purpose of gender display. The great weight of the
  horns was a burden for the megaloceros, and it
  required a strong, healthy frame to raise the head
  after taking a drink. The irish elk appeared several
  million years ago, and only became extinct with the
  arrival of man about 11,000 years ago. It ranged
  across Europe, Asia, and northern Africa.
  
  60
  Neanderthal
  Medium-Size Humanoid (Human)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +0
  Speed: 30 ft.
  AC: 12 (+2 hide armor)
  Attacks: Shortspear +2 melee; or shortspear +0
  ranged
  Damage: Shortspear 1d8+2; or shortspear 1d8
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Saves: Fort +6, Ref +0, Will +0
  Abilities: Str 14, Dex 10, Con 13, Int 8, Wis 10,
  Cha 6
  Skills: Hide +1, Listen +2, Spot +2
  Feats: Great Fortitude
  Climate/Terrain: Any temperate or cold land
  Organization: Solitary or pair
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-4 HD (Medium-Size)
  This hominid species lived from about 250,000
  years ago until his extinction during the last ice age.
  He is somewhat shorter than a human, with a
  heavier build and more solid joints. The head of a
  neanderthal has protruding ridges over the eyes,
  with a slighter chin and a protruding bulge at the
  back of the head. The neanderthal actually had a
  slightly larger brain than a human, and developed a
  culture and stone-age technology. However, they
  did not possess the full range of human vocal
  abilities. It is unclear how they became extinct.
  Saber-Toothed Cat
  Large Animal
  Hit Dice: 5d8+21 (52 hp)
  Initiative: +3 (Dex)
  Speed: 30 ft.
  AC: 17 (-1 size, +2 Dex, +3 natural)
  Attacks: Bite +10 melee, 2 claws +5 melee
  Damage: Bite 2d6+7 and gash, claw 1d6+4
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Gash, pounce
  Saves: Fort +8, Ref +5, Will +3
  Abilities: Str 25, Dex 14, Con 16, Int 2, Wis 12,
  Cha 6
  Skills: Hide* +8, Listen +4, Move Silently* +8,
  Spot +4
  Feats: -
  Climate/Terrain: Temperate plains or hills
  Organization: Solitary, pair, or pride (4-9)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-9 HD (Large)
  This great predator is the last in a long and
  successful line of saber-toothed cats. Like other
  cats, the smilodon has a warm fur coat for
  protection against the elements, but they only
  possess a brief tail. It stands three feet in height at
  the shoulders, with a mass of well over 450 lbs. -
  roughly comparable to an African lion in size.
  However, the front quarters are heavier, the
  hindquarters lighter, and the tail is bobbed.
  The favorite prey of this cat were large, thick-
  skinned animals like the mammoths that carry a lot
  of meat. In particular they preyed on young
  mammoths. Once these huge creatures died out,
  perhaps through human predation, the smilodon
  became extinct.
  Combat
  The long, flat canine teeth of the smilodon are a
  monstrous 8 in. in length, with fine serrations along
  the cutting edge to increase their slashing effect.
  The lower jaw of this cat can open wide during an
  attack, allowing the beast to bite deep into a hide.
  By biting the prey and pulling backward, the two
  fangs leave long gashes to let out blood.
  The smilodon has short, muscular legs and a
  powerful body, making it slow but capable of
  clinging to large prey. Once the bleeding prey is
  down, however, the teeth of this cat are ill suited
  for chewing food, so it must survive by drinking the
  blood of its victims and gulping down large strips
  
  61
  of meat. Much of the body is then consumed by
  scavenging creatures.
  Pounce (Ex): If a smilodon leaps upon a foe during
  the first round of combat, it can make a full attack
  even if it has already taken a move action.
  Gash (Ex): Those bit by a smilodon must make a
  Fortitude save (DC 18) or suffer an additional 2
  points of damage per round for 2d4 rounds. This
  has no effect on creatures that are not subject to
  critical hits or do not bleed.
  Skills: Smilodons receive a +4 racial bonus to Hide
  and Move Silently checks. In areas of tall grass or
  heavy undergrowth, the Hide bonus improves to
  +10.
  Terror Crane
  Large Animal
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +2 (Dex)
  Speed: 40 ft.
  AC: 13 (-1 size, +2 Dex, +2 natural)
  Attacks: 2 claws +6 melee, bite +4 melee
  Damage: Claws 1d6+3, bite 1d8+3
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Saves: Fort +7, Ref +1, Will +3
  Abilities: Str 28, Dex 14, Con 15, Int 2, Wis 12,
  Cha 6
  Skills: Jump +5, Listen +5, Spot +5
  Feats: Multi-attack
  Climate/Terrain: Any land
  Organization: Solitary or brood (2-5)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-10 HD (Large)
  This giant, heavy, flightless bird stood over 6 ft. in
  height, with huge clawed feet and a giant, parrot-
  shaped beak. While a predatory bird, the diatryma
  is an omnivorous creature that consumed vegetation
  and used its heavy jaw to crack nuts. It resembled
  an ostrich, but was somewhat slower as it had no
  enemies from which it needed to escape. The coat
  of feathers probably provided some protection to
  the bird, much like a thick hide. The terror crane
  lived on the North American continent some 50
  million years ago.
  Combat
  Diatryma steini was a predatory bird with
  respectable speed that attacked by leaping on its
  prey with its taloned feet, then crushing bones and
  ripping out flesh with its beak. It was a formidable
  creature that could tackle prey up to the size of a
  horse.
  Woolly Mammoth
  Huge Animal
  Hit Dice: 10d8+60 (105 hp)
  Initiative: +0
  Speed: 40 ft.
  AC: 16 (-2 size, +8 natural)
  Attacks: Slam +15 melee, 2 stamps +10 melee; or
  Gore +15 melee
  Damage: Slam 2d6+8, stamp 2d6+4; gore 2d8+12
  Special Attacks: Trample 2d8+12
  Face/Reach: 10 ft. by 20 ft./10 ft.
  Saves: Fort +12, Ref +3, Will +4
  Abilities: Str 27, Dex 10, Con 23, Int 2, Wis 13,
  Cha 5
  Skills: Listen +6, Spot +6
  Feats: -
  Climate/Terrain: Cold or arctic plains
  Organization: Solitary or herd (6-30)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-21 HD (Huge)
  These relatives of the elephant had long, dark
  brown hair on top of a dense coat of woolly fur.
  There was a 3-4 in. layer of fat beneath the coat to
  further protect the body from the cold. The heavy
  body of the mammuthus primigenius had a
  humped, sloping back, a prominent domed head,
  straight legs, and a relatively short tail. It had two
  curved tusks attached to the bottom of the head,
  pointing upward. The woolly mammoth stood 9-10
  ft. in high at the shoulder. Like the elephant, the
  mammoth also had a flexible trunk that could be
  used for grazing.
  This species ranged north of the arctic circle during
  the last ice age, and the great bulk and thick coat
  were evolved for this bitterly cold climate. This was
  easily the largest and most conspicuous animal of
  the tundra region. It existed on the grass and plants
  of the tundra during the summer, and switched to
  shrubs during the bitterly cold winter.
  Combat
  Trample (Ex): A woolly mammoth can trample
  Medium-size or smaller creatures for automatic
  gore damage. Opponents who do not make attacks
  of opportunity against the woolly mammoth can
  attempt a Reflex save (DC 18) to halve the damage.
  
  62
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  2. The License: This License applies to any Open Game Content
  that contains a notice indicating that the Open Game Content
  may only be Used under and in terms of this License. You must
  affix such a notice to any Open Game Content that you Use. No
  terms may be added to or subtracted from this License except as
  described by the License itself. No other terms or conditions
  may be applied to any Open Game Content distributed using this
  License.
  3.Offer and Acceptance: By Using the Open Game Content You
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use
  this License, the Contributors grant You a perpetual, worldwide,
  royalty-free, non-exclusive license with the exact terms of this
  License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content, You
  represent that Your Contributions are Your original creation
  and/or You have sufficient rights to grant the rights conveyed by
  this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to include the
  exact text of the COPYRIGHT NOTICE of any Open Game
  Content You are copying, modifying or distributing, and You
  must add the title, the copyright date, and the copyright holder's
  name to the COPYRIGHT NOTICE of any original Open Game
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product
  Identity, including as an indication as to compatibility, except as
  expressly licensed in another, independent Agreement with the
  owner of each element of that Product Identity. You agree not to
  indicate compatibility or co-adaptability with any Trademark or
  Registered Trademark in conjunction with a work containing
  Open Game Content except as expressly licensed in another,
  independent Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product Identity in Open
  Game Content does not constitute a challenge to the ownership
  of that Product Identity. The owner of any Product Identity used
  in Open Game Content shall retain all rights, title and interest in
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must
  clearly indicate which portions of the work that you are
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may
  publish updated versions of this License. You may use any
  authorized version of this License to copy, modify and distribute
  any Open Game Content originally distributed under any version
  of this License.
  10 Copy of this License: You MUST include a copy of this
  License with every copy of the Open Game Content You
  Distribute.
  11. Use of Contributor Credits: You may not market or advertise
  the Open Game Content using the name of any Contributor
  unless You have written permission from the Contributor to do
  so.
  12 Inability to Comply: If it is impossible for You to comply
  with any of the terms of this License with respect to some or all
  of the Open Game Content due to statute, judicial order, or
  governmental regulation then You may not Use any Open Game
  Material so affected.
  13 Termination: This License will terminate automatically if
  You fail to comply with all terms herein and fail to cure such
  breach within 30 days of becoming aware of the breach. All
  sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be
  unenforceable, such provision shall be reformed only to the
  extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
   
  a) 
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
   
  b) 
  Book of Beasts release 1 Copyright 2002, Robert J.
  Hall.
  [End of License]
  
SOURCE: textdata/thevault/_GM Books/Bestiaries/Book of Beasts (release 1.).pdf