TEXT: Requires the use of the Dungeons & Dragons Player’s 
  Handbook, published by Wizards of the Coast, Inc. 
  This product utilizes updated material from the v.3.5 revision
  Requires the use of the Dungeons & Dragons Player’s 
  Handbook, published by Wizards of the Coast, Inc. 
  This product utilizes updated material from the v.3.5 revision
  Requires the use of the Dungeons & Dragons Player’s 
  Handbook, published by Wizards of the Coast, Inc. 
  This product utilizes updated material from the v.3.5 revision ADVANCED
  BESTIARY
  By Matthew Sernett
  GRR1601e
  
  1
  Advanced Bestiary is © 2004 Green Ronin 
  Publishing, LLC. All rights reserved. 
  Reference to other copyrighted material 
  in no way constitutes a challenge to the 
  respective copyright holders of that material. 
  Advanced Bestiary, Green Ronin, Advanced 
  Rulebooks, and their associated logos are 
  trademarks of Green Ronin Publishing, 
  LLC.
  DUNGEONS & DRAGONS® and Wizards of 
  the Coast® are registered trademarks of 
  Wizards of the Coast, Inc., and are used 
  with permission. 
  ‘d20 System’ and the ‘d20 System’ logo are 
  trademarks of Wizards of the Coast, Inc. 
  and are used according to the terms of the 
  d20 System License version 5.0.  A copy of 
  this License can be found at www.wizards.
  com/d20.
  Th e following text is Open Gaming 
  Content: Chapters 1 and 2.
  Printed in China 
  Green Ronin Publishing
  P.O. Box 1723
  Renton, WA 98057-1723
  Email: custserv@greenronin.com
  Web Site: www.greenronin.com
  An Advanced Rulebook for the d20 System
  An Advanced Rulebook for the d20 System
  The Advanced 
  Bestiary
  The Advanced 
  Bestiary
  Design: Matthew Sernett
  Editing: Penny Williams   Development: Robert J Schwalb
  Art Direction and Graphic Design: Hal Mangold
  Cover Art: William C. Eaken
  Interior Art: Julian Allen, Kent Burles, Mike Vilardi, Kev Crossley, 
  Toren “MacBin” Atkinson, Tyler Walpole, Anthony Francicso, 
  Ilya Astrakhan, Caleb Cleveland, and Britt Martin
  Proofreading: Evan Sass and Marc Schmalz   Executive Producer: Chris Pramas
  Green Ronin Staff: Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas, 
  Evan Sass, and Robert J Schwalb
  
  2
  Table of 
  Contents
  Table of 
  Contents
  Section One: 
  :A Monstrous Toolkit .....................3
  How Do I Use Th is Book? ............................. 4
  How Can I Use Th ese Templates? .................. 4
  Applying a Template ...................................... 5
  Creating a Template ..................................... 10
  Altering a Template ...................................... 14
  Section Two:
  Templates A to Z ..............................15
  Amalgam ...................................................... 16
  Arrowtaur ................................................. 20
  Amphibious Creature ................................... 21
   Amphibious Giant Praying Mantis ......... 22
  Apocalypse Swarm ....................................... 23
   Apocalypse Hellwasp Swarm .................. 23
  Arboreal Creature ......................................... 25
   Arboreal Halﬂ ing Warrior ....................... 26
  Bipedal Creature ........................................... 27
   Bipedal Nightmare .................................. 28
  Blood Knight ................................................ 29
   Morden Th rallhammerer ......................... 31
  Bramble ........................................................ 32
   Bramble Wild Elf .................................... 33
  Broken Soul  ................................................. 34
   Broken Soul Erinyes ................................ 35
  Cave Creature ............................................... 36
   Cave Squid .............................................. 37
  Celestial-Blessed Creature ............................ 38
   Bryven Nightkirk ..................................... 41
  Clockwork Creature ..................................... 42
   Clockwork Choker .................................. 44
  Creature Swarm ............................................ 45
   Frost Worm Swarm ................................. 47
  Crystal Creature ........................................... 48
  Crystal Sahuagin ...................................... 49
  Crystal Shark, Medium ............................ 50
  Demon-Possessed Creature .......................... 51
   Quasit-Possessed Goblin Warrior ........... 54
  Devil-Bound Creature .................................. 55
   Horned-Devil-Bound Ettin .................... 59
  Divine Guardian ........................................... 60
   Naareth, Chuul Divine Guardian ............ 61
  Dread Allip ................................................... 62
   Dread Allip Spirit Naga .......................... 64
  Dread Bodak ................................................ 65
   Dread Bodak Tyrannosaurus  .................. 66
  Dread Devourer ............................................ 67
   Dread Devourer Purple Worm ................ 68
  Dread Ghast ................................................. 70
   Dread Ghast Gnoll .................................. 71
  Dread Ghost ................................................. 72
   Dread Ghost Medusa .............................. 74
  Dread Ghoul ................................................ 76
   Dread Ghoul Frost Giant ........................ 77
  Dread Lacedon ............................................. 78
   Dread Lacedon Cachalot Whale ............. 79
  Dread Lich ................................................... 80
   Dread Lich Titan .................................... 82
  Dread Mohrg ............................................... 83
   7-Headed Dread Mohrg Cryohydra ........ 84
  Dread Mummy ............................................. 86
   Dread Mummy Harpy ............................. 87
  Dread Shadow .............................................. 88
   Dread Shadow Achaierai ......................... 90
  Dread Skeleton ............................................. 91
   Dread Skeleton Blink Dog ...................... 92
  Dread Spectre ............................................... 93
   Dread Spectre Nymph ............................. 94
  Dread Wight ................................................ 95
   Dread Wight Gargoyle ............................ 96
  Dread Vampire ............................................. 97
   Dread Vampire Night Hag ...................... 99
  Dread Wraith Sovereign ............................. 101
   Dread Wraith Sovereign 
  Trumpet Archon ................................ 103
  Dread Zombie ............................................ 105
  Dread Zombie Aasimar Warrior ............ 106
  Dream Creature .......................................... 107
   Dream Rakshasa .................................... 108
  Dust Creature ............................................. 109
   Dust Stone Giant .................................. 110
  Element-Infused Creature .......................... 111
   Fire-Infused Troll .................................. 113
  Feral Dragon .............................................. 113
  Very Old Feral Red Dragon ................... 114
  Flesh Plant ................................................. 115
   Flesh Treant ........................................... 116
  Force Creature ............................................ 118
   Force Gelatinous Cube .......................... 119
  Fortune-Blessed Creature ........................... 120
   Harrigan Tumwater, ............................... 120
  Fortune-Spurned Creature ......................... 121
   Fortune-Spurned Light Warhorse ......... 122
  Four Horsemen .......................................... 123
  Annis Hag of Death ............................... 126
  Icy Aranea of Famine ............................. 128
  Ice Mephit of Pestilence ......................... 129
  Bipedal Winter Wolf of War .................. 130
  Fungal Creature .......................................... 131
   Fungal Lizardfolk .................................. 132
  Genie-Bound Creature ............................... 133
   Azize Al’Bikira  ..................................... 134
  Gigantean ................................................... 135
   Gigantean Dream Chaos Beast  ............ 138
  Green Warden ............................................ 140
   Green Warden Shambling Mound ........ 141
  Half-Drow ................................................. 141
   Half-Drow/Half-Derro ......................... 142
  Half-Giant ................................................. 143
   Half-Girallon/Half-Ettin ...................... 145
  Half-Plant .................................................. 146
   Half-Plant Green Hag .......................... 147
  Holy Creature ............................................. 148
   Holy Ghaele .......................................... 149
  Icy Creature ................................................ 150
   Icy Belker .............................................. 151
  Id Ooze ...................................................... 152
   Id Ochre Jelly ........................................ 153
  Inveigler ...................................................... 153
  Inveigler Doppelganger Sorcerer 7 ......... 154
  Jotunblood Giant ........................................ 155
   Jotunblood Hill Giant ........................... 159
  Lifespark Construct .................................... 159
   Lifespark Iron Golem Sorcerer 7 ........... 160
  Lunatic Creature ........................................ 161
   Lunatic Yeth Hound (Full Moon) ......... 164
  Magma Creature ........................................ 165
   Magma Azer .......................................... 166
  Manimal ..................................................... 167
   Manimal Triceratops ............................. 169
  Metal-Clad Creature .................................. 169
   Lead-Clad Wyvern ................................ 172
  Miniature  ................................................... 173
  Miniature Formian Warrior .................... 175
  Mist Creature ............................................. 176
   Mist Djinni ........................................... 176
  Monstrous Lycanthrope ............................. 178
   Tieﬂ ing Werehellhound Warrior 1 ........ 182
  Muck Creature ........................................... 183
   Adult Muck Tojanida ............................ 184
  Negative-Energy-Charged Creature .......... 185
   Negative-Energy-Charged Wight ......... 186
  Nightmare Creature ................................... 187
   Nightmare Chain Devil (Kyton) ........... 189
  Nocturnal Creature ..................................... 190
   Nocturnal Brown Bear ........................... 191
  Ooze Creature ............................................ 192
   Ooze Troglodyte .................................... 193
  Plague Bearer ............................................. 194
   Vargouille Plague Bearer ........................ 195
  Poisonous Creature ..................................... 196
   Poisonous Manticore ............................. 197
  Poltergeist ................................................... 196
   Athach Poltergeist ................................. 199
  Primitive ..................................................... 200
   Primitive Ogre ....................................... 201
  Prismatic ..................................................... 202
   Prismatic Chimera ................................. 203
  Psychic  ....................................................... 204
   Psychic Bugbear ..................................... 206
  Quadrupedal Creature ................................ 206
   Quadrupedal Succubus  ......................... 208
  Quickling ................................................... 209
   Quickling Magmin ................................ 210
  Ravenous Creature ..................................... 211
   Kazunne Brokentongue ......................... 212
  Saurian ....................................................... 213
   Saurian Centaur .................................... 213
  Savant  ........................................................ 214
   Pseudodragon Savant ............................. 215
  Seasonal Creature ....................................... 216
   Seasonal Dryad (Autumn) ..................... 217
  Seelie Creature ........................................... 218
   Seelie Grig ............................................. 219
  Slithering Ooze .......................................... 221
   Slithering Gray Ooze ............................ 222
  Smoke Creature .......................................... 223
   Smoke Will-O’-Wisp ............................ 224
  Solaric Creature .......................................... 225
   Solaric Gynosphinx ............................... 225
  Sonic Creature ............................................ 226
   Sonic Howler ......................................... 229
  Stone Idol ................................................... 230
   Stone Idol Imp ...................................... 231
  Suzerain ...................................................... 232
   Suzerain Dire Lion ................................ 233
  Swamp Lord ............................................... 233
   Swamp Lord Barghest ........................... 235
  Th under Child ............................................ 237
   Th under Child Storm Giant .................. 238
  Time Seer ................................................... 239
   Kethane Maxurilius ............................... 239
  Transforming Construct ............................. 241
   Transforming Colossal 
  Animated Object ............................... 243
  Unholy Creature ......................................... 245
   Grakkus HeartFeast  ............................. 245
  Unseelie Creature ....................................... 246
   Unseelie Shadow Mastiﬀ  ....................... 247
  Verminoid Creature .................................... 248
   Giant Bombardier Beetle Verminoid ..... 249
  War Machine .............................................. 250
   War Machine Ankheg ........................... 251
  Appendix: Challenge 
  Rating Ranks .......................................252
  Index ......................................................................254
  Table of Contents
  
  3
  Section One:
  A Monstrous Toolkit
  Section One:
  A Monstrous Toolkit
  A Monstrous Toolkit
  
  4
  Th e monster template is perhaps the most innovative game 
  mechanic developed for the d20 system. It adds incredible ﬂ exibility 
  to monster design and gives GMs and players alike the ability to 
  combine creature characteristics in almost limitless variety.
  Put simply, a template is a set of speciﬁ c rules that can be applied 
  to a creature designed for the d20 system. Th ese rules are often 
  accompanied by a concept that supplies the base creature with 
  a diﬀ erent background and behavior—or even converts it into 
  an entirely new monster. Because a template can be applied to 
  many diﬀ erent kinds of creatures, each one provides hundreds—
  sometimes even thousands—of new options for encounters, 
  characters, and campaigns. 
  Th at much variety can be a little overwhelming, but the 
  possibilities are exciting too. Great campaign worlds and characters 
  result from the use of imagination, and more options provide more 
  grist for the creative mill.
  As with any rulebook for a roleplaying game, it’s unlikely that 
  you’ll use all the rules provided in the Advanced Bestiary. You 
  shouldn’t feel that you have to give every monster in your game 
  (or every creature your characters summon) one of the templates 
  described here. Instead, rely on this book to provide fantastic 
  options and inspiration for adventures and events in your game. 
  You’ll know that you’re using templates well when you have fun 
  making decisions about how they should be applied. Templates 
  can even function as tools for building your campaign world. 
  Th e advice provided in this chapter and the suggestions oﬀ ered 
  throughout the book should put you well on your way to making 
  the kinds of decisions that will enrich your play experience.
  How Do I Use This Book?
  How Can I Use These  Templates?
   Th e use of templates can add richness and depth to your game, and 
  interest and fun. But choosing exactly how to include them in your 
  campaign can be a daunting task. Below are some suggestions for 
  systematic applications.
  Templating by Type and Kind
  In your campaign, all creatures of a certain type or kind might be 
  altered by a particular template. Such an application changes the 
  threat level of these creatures across the board. For instance, if all 
  creatures of the undead type have the negative-energy-charged 
  template (page 185), even weak undead become more threatening. 
  Alternatively, you could choose to apply the jotunblood template 
  (page 155) to all giants in your campaign—or perhaps only to 
  storm giants, making them much more powerful than other giants 
  and giantkin. Perhaps all elves have either the seelie or the unseelie 
  template (pages 218 and 246), all trolls have both the cave and 
  the icy templates (pages 26 and 150), or all griﬃ  ns are clockwork 
  creatures (page 42). Applying a template in this way can make a 
  fundamental change to the typical campaign world, setting it apart 
  as something new and diﬀ erent.
  Magically Granted Templates 
  Th is option makes a particular template accessible only via a spell 
  or magic item. Alternatively, this means of access could coexist 
  with the “normal” means. For example, a creature might be able to 
  gain the dread vampire template (page 97) either through combat 
  with a dread vampire or by possession of an evil artifact that grants 
  the dread vampire template to its owner.
  Combined Templates
  A certain template might exist only in combination with another 
  one. Th e combination could be hereditary (that is, one or both 
  templates are inherited), or it could be the result of some unnatural 
  inﬂ uence, such as magic or the will of a god.
  Unique Events
  Some catastrophic event or powerful ritual might apply a template 
  to all the creatures of a certain type in a given area. For example, 
  an experiment gone wrong might awaken the intelligence of all 
  the constructs created by a certain powerful wizard, granting them 
  the lifespark template (page 159). Or the completion of a powerful 
  ritual or the impact of a strange meteor might transform all of a 
  city’s citizens into dread zombies (page 105).
  Planar Leaks
  A connection between the Material Plane and an Outer or Inner Plane 
  might alter the land and environment locally, causing the creatures in 
  the aﬀ ected area to take on a template appropriate to the connecting 
  plane. For instance, a gate to the Elemental Plane of Fire might cause 
  nearby animals to gain the ﬁ re-infused template (page 111).
  Region or Allegiance
  Creatures native to a certain country or continent might all have 
  a particular template. For example, perhaps all creatures of the 
  Underdark have the cave template (page 26), or all the creatures 
  of a lost valley have the primitive template (page 200). Long-time 
  residency in a certain region, or even political allegiance, might 
  produce a similar eﬀ ect.
  Templates and Prestige Classes
  A character might automatically gain a template after progressing 
  for several levels in a prestige class. Alternatively, the prestige class 
  might slowly grant the same abilities as a template. A character 
  who gained all the abilities associated with a template would gain 
  the template when the last ability was acquired.
  Templates and New Character Classes
  Once you decide what creature can have a particular template, you 
  could create a class that grants the associated abilities along with the 
  creature’s monster levels (if any). Th us, a player who wants to play 
  a muck dwarf (see the muck template, page 183) can do so at ﬁ rst 
  level, but he must progress through several muck dwarf levels instead 
  of class levels before gaining all the abilities of the template. 
  Limited Availability
  If you don’t want to make all the templates in this book available, 
  just choose a few and use only those in your campaign. Such a tactic 
  A Monstrous Toolkit
  
  5
  can further deﬁ ne and personalize your fantasy world by eliminating 
  certain classic creatures and introducing new ones that are typical 
  for your campaign. Your world might lack corporeal undead, for 
  example, but have dozens of new kinds of lycanthropes.
  Templates as the Norm
  Th is option means that normal monsters and animals have no 
  place in your game world. Instead, every ecological niche is 
  occupied by a templated creature. For example, your world might 
  feature amphibious bears, aquatic bulettes, and avian krakens.
  Increasing Effective Level
  If you prefer to introduce new PCs at a lower level than the rest of the 
  party, a template provides a great way to put the new character on par 
  with his fellows after a few sessions. Most templates described in this 
  book include a level adjustment—a number that denotes how many 
  eﬀ ective levels the template is worth to a character (see the MM for 
  more information). Advice is also provided on applying each template 
  to a PC and playing a creature that has it.
  Template Categories
  Each template in this book falls into one of three categories: 
  acquired, created, or inherited. Th e distinctions among these three 
  types of templates are important because they help determine 
  which creatures can have a given template, and in what order 
  multiple templates can be applied (see Applying Multiple 
  Templates, page 9).
  Acquired Template: A template in this category can be gained by 
  an existing adult creature via some means outlined in the 
  template description.
  Created Template: Th e created template is a new category 
  introduced in this book. It is similar to an inherited 
  template, except that a creature with a created template 
  must somehow be constructed by another creature. 
  Inherited Template: A creature with an inherited template gains it 
  at birth. Th us, created creatures and those that do not breed 
  or give birth to oﬀ spring in some manner (such as constructs) 
  cannot have such a template.
   Applying a Template
  Th e process of adding a template to a creature is similar to (and 
  often easier than) adding class levels to a monster. Depending 
  upon how you approach it, the task can be an entertaining exercise 
  that sparks your imagination or a laborious chore. Th e advice 
  provided below should make applying any template an easy 
  process. To gain an even stronger grasp of the technique, read 
  the Creating a Template section on page 10 and the Altering 
  Templates section on page 14.
  The Six Basic Rules
  Th e following general rules govern the application of templates.
  1. Type Changes
  If the template changes a creature’s type, the creature gains the 
  immunities, vulnerabilities, and unusual sensory capabilities of its new 
  type, but its basic mechanics (including base attack bonus, base save 
  bonuses, and skill point allotments for racial Hit Dice) remain the 
  same. See the next section for more information on type changes.
  Although this partial application of the new type results in 
  monsters that do not completely follow the monster creation 
  guidelines, it often greatly simpliﬁ es the template application 
  process and shouldn’t aﬀ ect the creature’s playability. Th e 
  descriptions of the most complicated templates in this book 
  attempt to take all such anomalies into account.
  2. “Invisible” Changes
  If the template changes any attribute (other than type) from 
  which other information is derived, the change is reﬂ ected 
  wherever it applies, except in a few special cases (see 3. 
  Minimum Ability Scores and Nonabilities). For example, 
  a template that changes the base creature’s Constitution also 
  changes its hit points, Fortitude save, Concentration modiﬁ er, 
  and the saving throw DCs of any special attacks that are based 
  on Constitution. An inherited or created template that alters a 
  creature’s Intelligence score changes the number of skill points 
  it gains with each racial Hit Die. For an acquired template that 
  alters Intelligence, the change in skill points applies to each level 
  (or Hit Die) gained after the template is applied, just as if it were 
  an Intelligence increase gained for advancing levels.
  In a similar manner, when a change would deprive a creature of a 
  prerequisite for a feat, class feature, or other ability, the creature 
  still has the ability but can no longer use it unless otherwise 
  noted.
  Such secondary changes are often “invisible” because they are not 
  detailed in the aﬀ ected sections of the template description, but 
  they apply unless otherwise noted. Th us, it’s a good idea to review 
  the information in the MM before applying a template so as not to 
  forget how one facet of a creature’s statistics aﬀ ects others.
  3. Minimum Ability Scores and 
  Nonabilities
  As noted above, a change in an ability score typically alters all the 
  quantities derived from that score. But the application of this rule 
  can become tricky when an indicated change aﬀ ects a nonability 
  (one the base creature lacks entirely) or would reduce an already 
  low ability score to 0 or below.
  When the base creature has a nonability (such as Constitution for 
  constructs or undead), any alteration to that ability score is simply 
  ignored unless the template changes the creature’s type to one 
  that normally has the score in question. A template that grants 
  a normally mindless creature (such as most vermin, oozes, and 
  plants, and some constructs and undead) a bonus to Intelligence 
  is a little trickier. In most cases, you can assume the creature 
  remains mindless and ignore the bonus, but some templates specify 
  otherwise. If you wish, however, you can give the new creature an 
  Intelligence score equal to the bonus, but you must then make a few 
  additional decisions. For example, a mindless creature’s immunity 
  to mind-aﬀ ecting eﬀ ects usually stems from the fact that it has no 
  Intelligence, so you must decide whether it retains that ability. You 
  must also decide whether it gains skill points for its new Intelligence 
  score, whether it speaks any languages, and how having intelligence 
  might aﬀ ect its actions in combat (and thus its CR).
  Most templates that reduce ability scores specify a minimum 
  (usually 1 or 0). Unless otherwise speciﬁ ed, if a template reduces 
  A Monstrous Toolkit
  
  6
  an ability score to 0, the creature suﬀ ers the incapacity associated 
  with a 0 in that ability. 
  4. Omitted Information
  If the template description doesn’t mention a particular piece of 
  information (other than those noted in the preceding sections), 
  it doesn’t change. For instance, if the template description calls 
  for a reduction in land speed but says nothing about climb, swim, 
  burrow, or ﬂ y speeds, the other speeds remain the same as for the 
  base creature. Likewise, if the template description omits an entire 
  category of information (such as feats), then the template does not 
  directly aﬀ ect that category.
  5. Don’t Count Class Levels
  When applying a template to a creature that has class levels, 
  change the creature as though the class levels did not exist unless 
  otherwise indicated. Do not change the Hit Die type of class levels 
  unless the description calls for a change to “all current and future 
  HD.” Do not count class skills stemming from character classes 
  as class skills when assigning skill points gained for racial HD. 
  Likewise, do not count Hit Dice gained from class levels when 
  granting monster abilities based on HD unless the description 
  speciﬁ es character level (racial HD plus class levels) rather than 
  Hit Dice as the parameter to use.
  6. Don’t Sweat It
  What you’ve read so far might make the process of applying 
  a template seem daunting, but don’t be put oﬀ . Th e most 
  complicated parts of the process are often the least important 
  ones. A forgotten skill bonus or a lost modiﬁ er is unlikely to 
  aﬀ ect your game too much, and such mistakes are invisible 
  to your players. Creating a fun encounter that surprises and 
  intrigues your players is the most important consideration, and 
  simply describing a new monster that confronts the characters 
  puts you halfway there.
  Order of Application
  Th e application of a template should generally proceed in the 
  following order because it’s often best to apply the changes that 
  precipitate many other changes ﬁ rst. If any of these categories are 
  omitted from the template description, you can skip those steps.
  Order of Application
   
  1. 
  Type
   
  2. 
  Hit Dice
   
  3. 
  Base attack bonus
   
  4. 
  Base save bonuses
   
  5. 
  Abilities
   
  6. 
  Size
   
  7. 
  Armor Class
   
  8. 
  Grapple
   
  9. 
  Attack/Full Attack
   
  10. 
  Saves
   
  11. 
  Skills
   
  12. 
  Feats
   
  13. 
  Initiative
   
  14. 
  Speed
   
  15. 
  Space/Reach
   
  16. 
  Special Attacks and Special Attack DCs
   
  17. 
  Special Qualities
   
  18. 
  Everything else
  Th e next sections take you through the presentation of a template 
  step by step. References to the base creature mean the monster 
  to which the template is applied. Do not confuse this term with 
  others such as “base save” or “base attack bonus.” In all these 
  other terms, the word “base” refers to a number similar ones from 
  the monster’s type and Hit Dice (or class levels). For a complete 
  explanation of these terms, see the MM.
  Template Components
  Th e following sections describe the various sections of a template 
  description.
  Difficulty Level
  Each template presented in this book has a button somewhere in 
  its description that gives its diﬃ  culty level. Th is value describes 
  how diﬃ  cult the template is to apply to a monster. Th e three levels 
  of diﬃ  culty are deﬁ ned as follows.
  Easy
  An easy template can be applied 
  swiftly because it makes only a few 
  changes to the base creature. You 
  generally don’t have to recalculate 
  base attack bonus or base 
  saves, or perform any complicated 
  mathematics. You might need to do some simple addition or 
  subtraction to account for changes to ability scores or for new 
  racial bonuses or penalties to skill modiﬁ ers. You can even apply 
  easy templates during play, although you might need to step away 
  from the table for a minute or two to avoid distractions while 
  doing so.
  Moderate
  Templates of moderate diﬃ  culty 
  require the kind of changes 
  mentioned above and some 
  more complicated ones, such as 
  alterations to base attack bonus or 
  base saves. Such a template might also grant a new ability that 
  requires some extra thought before it is used in play. A template 
  of moderate diﬃ  culty may make only simple changes, but so 
  many of them that applying it requires several minutes of work. 
  Templates in this category should be applied before the game 
  session begins, unless you don’t mind taking a 15- or 20-minute 
  break on game day to do so.
  Difficult
  Templates in this category make 
  all the changes mentioned above, 
  plus a few more drastic alterations. 
  Such a template might also grant 
  abilities that are new to the game 
  and thus require some thought 
  and planning to use. Any template that adds Hit Dice or changes 
  the base creature’s size category should be considered diﬃ  cult 
  because such alterations precipitate a cascade of other changes 
  to the monster. Although they are somewhat time-consuming to 
  apply, diﬃ  cult templates can add a great deal of fun to your game 
  because they often result in unique monsters that provide new play 
  experiences. Diﬃ  cult templates should be applied while you are 
  preparing the adventure, and the process might take as much as 
  half an hour.
  A Monstrous Toolkit
  
  7
  Introduction
  Th e introduction provides the background and ﬂ avor of the template. 
  Th is information is not vital to the application process, but it might 
  inspire you to think about how to use the template in your game.
  Creating a Templated 
  Creature
  Each template description begins by deﬁ ning the 
  template type: acquired, created, or inherited. A 
  created or inherited template should be applied 
  before any class levels are added. If you’re 
  applying the template to a creature with 
  class levels, you can strip away the class 
  levels before applying the template, or 
  you can choose to ignore the template’s 
  changes to base saves, base attack bonus, 
  and skill point allocation (resulting in a 
  technically inaccurate but wholly useable 
  creature). An acquired template may 
  be applied after some or all of the base 
  creature’s class levels (if any) have been 
  acquired.
  Th is part of the description also gives the 
  prerequisites for the template, specifying the 
  kinds of creatures to which it can be applied. 
  Th e templates in this book are designed to be 
  available to as many creatures as possible, 
  but you should feel free to limit their 
  application in any fashion you desire for 
  your campaign. 
  Th e prerequisites often specify one or 
  more creature types, but they might 
  also include certain necessary 
  traits, such as a minimum ability 
  score or spellcasting ability. 
  Th ey might also use the 
  terms “living creatures” or 
  “intelligent creatures.” Any 
  template that speciﬁ es living 
  creatures is available only to a creature with a Constitution score, 
  whereas one that speciﬁ es intelligent creatures is available only to a 
  creature with an Intelligence score. 
  When applying a template, ﬁ rst check to see whether the creature 
  you’ve chosen meets the prerequisites. If not, you might consider 
  changing the template (see Altering Templates, page 14) or using 
  a diﬀ erent one.
  Size and Type
  Th is entry appears in the description only if the template changes 
  the creature’s size or type, or grants it a new subtype. If you are 
  unfamiliar with the type or subtype indicated, consult the glossary 
  in the MM. Anytime a template changes the type, the creature 
  automatically gains the “augmented” subtype corresponding to its 
  former type.
  Th e Advanced Bestiary presents a few 
  new subtypes. Th e full descriptions of 
  these subtypes appear in the type entry 
  of each template that grants them.
  Any changes to the base creature’s size 
  category also appear in this entry. A 
  size change necessitates numerous other 
  changes, some of which are “invisible.” 
  In particular, a size change alters the 
  attack bonus, Hide modiﬁ er, Armor Class, 
  and the size of opponent against which the 
  creature can use special attacks such as improved 
  grab, trample, or swallow whole.
  Hit Dice
  Any change a template makes to a creature’s 
  Hit Dice is indicated in this entry. 
  Changes to the number of Hit Dice are 
  uncommon, but they create a cascade 
  of other changes when they do occur.
  Initiative
  Th is entry appears in the description 
  only when the template grants an 
  unusual bonus or penalty to initiative 
  rolls.
  Speed
  Th is entry details any changes to the base creature’s 
  speeds for all ﬁ ve standard modes of movement, including land, 
  climb, swim, burrow, and ﬂ y. Th ese speeds and their eﬀ ects are 
  described in the three Core Rulebooks. 
  Th e land speed is the only one that has no descriptor in the 
  creature’s statistics block. A change to land speed aﬀ ects a 
  creature’s Jump modiﬁ er.
   Racial Hit Dice, Character Level, and Class Levels
  Th e term Hit Dice is not exact when it comes to template application, since many template eﬀ ects diﬀ erentiate between Hit 
  Dice from a creature’s race and those gained from class levels. In this book, these terms are deﬁ ned as follows.
  Racial Hit Dice: Th is term refers to a creature’s Hit Dice not including any class levels. Th us, a blink dog has 4 racial Hit Dice, 
  and a human warrior 1 has none. 
  Class Levels: Th is term encompasses all the Hit Dice a creature has gained from adding levels of character classes. Th us, a 
  blink dog has no class levels, a human warrior 1 has 1 class level, and a frost giant sorcerer 3/ﬁ ghter 4 has 7 class levels.
  Character Level: Th is term includes all of a creature’s Hit Dice, from both its race and its classes. Th us, a blink dog has 4 
  character levels, a human warrior 1 has 1, and a frost giant sorcerer 3/ﬁ ghter 4 has 21.
  A Monstrous Toolkit
  
  8
  Armor Class
  Th is section describes any changes the template mandates to 
  Armor Class. Most templates that have this entry simply increase 
  the base creature’s natural armor bonus, but many other types of 
  changes are possible. Any size changes also have an eﬀ ect on the 
  creature’s ﬁ nal AC, and some changes aﬀ ect the touch and ﬂ at-
  footed AC as well.
  Base Attack Bonus
  Th is section appears only if the template grants more Hit Dice, or 
  if it changes the base creature’s base attack bonus for some other 
  reason.
  Grapple
  Any change in the creature’s base attack bonus, size, Strength, or 
  Hit Dice may result in a change to its grapple bonus as well. Any 
  special racial bonus granted by the template is also noted in this 
  section, but in most cases, 
  only the attributes noted 
  above aﬀ ect the grapple 
  bonus.
  Attack
  Th is entry details any 
  changes to the creature’s 
  attack modes. A new base 
  attack bonus, new size 
  modiﬁ er, new Strength 
  score, new Dexterity score, 
  additional Hit Dice, or 
  other alterations granted by 
  the template usually change 
  the creature’s modiﬁ ers 
  on attack rolls, but these 
  changes are usually invisible. 
  For more information on 
  attacks and how they are 
  modiﬁ ed, see the MM.
  Unless otherwise speciﬁ ed, 
  a creature ﬁ ghting without 
  weapons can use any 
  primary natural attack when 
  making an attack action. If 
  it has more than one kind 
  of primary attack, it can 
  choose either. When it has 
  a weapon, it usually makes 
  a single attack with that 
  instead.
  Full Attack
  Th is entry details any changes to the creature’s full attack routine. 
  Unless otherwise speciﬁ ed, a creature ﬁ ghting without weapons 
  uses all its natural attacks when making a full attack. A creature 
  with more than one kind of primary natural attack (such as a touch 
  attack and four claw attacks) must choose one kind to use during 
  a full attack but can combine that with any or all of its secondary 
  attacks, as desired. 
  If armed with a weapon, the creature usually uses that as its 
  primary attack and all its natural attacks that do not depend on the 
  limbs wielding the weapon (usually two arms) as secondary attacks. 
  (Th us, primary natural attacks become secondary for a creature 
  ﬁ ghting with a weapon.) Th e creature gains multiple attacks per 
  round with its weapon if its base attack bonus is high enough, just 
  as a character does. A creature wielding weapons in multiple limbs 
  must obey all the normal rules for ﬁ ghting with multiple weapons 
  (see the PHB).
  Damage
  Th is entry speciﬁ es any changes to the base damage dealt by the 
  creature’s attacks, plus the base damage for any new attacks gained. 
  Changes to the damage modiﬁ er stemming from a new Strength 
  score are not ordinarily noted, so you must treat them like any 
  other invisible change.
  Space/Reach
  Most template descriptions lack this entry. It appears only when 
  a size change necessitates a new space and reach, or when a melee 
  attack has a longer reach 
  than normal.
  Special Attacks
  Th is section explains 
  what happens to the base 
  creature’s special attacks 
  when the template is 
  applied and details any 
  new special attacks it gains. 
  Most of the templates in 
  this book allow a creature 
  to retain its special attacks, 
  since taking them away can 
  have unpredictable results 
  on its CR. Feel free to take 
  a special attack away if it 
  doesn’t make sense for the 
  creature to retain it.
  Changes to ability scores 
  can change the DCs for 
  saving throws against 
  special attacks that are 
  based on those scores. A 
  change to the creature’s 
  HD can also change the 
  save DCs. Such changes 
  are invisible, so you must 
  check for them whenever 
  those quantities change. 
  Th e calculation for a save 
  DC speciﬁ es either racial 
  HD (the creature’s racial 
  Hit Dice without class levels) or character level (the creature’s total 
  Hit Dice, including racial Hit Dice and all class levels). If the save 
  DC for a special attack would normally be based on an ability the 
  creature does not have, use its Charisma modiﬁ er instead of the 
  one for the nonability.
  Special Qualities
  Th is section details which of the base creature’s special qualities 
  (including racial traits) are retained, and whether it gains any new 
  ones. 
  A Monstrous Toolkit
  
  9
  Resolving Conflicts
  In certain cases, the creature may end up with conﬂ icting special 
  qualities, especially when the template description speciﬁ es that the 
  base creature retains its special qualities. For example, suppose the base 
  creature is immune to ﬁ re, but the template imposes a vulnerability 
  to ﬁ re. If the template description does not resolve such a conﬂ ict for 
  you, you can assume the conﬂ icting qualities either cancel one another 
  out or give the creature whichever one is more beneﬁ cial.
  Damage Reduction and Regeneration
  When a template grants damage reduction to a creature that already 
  has it, it retains both kinds of damage reduction unless otherwise 
  indicated. When the creature takes damage, use whichever damage 
  reduction provides the greater beneﬁ t for the kind of damage taken. 
  A few templates, however, specify a method of combining the 
  new damage reduction with the existing one. In such cases, follow 
  those instructions. If a template grants regeneration and the base 
  creature already has that quality, the templated creature retains the 
  better number and adds the new kind of damage that negates the 
  regeneration to the previous kinds.
  Tough Combinations
  Be wary of special quality combinations that eﬀ ectively make a 
  creature invulnerable. Imagine, for instance, an undead creature that 
  is already invulnerable to ﬁ re gaining regeneration that requires 
  ﬁ re to deal normal damage. Such a combination is unfair and 
  unreasonable. Th us, if you want to apply that template to such a 
  creature, you should make sure it is vulnerable to something. When 
  a creature with regeneration becomes undead via application of a 
  template, you may want to replace its regeneration with fast healing. 
  Saves
  Th is section appears only when the creature’s base saves must 
  be recalculated, or when some unusual modiﬁ er applies to the 
  creature’s saves. Feats, special qualities, increased HD, and changes 
  to ability scores can also change base saves and modiﬁ ers on saves, 
  but such changes are invisible.
  Abilities
  Th e template application process is often easier if it begins here. 
  Changes to ability scores can alter nearly every part of a creature’s 
  statistics, including hit points, initiative, AC, grapple modiﬁ er, 
  attack modiﬁ ers, damage modiﬁ ers, saving throw DCs for special 
  attacks, saving throw modiﬁ ers, skill modiﬁ ers, and skill points. 
  Nearly all these changes are the invisible kind, but doing them all 
  at once saves time. 
  As noted above, ability score changes become tricky when they 
  involve nonabilities. See Rule 3 in Th e Six Basic Rules section on 
  page 5 for additional information on dealing with minimum ability 
  scores and nonabilities.
  Skills
  Th is entry describes any changes to skills. If you need to recalculate 
  skill points for some reason, the text oﬀ ers instructions on how to 
  do so. Any new racial bonuses or penalties that the template grants 
  are detailed here.
  Some invisible changes also apply here. Any changes to ability 
  scores may change the ability modiﬁ ers for certain skills. If the 
  template grants or eliminates a climb or swim speed, the racial 
  bonuses that those modes of movement grant must be applied to 
  or deleted from the appropriate skill modiﬁ ers. Likewise, a change 
  to speed changes a creature’s Jump modiﬁ er, and a change in size 
  changes its Hide modiﬁ er. 
  Feats
  Th is section details any bonus feats the creature gains and provides 
  instructions for choosing new feats gained from additional HD, if 
  applicable.
  Environment
  Th is entry explains any alteration to the environment the base 
  creature lives in.
  Organization
  Any changes to the base creature’s organization are detailed here.
  Challenge Rating
  Th is section explains how to set the templated creature’s CR. 
  In most cases, an adjustment of +1 or +2 is applied to the base 
  creature’s CR. 
  Be careful when applying a template with a high CR adjustment to a 
  creature with only a few Hit Dice. In such a case, the player characters’ 
  ability to damage the creature might easily outstrip its ability to 
  resist damage. Also, be wary of applying a template with a low CR 
  adjustment to a base creature with a low CR if the template grants 
  signiﬁ cant immunities. Such a combination can result in a creature 
  that is too tough to defeat unless the PCs know its weakness. Such 
  “glass-jaw” monsters often make for anticlimactic battles. 
  Signiﬁ cant overlap between the template’s special qualities and those of 
  the base creature can also make a template’s standard CR adjustment 
  inappropriate for a particular monster. You can try to adjust the CR 
  diﬀ erently in such a case, but often the best thing to do is replace the 
  template’s overlapping ability with another that you deem equally 
  powerful. Th en, once you’ve ﬁ nished applying the template, check the 
  creature against others of the same CR to see whether it seems fair. If it 
  doesn’t, simply adjust the monster and/or the CR accordingly.
  Advancement
  Th is section describes how the templated creature advances.
  Level Adjustment
  Th is section provides a level adjustment for creatures that have the 
  template in question. Th is value equals the number of character 
  levels the template is worth. When you apply the template to a 
  player character, add the template’s level adjustment to that of the 
  base creature to obtain the total level adjustment. 
  As with the Challenge Rating, a level adjustment can be inappropriate 
  if the template grants many abilities that the base creature already 
  possesses. Use your instincts when determining a creature’s level 
  adjustment for player characters. A level adjustment entry of “—” 
  indicates that the template is poorly suited for player use. 
  Applying Multiple 
  Templates
  You can apply multiple templates to the same base creature, but 
  you must do so one at a time. Inherited templates should be 
  applied ﬁ rst, acquired templates second, and created templates 
  A Monstrous Toolkit
  
  10
  10
  10
  10
  last. In most cases, only one inherited template should be used for 
  a given creature, since these templates indicate something about 
  its parentage. If you choose to give a creature multiple inherited 
  templates, you probably need to do some thinking to rationalize 
  how it came to have the qualities of so many parents.
  Acquired templates can be applied to a creature with class levels 
  before, after, or during its level progression. If the template raises 
  the creature’s Intelligence score, you must decide at what level the 
  template was applied, since it may aﬀ ect the creature’s skill points 
  at all levels gained thereafter. 
  Created templates are applied last because the resulting creature is 
  a construct created to work just like the base creature with all its 
  other templates applied. If the acquired template you have in mind 
  can be applied to a construct, however, you can choose to apply 
  the created template after any inherited template and before the 
  acquired template.
  Layering templates on a monster can have strange eﬀ ects on its 
  CR. If the templates do not add Hit Dice but do change CR, you 
  could easily end up with a glass-jawed monster. It might be very 
  deadly but still be a pushover to kill. Secondly, multiple templates 
  can add many special abilities. While this certainly makes a 
  creature more fun to play, the fact is a monster can typically use 
  no more than three or four special abilities in a single combat. 
  Th us, enormous versatility means very little in the end, and the 
  combined CR adjustment from all the templates may very well be 
  inappropriate.
  Creating templates is a great way to introduce unique elements 
  into your campaign. Doing so, however, requires a ﬁ rm grasp of all 
  the rules of monster creation and an understanding of all the rules 
  elements that aﬀ ect the process. 
  How to Design 
  Your Own Template
  Th e information below takes you through the parts of a template 
  with an eye toward designing your own.
  Introduction
  Th e ﬁ rst part of a template description is its introductory text. Th is 
  material sets the tone for the template and introduces the concept. 
  Such introductions can be ﬂ orid or utilitarian. Florid introductions 
  give a template a lot of ﬂ avor and interest, but assigning a very 
  particular concept to a template can make it more diﬃ  cult for 
  GMs to ﬁ nd a place for it in their games. Utilitarian introductions 
  tend to be brief. Th ey’re most appropriate for simple ideas or 
  concepts that many GMs might want to use. Sometimes, however, 
  a utilitarian introduction doesn’t go far enough in adding zest and 
  interest to a template.
  Creating a Templated Creature
  Th e next section deﬁ nes what kind of template the template is. 
  See Template Categories on page 5 and Applying Multiple 
  Templates on page 9 for more information about the three types 
  of template.
  Th e next important piece of information in this section is the kind 
  of creatures to which the template can be applied. Th ink in terms 
  of limits when assigning these prerequisites. After all, templates 
  that are not properly limited can lead to ridiculous combinations 
  with monsters and other templates. Limits can also be too 
  restrictive—vampires were once limited to humanoids only. But 
  you can always relax limits later to allow for creative ideas, such as 
  the ghost of a ﬁ endish animated sword or a vampire storm giant. 
  Keep an open mind in assigning prerequisites, but try to err on the 
  side of caution.
  Th e templates in this book do not necessarily follow this bit of 
  advice, and that extra latitude is intentional. A half-black dragon/
  half-animated table might be ridiculous, but a half-black dragon/
  half-animated spellbook or the ghost of a ﬁ endish animated sword 
  could be really cool.
  Size and Type
  If your template changes the creature’s type or subtype, note the 
  new information in this section. Th ink carefully before mandating 
  a type change, though, since such alterations may produce 
  cascading changes. Not all templates change the base creature’s 
  type, and it’s often best to retain the original type where possible.
  Creatures that hail from other planes or are inﬂ uenced by other 
  planes do not have to be outsiders or elementals; they could simply 
  have the extraplanar subtype. Templates granting the extraplanar 
  subtype should indicate what plane the creature comes from 
  for the purpose of banishment spells and other eﬀ ects that aﬀ ect 
  natives of other planes.
  Be wary about using aberration as a catch-all type because it 
  tends to be overused. A template that gives a humanoid a snake 
  head could change its type to aberration, but it’s probably more 
  appropriate to make it a monstrous humanoid instead.
  Make sure your template doesn’t change the creature’s type in a 
  way that doesn’t make sense. If your template changes the base 
  creature’s type to giant but it can be applied to a phantom fungus, 
  you could end up with a giant that has no arms—and giants are 
  deﬁ ned as humanoid in shape. In such a case, you need to limit the 
  template’s application or ensure it grants the appropriate limbs to 
  creatures that don’t have them.
  Subtypes are much less tricky, since most of them don’t depend on 
  creature type and can work well with just about any other subtypes. 
  But if conﬂ icting subtypes could occur, be prepared to explain 
  which trumps which. For instance, a ﬁ re elemental can’t really have 
  both the ﬁ re and the cold subtype. In such a case, you could specify 
  either that the creature loses the ﬁ re subtype or that it does not 
  gain the cold subtype. Most of the time the new subtype should 
  trump the old, since the new one is presumably an integral part of 
  the template design. Alternatively, you could deﬁ ne a new subtype 
  that cherry-picks from both of the conﬂ icting ones. In any case, 
  limiting both the type and the subtypes of creatures that can gain 
  the template resolves most such anomalies.
  Changing the base creature’s size immediately makes a template 
  more complicated, since a size change can alter a creature’s natural 
  armor bonus, base damage, AC, attack bonuses, grapple bonus, 
  Hide modiﬁ er, Strength, Dexterity, and Constitution. It may also 
  be appropriate to alter the range and areas of the creature’s special 
  attacks and special qualities. A dramatic change in size may also 
  argue for additional Hit Dice. See the jotunblood, gigantean, and 
  miniature templates (pages 155, 135, and 173 respectively) for 
  examples of how to handle the various aspects of size changes.
   Creating a Template
  A Monstrous Toolkit
  
  11111111
  Hit Dice
  If the template changes the creature’s type, it may also change its 
  HD type, particularly if the creature becomes undead. 
  Adding Hit Dice complicates the template and makes its 
  application more time-consuming, since it requires changing the 
  creature’s base attack bonus, saving throw modiﬁ ers, skill points, 
  and feats, plus the save DCs for its special abilities. Even so, a 
  change to HD might be appropriate, especially if the template 
  greatly increases the creature’s size. See the MM for guidelines 
  about adding Hit Dice to each creature type. Th e gigantean and 
  jotunblood templates in this book are good examples of how to 
  construct a template that changes HD. 
  Initiative
  Th is entry is rarely needed. Use it only when you want your 
  template to grant a special bonus on initiative rolls. Such a 
  change may also be categorized as a special quality.
  Speed
  Use this entry to detail any changes 
  to the base creature’s movement. A 
  change to speed can precipitate an 
  invisible change to the creature’s 
  Jump modiﬁ er, and the addition 
  of a swim or climb speed grants 
  a racial bonus on Swim or Climb 
  checks, respectively. If the template 
  grants a ﬂ y speed, you must specify 
  a maneuverability class, and if it 
  grants a burrow speed, you must 
  specify what materials the creature 
  can burrow through.
  Armor Class
  Use this section to describe any 
  modiﬁ cations to AC that are not 
  conditional. If you want the template 
  to grant a bonus to AC, pay attention 
  to what kinds of bonuses stack. If 
  you want it to make the base 
  creature’s natural armor bonus 
  higher, note the change as 
  an increase. Be careful if 
  you decide to take away 
  a creature’s natural armor 
  bonus or ability to wear 
  armor and replace it with 
  a diﬀ erent bonus. Such a 
  tactic can lead to trouble 
  later with base creatures that 
  do not beneﬁ t as much as others from the kind of AC bonus the 
  template provides.
  Base Attack Bonus
  In general, a template shouldn’t change a creature’s base attack 
  bonus unless its Hit Dice have increased. In the case of an 
  inherited or created template, a change to the base creature’s base 
  attack bonus might be appropriate, though it complicates the 
  template and can aﬀ ect the creature’s CR in ways that are hard to 
  predict.
  Grapple
  You can usually leave this entry out. If your template changes 
  a creature’s size, the grapple bonus changes as well, but such a 
  change is normally invisible. Any special modiﬁ ers the template 
  grants on grapple checks could be noted here, but they should also 
  be fully described in the Special Attacks section.
  Attack and Full Attack
  Note any changes to the creature’s number or type of attacks in this 
  section. When adding new natural attacks, be sure to specify whether 
  they are primary or secondary. You can allow the GM to choose for 
  each creature if desired, but it usually makes sense to set the standard.
  In general, a template should not add more than two or three 
  attack modes. A large number of melee or ranged attacks can 
  make a creature very dangerous and unpredictable. While 
  these sound like ﬁ ne qualities for a monster, they mean that it 
  may be able to kill an entire party in combat. 
  Damage
  Th is section should reference any special 
  damage described in the Special Attacks 
  section and detail the damage that each new 
  attack deals. See Table 5: Creature Size, 
  Ability Scores, and Damage in the MM for 
  how much damage a creature should deal 
  based on its size and type. You can vary this 
  amount by giving the creature the Improved 
  Natural Attack feat.
  Space/Reach
  For maximum ease of use, your 
  template should use 
  the standard space and 
  reach values from the 
  MM. Th us, it should 
  not alter the base creature’s 
  space or reach unless it 
  implements one of the following changes.
  • 
  Changes the creature’s size,
  •    Grants a long-distance melee attack,
  •   Changes a tall creature of humanoid shape 
  into a long creature with at least four legs. 
  •   Changes a long, many-legged creature into 
  a creature of humanoid shape. 
  If the creature changes size, its space and reach should change 
  accordingly. If the creature has a long-range melee attack, that 
  attack should generally have a reach 10 feet greater than the 
  creature’s normal reach. If the creature becomes humanoid in 
  shape, its reach should shorten accordingly. It’s often best to 
  specify what a creature’s reach is as a function of its size.
  Special Attacks
  Keep the following guidelines in mind when designing the special 
  attacks that a template grants.
  Limit the Number
  Don’t give the creature too many special attacks to choose from. 
  A creature with too many special attacks probably won’t get to use 
  A Monstrous Toolkit
  
  12121212
  them all in combat anyway, and choosing among them can take up 
  extra time needlessly.
  Limit the Damage
  Damage for any single special attack should probably not exceed 
  1d8 per HD. It’s ﬁ ne to grant a breath weapon that deals 1d6 
  points of damage per HD the creature possesses, but one that 
  deals 1d10 per HD is probably too much. 
  An attack that deals signiﬁ cant damage should not be available to 
  the creature more than once every 1d4 rounds. Th us, a template 
  shouldn’t grant a creature the ability to use ﬁ reball at will. A 
  damaging special attack that is always active should not deal more 
  than 4d6 points of damage per round, and probably a lot less. 
  Th e above guidelines are not unbreakable template creation rules. 
  A special attack that provides for a saving throw to halve or avoid 
  the damage can soften a damaging eﬀ ect, as can conﬁ ning the 
  damage to an energy type from which adventurers are likely to 
  protect themselves.
  Use Other Effects with Care
  Some special attacks cause ability damage, petriﬁ cation, death, 
  or one of the conditions described in the DMG. Such eﬀ ects are 
  often impossible for low-level characters to remedy, so be sure 
  to consider that point when the template is applied to a weak 
  creature with a low CR.
  Caster Level
  If the template grants spell-like abilities or supernatural eﬀ ects 
  that mimic spells, the caster level should equal the creature’s 
  character level (minimum 1st) unless there is a good reason to set 
  it higher. Th is tactic allows you to give a 1-HD creature the ability 
  to use lightning bolt but deal only 1d6 points of electricity damage 
  with it. For spells that deal a set amount of damage (such as meteor 
  swarm) or have other speciﬁ c eﬀ ects (such as ﬁ nger of death), 
  consider the eﬀ ects of the ability when used by the many diﬀ erent 
  kinds of creatures that can have the template.
  Consider CR
  More than any other part of a template, special attacks can aﬀ ect 
  a creature’s CR and level adjustment. So if you want to keep 
  those values at a reasonable level, consider the special attacks the 
  template grants with care.
  Special Qualities
  When choosing the special qualities for a template, be aware of 
  the creatures that cannot beneﬁ t from the ones you choose or 
  create so that you can design around any problems that may crop 
  up. For instance, a special quality that doubles the duration of all 
  the spells a creature casts might be worth a +1 CR adjustment 
  to a spellcasting creature, but it is worthless to a non-spellcaster. 
  You can address this problem by making the template available 
  only to spellcasters, by limiting the double-duration eﬀ ect to a 
  speciﬁ c spell school (such as divination spells), or by diminishing 
  the strength of the ability (adding only 1 round to the duration 
  of all spells instead of doubling it).
  Damage Reduction and Regeneration
  Be sure to specify what happens when a template grants damage 
  reduction to a creature that already has it. Normally both apply 
  normally, but you can decide otherwise. Likewise, if the template 
  grants regeneration, you need to detail how it interacts with any 
  regeneration ability that the base creature has.
  Consider CR
  Special qualities can have a powerful an eﬀ ect on a creature’s CR. 
  A creature with several resistances or invulnerability to numerous 
  eﬀ ects becomes a signiﬁ cant threat to PCs. So if you want to keep 
  those values at a reasonable level, consider the special qualities the 
  template grants with care.
  Saves
  Th is entry is rarely needed, since templates don’t often change 
  saving throw modiﬁ ers. If your template changes the base 
  creature’s Hit Dice, however, the base saves change accordingly. 
  Don’t feel you have to change the creature’s base saves just 
  because the template changed its type. Although doing so might 
  seem more accurate according to the monster design guidelines, 
  it usually complicates the template’s application unnecessarily. 
  Any other modiﬁ ers to saves can usually be applied with special 
  qualities or bonus feats.
  Abilities
  Changing ability scores can have strange eﬀ ects on a creature. In 
  addition to all the usual invisible changes that cascade from such 
  alterations, changing an ability score can also increase or decrease 
  the save DCs for special attacks. So carefully consider any change 
  greater than +6 or –6. If your template changes a creature’s size, 
  however, commensurate changes to ability scores are appropriate 
  and should be noted. See the MM for details about ability score 
  changes based on size change.
  Skills
  Use this section to note any changes to skill points or skill modiﬁ ers. 
  In general, a template shouldn’t require recalculation and reallocation 
  of the base creature’s skill points, even if it is inherited and changes 
  the creature’s type. Although this technique may result in technically 
  inaccurate monsters according to the design guidelines for each type 
  in the MM, it saves time and makes the template less complicated. 
  Even so, however, certain circumstances do require recalculation 
  and reallocation of skill points. A change in Intelligence for an 
  inherited template does change the number of skill points available 
  for each Hit Die, and an Intelligence change for an acquired or 
  created template does the same for all levels or racial Hit Dice 
  acquired after the template is applied. Likewise, adding Hit 
  Dice adds skill points to the base creature. And in some cases, a 
  template’s concept may require diﬀ erent skills.
  When granting a racial bonus on checks with a certain skill, make 
  sure you know what eﬀ ect reliable use of that skill has on combat. In 
  addition, ﬁ gure out what would happen if the creature could take 10 
  or 20 on the skill all the time. Although a creature probably won’t be 
  able to concentrate on skill use in combat, this method can help you 
  to decide whether the skill bonus you plan to apply is unbalancing.
  Feats
  Th is section should indicate any bonus feats the template grants. 
  Treat such feats like special attacks or special qualities when 
  considering the template’s CR adjustment. In addition, you may 
  also wish to note good choices for additional feats if the template 
  increases the creature’s Hit Dice.
  A Monstrous Toolkit
  
  13
  13
  13
  13
  Environment
  If the template changes the creature’s natural environment, 
  note the new information here. Th e change might specify an 
  environment, or it might add to or alter the base creature’s 
  environment options. Usually stick to the environments speciﬁ ed 
  in the MM; otherwise, feel free to make up your own.
  Organization
  Note any changes to the base creature’s organization in this section. 
  Usually, the new or altered organization should follow the structures 
  given in the MM. Avoid the use of the word swarm, since this is a 
  speciﬁ c game term with its own meanings.
  Challenge Rating
  A template overlays a set of new attacks and 
  defenses on any creature from a squirrel 
  to the tarrasque. Th us, determining its 
  CR adjustment requires evaluating 
  its eﬀ ect on the challenge ratings of 
  all creatures that can possess it. 
  To set the CR adjustment for your 
  template, start by reviewing the 
  advice in the MM about assigning 
  challenge ratings to monsters. If 
  your template does not add Hit 
  Dice, the CR adjustment should 
  not be very high—generally +1 
  or +2 is suﬃ  cient. Compare your 
  template to those in the MM and 
  this book to get a feel for what kind 
  of adjustment might be appropriate. 
  A template might have the same 
  CR adjustment as another template 
  that gives half as many abilities simply 
  because of the variance in how those 
  abilities aﬀ ect CR and the power range of the monsters ranked 
  at a particular CR. Any template with a large CR adjustment 
  that does not add HD can be very tricky to use, since it tends 
  to make a creature very dangerous but more short-lived than 
  its CR would indicate.
  If the template adds HD, you can generally add +1 
  CR per 2 HD of increase as a rule of thumb. 
  Spell resistance also tends to produce a large CR 
  adjustment. In most cases, spell resistance is closely 
  tied to a base creature’s CR, and if your template does 
  not increase spell resistance appropriately, a templated creature’s CR 
  might end up being too low. 
  Once you have determined a CR adjustment for your template, 
  evaluate some test monsters in play to be sure of its accuracy.
  Treasure
  Detail any changes to the creature’s treasure in this section. A template 
  should not make a change to this aspect of the base creature’s statistics 
  unless it is vital to the concept or the template dramatically changes 
  the creature’s intelligence and tool-using capability.
  Alignment
  If your template changes the base creature’s alignment, note the 
  details here, using the conventions from the MM.
  Level Adjustment
  When comparing the power of abilities granted to a character by 
  a template, think about them in terms of how much a magic item 
  that grants such a power would cost. It would be time-consuming 
  to price each quality of a template in this manner, but if you know 
  the price of a magic item that gives a particular ability, you’ll 
  have a rough idea of how powerful the attack is in the hands of 
  a character. Alternatively, if you use Green Ronin’s Aasimar & 
  Tieﬂ ing: A Guidebook to the Planetouched there are extensive rules 
  for adjudicating level adjustment for player character races.
  Test Your Template
  After you’ve ﬁ nished the basic design for your template, test it on 
  at least four monsters. You don’t need to actually go through the 
  work of applying the template to all four, but do think about how 
  the template aﬀ ects each one. Pick only monsters that qualify for 
  your template, but make your choices as diﬀ erent as possible. Try a 
  monster with a lot of special attacks or spell-like abilities (such as 
  a formian myrmarch), one with a lot of melee attacks (such 
  as a hydra), one of very low CR (such as a kobold), and 
  one of very high CR (such as a titan).
  Now compare the results. 
  Check to see whether the 
  template aﬀ ects all the 
  monsters in a similar way. It 
  shouldn’t make one creature 
  unusually powerful or weak. 
  You may ﬁ nd that a special 
  attack is weak when given to a 
  monster with a high CR or many special 
  attacks, but immensely powerful when 
  given to a monster with a low CR or a large 
  number of melee attacks. Such a situation isn’t 
  necessarily bad, as long as the relative increase in 
  power is similar for each monster. 
  Try the monsters out in play to see whether 
  the CR adjustment you decided on works out 
  well for each monster. Check the wording of 
  the abilities to make sure that they are clear.
  Now repeat this same process with 
  characters of 1st, 5th, 15th, and 20th level 
  to test the fairness of the template’s level 
  adjustment. Often you’ll ﬁ nd that abilities 
  that make a low-level character very powerful 
  are worth very little at high levels. Th at situation 
  isn’t necessarily a problem; it’s just part of the strangeness of the 
  level adjustment system.
  Apply the Template
  Once you’ve checked the template, apply it to the example monster 
  you’ve chosen or to whatever monster you want to use in your game. 
  If you’re preparing the template for publication or to show others, 
  pick a monster that you think will be intriguing or exciting when 
  templated. You could choose an especially powerful combination, 
  try to improve a dull monster, create a typical example, or come 
  up with a strange example that most people wouldn’t think of. If 
  you’re designing the template for publication, it’s often best to pick 
  a typical creature—one that a lot of GMs are likely to use—as the 
  base creature. When you apply the template, look for problems, 
  conﬂ icts, or confusing rules and ﬁ x the template if you need to.
  A Monstrous Toolkit
  
  14
  14
  14
  14
  Changing a template to better suit your game can be fun and is 
  easy to do. As long as you begin the process with a target CR 
  adjustment or level adjustment in mind, changing the template is 
  merely a matter of scaling it up or down. 
  The Process
  Th e following information 
  should help to guide you 
  through the trickiest parts of 
  altering templates.
  Introduction
  If you’re just altering a template 
  for use in your game, you don’t 
  need to write a new introduction. You should, however, think about 
  how the changes you make might alter the appearance and tactics 
  of templated creatures. Make a note about any new descriptive 
  details you want to tell your players.
  Altering a Templated Creature
  Before you alter the kinds of creatures that can have the template, 
  consider the reasons for the original limitations. Certain creature types 
  can interact strangely with certain templates, resulting in a templated 
  creature that is illogical or diﬃ  cult to play. For instance, the monstrous 
  lycanthrope template presented in this book makes major alterations 
  to the lycanthrope template provided in the MM. Th e relatively simple 
  idea of allowing lycanthropes to turn into creatures other than animals 
  has many repercussions.
  Since this book errs toward allowing as many creatures as possible 
  to have each template, it’s safe to assume that any creature excluded 
  from the template is disallowed for one of two reasons—either the 
  template would alter it in a strange or unbalancing manner, or the 
  concept of the template makes its use on that creature seem odd. 
  Th ese factors might inﬂ uence how you change other aspects of a 
  template’s application, so be sure to consider them ﬁ rst.
  Hit Dice
  Changing how a template grants HD has many repercussions. If a 
  template does not already grant additional Hit Dice, you’re probably 
  better oﬀ  putting a creature through it and then taking away HD or 
  advancing the ﬁ nished creature—whichever you prefer.
  Size and Type
  Before changing the type a template imposes on the base creature, be 
  sure to look at all aspects of the template and consider how the change 
  you have in mind would aﬀ ect them. Pay special attention to HD 
  type, base attack bonus, and base save bonuses, any or all of which may 
  be changing to accommodate the original type change. Th e creature’s 
  type also aﬀ ects how its special qualities and special attacks function. 
  For example, a construct that gains regeneration becomes immune to 
  most damage, since nonlethal damage does not aﬀ ect it.
  You may change the subtypes a template grants without worrying 
  too much about strange game eﬀ ects. Just think about how the 
  lack of a particular subtype might change the monster before 
  taking it away. A succubus without the extraplanar subtype, for 
  example, is by necessity native to the Material Plane.
  If you want to alter how a template aﬀ ects the creature’s size, 
  try applying it to a creature ﬁ rst, then change its size using the 
  information provided in the MM to see what alterations should 
  occur and how they aﬀ ect the creature. Altering the template 
  while applying it to a creature 
  tends to complicate matters too 
  much.
  Armor Class
  When altering how a template 
  aﬀ ects Armor Class, think 
  about CR. You don’t want it to 
  be too easy or too diﬃ  cult for 
  PCs of the appropriate level to 
  hit the templated creature.
  Attack, Special Attacks, 
  and Special Qualities
  Be careful when changing the special attacks, special qualities, 
  and attacks a template grants. Th ese factors inﬂ uence not only the 
  creature’s CR, but also how it functions in play. Making certain 
  kinds of lycanthropes vulnerable to good-aligned weapons rather 
  than silver ones might seem like a small change, but doing so 
  can aﬀ ect the creatures’ CR and confuse your players. Changing 
  a template is not as tricky as creating one, but a lot of the same 
  issues are involved.
  Challenge Rating
  If you have a target CR adjustment, you can look at the template’s 
  modiﬁ cations and upgrade them, downgrade them, or add or remove 
  some to achieve the desired result. By comparing the template you’re 
  working with to others that have the target CR adjustment, you can 
  easily ﬁ nd ways to make it fair. 
  If you don’t have a target CR adjustment and simply want to modify 
  a template to your taste, make the modiﬁ cations you desire, keeping 
  the tips provided here and in the Creating a Template section 
  (page 10) in mind. Once you’ve ﬁ nished, compare the result to the 
  original and to other templates that have similar CR adjustments. 
  Small changes may not aﬀ ect the CR adjustment at all, and even 
  signiﬁ cant changes may raise or lower it by only 1 point.
  Alignment
  An alignment change is simple enough to impose, but keep in mind all 
  the game elements that it aﬀ ects. For instance, changing alignment can 
  negate class abilities, and some spells can be cast only by characters of a 
  certain alignment. A template that grants an alignment-based subtype 
  might grant a diﬀ erent subtype or no subtype at all if you decide to 
  change the alignment of the resulting creature.
  Level Adjustment
  Th e advice given for adjusting the Challenge Rating also applies 
  here, but even small changes in a template can alter the level 
  adjustment. An ability that doesn’t mean much in a single 
  encounter with a creature can wreak havoc on a long-term 
  campaign. Comparisons with other templates may help you 
  determine an appropriate adjustment.
   Altering Templates
  The Templates
  Th is book presents templates for use with any creature 
  in the d20 system. Refer to the Glossary in the MM 
  for deﬁ nitions of the common features and abilities 
  conferred by these templates.
  A Monstrous Toolkit
  
  15
  15
  15
  15
  Section Two:
  Templates A to Z
  Section Two:
  Templates A to Z
  templates A to Z
  
  16
  16
  16
  16
  Using the Amalgam Template
  When you think about creatures to combine with the amalgam template, keep the following tips in mind.
  Go Crazy: Th e amalgam template was created to let you mix and match any two monsters. So don’t ignore a combination 
  just because it seems silly or contradictory at ﬁ rst glance. Once you’ve put the monsters through the template, you might be 
  surprised by the result. Look for compromises between conﬂ icting abilities so that the monster can keep as many pieces of the 
  base creatures as possible.
  Examine the Result: An amalgam need not be simply a combination of the two base creatures. Th ink of it as a wholly new 
  monster. Examining its abilities and how they interact might suggest a new culture, psychology, ecology, and tactics. 
  More Th an Once: With multiple applications of this template, you can add a third, fourth, or ﬁ fth creature to the mix. Such 
  combinations can be a lot of fun to create and play, but continual addition of special attacks and special qualities makes the 
  resulting monsters both more complicated and less balanced.
   Amalgam
  An amalgam is two diﬀ erent monsters brought together into one being by either magic or selective breeding. Th e amalgam template can 
  be used to create a new race to replace a standard one, or new creatures resulting from a crossbreeding experiment, or a series of monsters 
  inﬂ uenced by a god or demon, or even a unique creature created by a magical accident.
  “Amalgam” is an acquired or inherited template (your choice) that 
  combines two creatures (referred to hereafter as base creatures). 
  An amalgam uses all the statistics and special 
  abilities of the two base creatures except as noted 
  here.
  Size and Type: Find the amalgam’s type by cross-
  referencing the two base creatures’ types on 
  the Size & Type table. Th e creature retains 
  the subtypes of both base creatures unless those 
  subtypes directly conﬂ ict (ﬁ re and cold, for example). In case of 
  such a conﬂ ict, the creature loses both subtypes.  Th e amalgam 
  is the same size as the larger of the two base creatures.
  Shape: Th e amalgam’s appearance is determined by several factors.
   
  Body Form: Th e amalgam has the general body form of 
  whichever base creature has a higher character level (racial 
  and class Hit Dice). In case of a tie, the DM may choose 
  which base creature’s form the amalgam has.
   
  Limbs: Th e amalgam has the same kinds of limbs and 
  attacking appendages as both base creatures do. If both base 
  creatures have a particular kind of limb, the amalgam has 
  the same number of such limbs as does the base creature 
  with the higher character level or Hit Dice. If both base 
  creatures have the same character level or Hit Dice, the 
  amalgam has the greater number of limbs. Th e amalgam 
  can attack with any appendage that either base creature 
  can, even if the other base creature has no attack with that 
  limb. All limbs are sized appropriately for the amalgam.  
  For example, a Huge monstrous scorpion combined with a 
  stirge has the general body form, legs, claws, and tail of the 
  scorpion, plus stirgelike wings and a stirge’s proboscis—both 
  sized to ﬁ t its new body. A hill giant combined with a 
  heavy warhorse has the body form, legs, and arms of a hill 
  giant, plus a horselike face and hooﬂ ike feet to deliver the 
  warhorse’s hoof and bite attacks.
   
  Appearance: Th e amalgam looks like a combination of both base 
  creatures, even if its features do not retain the same functions. 
  Th e GM may freely assign any appropriate physical 
  characteristics to the creature within those parameters. 
  In the example of the hill giant and horse amalgam 
  above, the resulting creature might be hairy like a horse.
  Hit Dice: Th e amalgam has the same number of 
  racial Hit Dice as the base creature with the greatest 
  number of racial HD. If the two base creatures have 
  the same number of racial HD, the amalgam also has that 
  number. Hit Dice gained through class levels do not count 
  for this purpose. Th e amalgam’s racial Hit Dice are of a size 
  appropriate to its new type, as given on the following table.
  Hit Dice
   
  Amalgam Type 
  Hit Die Type
   
  Aberration 
  d8
   
  Animal 
  d8
   
  Construct 
  d10*
   
  Dragon 
  d12
   
  Elemental 
  d8
   
  Fey 
  d6
   
  Giant 
  d8
   
  Humanoid 
  d8
   
  Magical Beast 
  d10
   
  Monstrous Humanoid 
  d8
   
  Ooze 
  d10
   
  Outsider 
  d8
   
  Plant 
  d8
   
  Undead 
  d12**
   
  Vermin 
  d8
  *Constructs receive bonus hit points based on size; see the MM for 
  details. Constructs do not have Constitution scores, so they 
  do not gain bonus hit points for each HD based on high 
  Constitution.
  Creating an Amalgam Creature
  Amalgam
  
  17171717
  Amalgam Size & Type
   
  Base Creature 2
   
   
  Aber 
  Ani 
  Con 
  Drag 
  Ele 
  Fey 
  Gia 
  Hum MagB MonH Ooze 
  Out 
  Pla 
  Und 
  Ver
   
  Aber 
  Aber 
  Aber 
  Con 
  Drag 
  Ele 
  Aber 
  Aber 
  Aber MagB 
  Aber 
  Aber 
  Out 
  Pla 
  Und 
  Aber
   
  Ani 
  Aber 
  Ani 
  Con 
  Drag 
  Ele 
  Fey 
  MonH MonH MagB MonH 
  Aber 
  Out 
  Pla 
  Und 
  Ver
   
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con
   
  Drag 
  Drag 
  Drag 
  Con 
  Drag 
  Ele 
  Drag 
  Drag 
  Drag 
  Drag 
  Drag 
  Aber 
  Out 
  Pla 
  Und 
  Drag
   
  Ele 
  Ele 
  Ele 
  Con 
  Ele 
  Ele 
  Ele 
  Ele 
  Ele 
  MagB 
  Ele 
  Aber 
  Out 
  Ele 
  Und 
  Ele
   
  Fey 
  Aber 
  Fey 
  Con 
  Drag 
  Fey 
  Fey 
  Fey 
  Fey 
  MagB 
  Fey 
  Aber 
  Out 
  Fey 
  Und 
  Aber
   
  Gia 
  Aber MonH 
  Con 
  Drag 
  Ele 
  Fey 
  Gia 
  Gia 
  Aber MonH 
  Aber 
  Out 
  Pla 
  Und 
  Aber
   
  Hum 
  Aber MonH 
  Con 
  Drag 
  Ele 
  Fey 
  Gia 
  Hum 
  Aber MonH 
  Aber 
  Out 
  Pla 
  Und 
  Aber
   
  MagB 
  MagB MagB 
  Con 
  Drag 
  MagB MagB 
  Aber 
  Aber MagB 
  Aber 
  MagB 
  Out 
  Pla 
  Und 
  MagB
   
  MonH 
  Aber MonH 
  Con 
  Drag 
  Ele 
  Fey 
  MonH MonH Aber MonH 
  Aber 
  Out 
  Pla 
  Und 
  Aber
   
  Ooze 
  Aber 
  Aber 
  Con 
  Aber 
  Aber 
  Aber 
  Aber 
  Aber MagB 
  Aber 
  Ooze 
  Aber 
  Aber 
  Und 
  Aber
   
  Out 
  Out 
  Out 
  Con 
  Out 
  Out 
  Out 
  Out 
  Out 
  Out 
  Out 
  Aber 
  Out 
  Pla 
  Und 
  Out
   
  Pla 
  Pla 
  Pla 
  Con 
  Pla 
  Ele 
  Fey 
  Pla 
  Pla 
  Pla 
  Pla 
  Aber 
  Pla 
  Pla 
  Und 
  Pla
   
  Und 
  Und 
  Und 
  Con 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und
   
  Ver 
  Aber 
  Ver 
  Con 
  Drag 
  Ele 
  Aber 
  Aber 
  Aber MagB 
  Aber 
  Aber 
  Out 
  Pla 
  Und 
  Ver
  **Undead do not have Constitution scores, so they do not gain 
  bonus hit points for each HD based on high Constitution.
  Speed: Th e amalgam possesses the speeds and movement 
  modes of both base creatures. If both have a 
  particular mode of movement, the amalgam’s 
  speed for that mode is the higher of 
  the two. If both base creatures have ﬂ y 
  speeds, the amalgam has the better 
  maneuverability rating. For example, 
  combining a centaur and a cloaker, the 
  resulting amalgam would have the land 
  speed of the centaur (50 ft.) and the ﬂ y 
  speed of the cloaker (40 ft. with average 
  manueverability).
  Armor Class: If the base creatures are the same 
  size, simply average their natural armor 
  bonuses and round down to determine the natural armor 
  bonus of the amalgam. (A creature with no natural 
  armor bonus has an eﬀ ective natural armor bonus of 
  +0.) Otherwise, adjust the natural armor bonus of 
  the smaller creature according to the following table 
  before averaging. Apply the modiﬁ ers stepwise to 
  account for the size diﬀ erence between the smaller 
  base creature and the amalgam.
  Armor Class
   
  Size 
  Natural Armor Bonus 
   
  Change 
  Increase for Averaging
   Fine to Diminutive 
  +0
   Diminutive to Tiny 
  +0
   
  Tiny to Small 
  +0
   Small to Medium 
  +0
   Medium to Large 
  +2
   
  Large to Huge 
  +3
   Huge to Gargantuan 
  +4
   Gargantuan to Colossal 
  +5
   
  For example, if the amalgam is Huge and the smaller of the 
  two base creatures is Small, you would add +0 (for Small 
  to Medium), +2 (for Medium to Large), and +3 (for Large 
  to Huge), for a total of +5, to the smaller creature’s natural 
  armor bonus before averaging it with that of the larger 
  creature.
   
  Th e amalgam’s size also determines its size modiﬁ er to AC, 
  as normal. 
  Base Creature
  Amalgam
  
  18
  18
  18
  18
  Why is this Template So Complicated?
  Amalgam is the most complicated template in this book (and thus the most diﬃ  cult one to apply) because it gives the 
  mechanics for taking any two monsters and mashing them together into a single creature. Th e amalgam template exists to 
  provide a game mechanic for GMs who want to make creatures similar to owlbears, but it can also be used to create tojanida-
  succubi, bodak-stone golems, and other odd combinations. Th e result is often a strange and unique creature that might deserve 
  its own place in your world. 
  Th e template is complicated because it has to encompass all the variables. Th e manimal and lycanthrope templates combine 
  diﬀ erent creatures, and they do so in very diﬀ erent ways, but neither is expansive enough to account for literally any 
  combination of monsters.
  Th is template might be more than you need to create the monster combination you have in mind. If you want to create a 
  human with a grick’s tentacle attacks, for example, you can always just give a human those characteristics. But if you’d like a 
  formal structure for combining any two monsters according to the rules, this template does the job. 
  As you apply the template, you can make minor alterations based on how you want your two monsters to combine. For 
  instance, if you were hoping that the combination of an ogre and a bear would make a giant, centaurlike bear-ogre rather than 
  an ogre with bearlike features, you can alter how the template works to ensure the creature takes the right form. 
  Ultimately, this template provides a fun new way to think about monsters and make up new creatures. With it, you can create 
  interesting encounters and adventures without designing a new monster from scratch—just as you can with any other template 
  in this book.
  Base Attack Bonus: Recalculate the amalgam’s base attack 
  bonus for its racial Hit Dice based on its creature type and 
  number of racial HD, according to the following table. 
  Add to this value the base attack bonus for any class Hit 
  Dice it has.
  Base Attack Bonus
   
  Base Attack Bonus 
  Creature Type
   
  HD x 3/4 (as cleric) 
  Aberration, animal, 
  construct,  elemental, giant, 
  humanoid, ooze, plant, 
  vermin
   
  HD (as ﬁ ghter) 
  Dragon, magical beast, 
  monstrous humanoid, 
  outsider
   
  HD x 1/2 (as wizard) 
  Fey, undead
  Grapple: Th e amalgam’s size modiﬁ er for grapple checks is given 
  on the following table.
  Grapple
   
  Amalgam’s Size 
  Size Modiﬁ er for Grapple Checks
   
  Fine 
  –16
   
  Diminutive 
  –12
   
  Tiny 
  –8
   
  Small 
  –4
   
  Medium 
  +0
   
  Large 
  +4
   
  Huge 
  +8
   
  Gargantuan 
  +12
   
  Colossal 
  +16
  Attack: Th e amalgam retains all the attacks of the base creature 
  with the greater racial Hit Dice. It also gains any attacks 
  the other base creature has that are associated with limbs 
  it gained from that creature, and it retains the weapon and 
  armor proﬁ ciencies of both base creatures.
   
  Weapon attacks are always primary attacks, and natural 
  attacks gained from the creature with fewer racial HD 
  are always secondary attacks. Natural attacks gained from 
  the base creature with more racial Hit Dice are either 
  primary or secondary, as they were for that creature. If 
  the base creatures have the same number of racial HD, 
  the amalgam gains all the attacks of both, subject to the 
  number of appropriate limbs it actually has. Th e GM 
  chooses one kind of natural attack to be the primary one if 
  more than one option exists.
   
  For example, a naga combined with a goblin would possess 
  the goblin’s arms, so it could wield weapons and make 
  attacks with those limbs. 
   
  Th e standard size modiﬁ er applies to the amalgam’s attack 
  rolls, according to the following table.
  Attacks
   
  Amalgam Size 
  Size Modiﬁ er for Attacks
   
  Fine 
  +8
   
  Diminutive 
  +4
   
  Tiny 
  +2
   
  Small 
  +1
   
  Medium 
  +0
   
  Large 
  –1
   
  Huge 
  –2
   
  Gargantuan 
  –4
   
  Colossal 
  –8
  Damage: If the base creatures are both the same size as the 
  amalgam, the base damage for its attacks remains the same 
  as it was for the base creatures. Otherwise, keep the damage 
  for the larger base creature’s attacks the same and adjust 
  the base damage for each of the smaller creature’s attacks 
  according to the following table. Scale the damage once for 
  each size category of diﬀ erence between the smaller base 
  creature and the amalgam. Ability score damage or drain 
  and energy damage also scale up in the same manner, but 
  negative levels bestowed via attacks do not increase.
  Amalgam
  
  19
  19
  19
  19
  Damage
   
  Old Damage 
  New Damage
   
  1 
  1d2
   
  1d2 
  1d3
   
  1d3 
  1d4
   
  1d4 
  1d6
   
  1d6 
  1d8
   
  1d8 
  2d6
   
  1d10 
  2d8
   
  2d6 
  3d6
   
  2d8 
  3d8
   
  4d6 
  6d6
   
  4d8 
  6d8
   
  For example, if the amalgam is Huge and the smaller of the 
  two base creatures is Small, an attack from the smaller one 
  that originally dealt 1d4 points of damage would scale up 
  three times. Th us, 1d4 becomes 1d6 (for Small to Medium), 
  1d6 becomes 1d8 (for Medium to Large), and 1d8 becomes 
  2d6 (for Large to Huge).
  Space/Reach: Th e amalgam has a space and reach appropriate 
  for its size, as given in the following table. If the reach for 
  a natural attack that the amalgam receives from one of the 
  base creatures is greater than indicated for its size in the 
  chart below, extend the reach of that attack by the same 
  amount that it is extended from the original creature. For 
  instance, an amalgam formed from a choker and an ogre 
  mage would possess tentacle attacks with a reach of 15 feet.
  Space/Reach
   
  Size 
  Space/Reach (Tall) 
  Space/Reach (Long)
   
  Fine 
  1/2 ft./0 ft.  
  —
   
  Diminutive 
  1 ft./0 ft.  
  —
   
  Tiny 
  2 1/2 ft/0 ft.  
  —
   
  Small 
  5 ft/5 ft. 
  —
   
  Medium 
  5 ft./5 ft. 
  5 ft./5 ft.
   
  Large 
  10 ft./10 ft. 
  10 ft./5 ft.
   
  Huge 
  15 ft./15 ft. 
  15 ft./10 ft.
   
  Gargantuan 
  20 ft./20 ft. 
  20 ft./15 ft.
   
  Colossal 
  30 ft./30 ft. 
  30 ft./20 ft.
  Special Attacks: An amalgam retains all the special attacks of both 
  base creatures that do not depend on a limb or body form 
  the amalgam does not possess. If two special attacks are 
  similar, the amalgam has the better of the two. For example, 
  if both base creatures deals extra ﬁ re damage with their melee 
  attacks, but one deals +1 point and the other deals +1d6 
  points, the amalgam deals +1d6 points of ﬁ re damage with 
  each of its melee attacks. Recalculate the save DCs for all 
  special attacks based on the amalgam creature’s racial HD or 
  character level, as applicable, and its ability scores.
   
  Now evaluate your monster’s special attacks, realizing it may 
  get to use only two or three of them in a single combat. If it 
  seems as if your amalgam has too many special attacks, pare 
  them down until you are satisﬁ ed.
  Special Qualities: An amalgam retains all the special qualities of 
  both base creatures that do not depend on a limb or body 
  form that the amalgam does not possess. If two special 
  qualities are similar, the amalgam has the better of the 
  two. For example, if one base creature has ﬁ re resistance 
  20 and the other has ﬁ re immunity, the amalgam has ﬁ re 
  immunity.
  Saves: Th e amalgam’s base saves depend on its type, as given 
  on the following table. Any saves not noted as good for a 
  particular type are poor. See Chapter 1 of the PHB for the 
  progression of good and poor saves. Add to each of these 
  values the corresponding base save bonuses for any class Hit 
  Dice the amalgam has.
  Saves
   
  Creature Type 
  Good Saves
   
  Aberration 
  Will
   
  Animal 
  Fortitude and Reﬂ ex (and 
  sometimes Will)
   
  Construct 
  —
   
  Dragon 
  Fortitude, Reﬂ ex, Will
   
  Elemental 
  Fortitude (Earth or Water) or 
  Reﬂ ex (Air or Fire)
   
  Fey 
  Reﬂ ex and Will
   
  Giant 
  Fortitude
   
  Humanoid 
  Fortitude or Reﬂ ex or Will
   
  Magical beast 
  Fortitude, Reﬂ ex
   
  Monstrous humanoid 
  Reﬂ ex, Will
   
  Ooze 
  —
   
  Outsider 
  Fortitude, Reﬂ ex, Will
   
  Plant 
  Fortitude
   
  Undead 
  Will
   
  Vermin 
  Fortitude
  Abilities: For each mental ability score, take the average for the two 
  base creatures, rounding down if the result is 10 or higher or 
  up if it is below 10. If the base creatures are the same size, 
  follow the same procedure for each physical ability score. 
  Otherwise, adjust the ability score of the smaller creature 
  according to the following table before averaging. Apply the 
  modiﬁ ers stepwise to account for the size diﬀ erence between 
  the smaller base creature and the amalgam.
  Abilities
   
  Size Change 
  Strength 
  Dexterity Constitution
   
  Fine to Diminutive 
  +0 
  –2 (minimum 1) 
  +0
   
  Diminutive to Tiny 
  +2 
  –2 (minimum 1) 
  +0
   
  Tiny to Small 
  +4 
  –2 (minimum 1) 
  +0
   
  Small to Medium 
  +4 
  –2 (minimum 1) 
  +2
   
  Medium to Large 
  +8 
  –2 (minimum 1) 
  +4
   
  Large to Huge 
  +8 
  –2 (minimum 1) 
  +4
   
  Huge to Gargantuan 
  +8 
  +0 
  +4
   
  Gargantuan to Colossal 
  +8 
  +0 
  +4
  Skills: Th e amalgam retains the racial skill bonuses described 
  in the Skills section of the creature descriptions for both 
  base creatures, but it loses all skill ranks the base creatures 
  possessed. Recalculate skill points for the amalgam’s racial Hit 
  Dice according to its type, as given on the following table, 
  then purchase its skills afresh, treating both base creatures’ 
  skills as class skills and all others as cross-class skills. Th e 
  amalgam retains any skill points gained from class levels.
  Skills
   
  Creature Type 
  Skill Points
   
  Aberration 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Animal 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Construct 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Dragon 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
  Amalgam
  
  20
  20
  20
  20
  Skills
   
  Creature Type 
  Skill Points 
   
  Elemental 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Fey 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Giant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Magical beast 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Monstrous 
  humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Ooze 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Outsider 
  (8 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Plant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Undead 
  (4 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Vermin 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  Languages: If the amalgam can speak, it speaks a number of 
  languages appropriate for its Intelligence score, chosen from 
  the languages the base creatures speak.
  Feats: Th e amalgam retains the bonus feats of both base creatures, 
  but it loses all other feats that the base creatures had. 
  Recalculate the number of feat slots the amalgam has based 
  on its character level (racial and class HD) and assign 
  feats as desired, giving preference to the feats that the 
  base creatures possessed. Th e amalgam must still meet any 
  prerequisites for feats chosen to ﬁ ll vacant feat slots.
  Environment: Th e amalgam can exist in any environment that 
  either base creature could.
  Organization: An amalgam is often a wholly new and strange 
  being, so you can assign whatever organization you wish. A 
  typical amalgam, however, is organized in the same manner 
  as one of its base creatures.
  Challenge Rating: Compare the amalgam to both base creatures 
  and select a challenge rating based on theirs. Th en compare 
  the amalgam to creatures with Challenge Ratings up to 3 
  higher to determine whether the CR you have assigned is 
  reasonable. 
  Treasure: Standard if both base creatures have standard treasure, 
  or as the base creature with the most treasure, if both have 
  poorer than standard, or as the base creature with the least 
  treasure if they both have better than standard.
  Alignment: Th e amalgam’s alignment includes elements of 
  both base creatures’ alignments. For example, an amalgam 
  created from a chaotic neutral and a lawful evil base 
  creature could be chaotic evil or lawful neutral, at your 
  option.
  Advancement: By HD, or by character class if the amalgam has 
  an Intelligence score of 3 or higher. If advancement is by 
  HD, the amalgam can gain twice its standard HD and 
  retain the same size category, and up to three times its 
  standard HD with each additional size category.
  Level Adjustment: In general, the level adjustment of an 
  amalgam should be slightly lower than the combined level 
  adjustments of both base creatures.
  Amalgam Characters
  First, choose a favored class for the amalgam based on its abilities 
  and skills. Th en use that information to design its culture.
  (Minotaur-Adult Arrowhawk Amalgam) 
  Large Outsider (Air, Extraplanar)
  Hit Dice: 7d8+14 (45 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), ﬂ y 60 ft. (perfect)
  Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, 
  ﬂ at-footed 16
  Base Attack/Grapple: +7/+16
  Attack: Greataxe +11 melee (3d6+7/x3) or bite +11 melee 
  (2d6+5) or electricity ray +8 ranged touch (4d6)
  Full Attack: Greataxe +11/+6 melee (3d6+7/x3) and bite 
  +6 melee (2d6+5) and gore +6 melee (1d8+2) or bite 
  +11 melee (2d6+5) and gore +6 melee (1d8+2) or 
  electricity ray +8 ranged touch (4d6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Electricity ray, powerful charge 4d6+7
  Special Qualities: Darkvision 60 ft., immune to acid, 
  electricity, and poison, natural cunning, outsider 
  traits, resistance to cold 10 and ﬁ re 10, scent
  Saves: Fort +7, Ref +7, Will +5
  Abilities: Str 20, Dex 14, Con 15, Int 9, Wis 11, Cha 11
  Skills: Diplomacy +2, Intimidate +10, Listen +14, Move 
  Silently +12, Search +13, Sense Motive +10, Spot 
  +14, Survival +10 (+12 following tracks)
  Feats: Dodge, Flyby Attack, Track
  Environment: Elemental Plane of Air and underground
  Organization: Solitary, pair, or gang (3–4)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral evil
  - Sample Creature:  Arrowtaur -
  Amalgam
  
  21212121
  Advancement: By character class
  Level Adjustment: +8
  Here is an example of an amalgam using a minotaur and an adult 
  arrowhawk as the base creatures.
  Uneducated folk sometimes mistake this cruel, 12-foot-tall, 
  winged humanoid for a vrock. Its long neck is topped by a birdlike 
  head composed mostly of jagged beak and deadly, bull-like horns. 
  Th e arrowtaur’s four black wings give it great maneuverability 
  in ﬂ ight, and it can lash out at its foes with lightning from 
  its feathered tail. Its two legs end in hooves, and its arms in 
  humanlike hands.
  Arrowtaurs inhabit many of the blocks of elemental earth that soar 
  through the Elemental Plane of Air. Th ere they dig out rookeries 
  and build labyrinthine nests in which to raise their young and plan 
  assaults on the strongholds of other air creatures.
  Arrowtaurs speak Auran.
  Combat
  Arrowtaurs are fearsome ﬁ ghters that enjoy melee. With their 
  greataxe, bite, and gore attacks, they can easily devastate most foes. 
  When confronted by an enemy too dangerous to engage in melee, 
  an arrowtaur relies on its electricity rays and ﬂ y-by attacks.
  Electricity Ray (Su): An arrowtaur can ﬁ re an electricity ray from 
  its tail once per round to a range of 50 feet.
  Powerful Charge (Ex): When an arrowtaur charges a foe, it lowers 
  its head for a gore attack. In addition to the normal beneﬁ ts and 
  hazards of a charge, it gains a single gore attack (+6 melee) that 
  deals 4d6+7 points of damage.
  Natural Cunning (Ex): Arrowtaurs are immune to maze spells and 
  never become lost. Furthermore, they are never caught ﬂ at-footed.
  Skills: An arrowtaur has a +4 racial bonus on Listen, Search, and 
  Spot checks.
   Amphibious Creature
  Amphibious creatures belong to neither air nor water and are native to neither land nor sea. Bogs, swamps, and mires—whether hot, 
  mild, or frozen—are their homes.
  An amphibious creature breathes both air and water and is comfortable in both. It has slick-looking, smooth skin and large eyes that 
  gather light, granting it clear vision even in the murk of muddy waters. It also possesses ﬁ ns or webbed appendages serving it well in 
  water and legs allowing it to move about on land. 
  “Amphibious creature” is an inherited template that can be added 
  to any living, corporeal creature that breathes air and lacks a swim 
  speed or that breathes water and lacks a land speed (referred to 
  hereafter as the base creature). 
  An amphibious creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: Size and type are unchanged, but 
  the creature gains the aquatic subtype if the 
  base creature did not already have it.
  Speed: If the base creature has a land speed but 
  lacks a swim speed, the amphibious creature 
  gains a swim speed equal to the base creature’s 
  highest other speed. Its land, climb, ﬂ y, and burrow speeds 
  each decrease by 10 feet (to a minimum of 5 feet) from 
  the base creature’s values. Th e amphibious creature’s body 
  shape is similar to that of the base creature but smoother 
  to facilitate swimming, and its digits (if any) are webbed. It 
  also gains ﬁ ns in appropriate locations.
   Using the Amphibious Creature Template
  Some amphibious creatures are created by magic; others are the evolutionary results of natural selection and adaptation. In 
  either case, amphibious creatures can ﬁ nd homes nearly anywhere in your world. Consider using an amphibious version of a 
  typical d20 monster or character race to give your game a unique feel.
   
  If the base creature has a swim speed but lacks a land speed, 
  the amphibious version gains a land speed 10 feet slower 
  (to a minimum of 5 feet) than the base creature’s swim 
  speed. If the base creature lacked strong legs to walk on, the 
  amphibious creature gains two or four such appendages, 
  whichever is most appropriate for its body form. 
  Th ese legs are not capable of gripping weapons 
  and are not useful for attacking foes, but they can 
  be used for locomotion, including climbing and 
  jumping.
  Armor Class: Th e skin of an amphibious creature 
  aids its breathing both in and out of water. But 
  because its body covering must be moist and supple to 
  achieve this purpose, any natural armor the base creature 
  had becomes less eﬀ ective. Th us, the amphibious creature’s 
  natural armor bonus is equal to the base creature’s natural 
  armor bonus –2. If the base creature had no natural armor 
  bonus, this feature of the amphibious template causes no 
  change.
  Creating an Amphibious Creature
  Amphibious Creature
  
  22
  22
  22
  22
  Special Qualities: An amphibious creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Amphibious (Ex): An amphibious creature can breathe both 
  air and water with equal ease.
   
  Breathing Skin (Ex): Because an amphibious creature’s 
  skin aids in its breathing, it takes a –2 penalty on Fortitude 
  saving throws against gases, contact poisons, and inhaled 
  poisons and eﬀ ects.
   
  Low-Light Vision (Ex): An amphibious creature can see 
  twice as far as a human in starlight, torchlight, moonlight, 
  and other low-light conditions.
  Abilities: Change from the base creature’s as follows: Dex –2 
  (minimum 1), Con +2.
  Skills: If the amphibious creature gained a swim speed from the 
  application of this template, it has a +8 racial bonus on 
  any Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Languages: If the amphibious creature can speak, it gains the 
  ability to speak Aquan in addition to any other languages 
  the base creature knows.
  Environment: If the amphibious creature gained a swim speed, 
  it also gains the aquatic and marsh terrains in its environment 
  description. If it gained a land speed, it also gains a land terrain 
  that would normally be found near the base creature’s normal 
  watery habitat or the marsh terrain.
  Amphibious Characters
  An amphibious character favors whichever class the base creature 
  does. If none is given, the amphibious creature favors either the 
  druid class or the ranger class (GM’s choice) if it is intelligent.
  - Sample Creature:  Amphibious Giant Praying Mantis -
  Large Vermin (Aquatic)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: –2
  Speed: 10 ft. (2 squares), swim 40 ft., ﬂ y 30 ft. (poor)
  Armor Class: 11 (–1 size, –2 Dex, +4 natural), touch 7, ﬂ at-footed 11
  Base Attack/Grapple: +3/+11
  Attack: Claws +6 melee (1d8+4)
  Full Attack: Claws +6 melee (1d8+4) and bite +1 melee (1d6+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab
  Special Qualities: Amphibious, breathing skin, darkvision 60 ft., 
  low-light vision, vermin traits
  Saves: Fort +7, Ref –1, Will +3
  Abilities: Str 19, Dex 6, Con 17, Int —, Wis 14, Cha 11
  Skills: Hide –2*, Spot +6, Swim +12
  Feats: —
  Environment: Temperate forests, marshes, and aquatic
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Advancement: 5–8 HD (Large); 9–12 HD (Huge)
  Level Adjustment: —
  Here is an example of an amphibious creature using a giant 
  praying mantis as the base creature.
  Th e amphibious giant praying mantis has slick, smooth, froglike 
  skin stretched over a mantis form. Ragged and spiny ﬁ sh ﬁ ns 
  protrude from various places on its thorax, and it breathes via gills. 
  A terror of temperate swamps and marshes, the amphibious giant 
  praying mantis sometimes travels along rivers to populated areas in 
  search of prey. 
  Combat
  An amphibious giant praying mantis uses both of its spiny claws as 
  a single attack. It is a patient carnivore that can remain completely 
  still below murky water for hours waiting for prey to come near. It 
  attacks by grabbing smaller prey in its claws and biting viciously.
  Improved Grab (Ex): If the amphibious giant praying mantis 
  hits an opponent that is at least one size category smaller than 
  itself with a claws attack, it deals normal damage and attempts 
  to start a grapple as a free action without provoking an attack of 
  opportunity. If it gets a hold, it makes a bite attack at its full attack 
  bonus (+6 melee).
  Amphibious (Ex): See the amphibious creature template.
  Breathing Skin (Ex): See the amphibious creature template.
  Skills: An amphibious giant praying mantis receives a +4 racial bonus 
  on Hide and Spot checks. *Because of its camouﬂ age, the Hide bonus 
  increases to +12 when the mantis is surrounded by foliage.
  Amphibious Creature
  
  23
  23
  23
  23
  “Apocalypse swarm” is an inherited template that can be added to 
  any swarm (referred to hereafter as the base creature).
  An apocalypse swarm uses all the base creature’s statistics and 
  special abilities except as noted here.
  Hit Dice: An apocalypse swarm gains 5 Hit Dice beyond the 
  base creature’s total. Recalculate the swarm’s base saves, hit 
  points, feat slots, and skill points (if applicable), 
  plus the save DCs for its special attacks.
  Speed: Each of an apocalypse swarm’s speeds is 
  double the corresponding speed of the base 
  creature.
  Damage: If an apocalypse swarm has fewer than 
  26 HD, the damage dealt by its swarm attack 
  increases by +1d6 over that of the base creature.
  Special Attacks: An apocalypse swarm retains all the base 
  creature’s special attacks and gains those described here. 
   
  Fear (Su): Each creature within 100 feet of an apocalypse 
  swarm that witnesses it bringing down another creature 
  must succeed on a Will save (DC 10 + 1/2 apocalypse 
  swarm’s racial HD + apocalypse swarm’s Cha modiﬁ er) 
  or be frightened for 1 minute. Success leaves the creature 
  shaken for 1 minute but does not negate the need to make a 
  new saving throw for each such incident. Fear is a mind-
  aﬀ ecting fear eﬀ ect.
   
  Greater Distraction (Ex): A creature that fails its save 
  against an apocalypse swarm’s distraction special attack is 
  nauseated for 1d4 rounds.
  Special Qualities: An apocalypse swarm retains all the base 
  creature’s special qualities and gains those described here.
   
  Fast Healing (Ex): Th e base creature gains fast healing 10.
   Apocalypse Swarm
  Deities show their wrath in many ways—storms, ﬂ oods, earthquakes, volcanic eruptions, disease—but few means are as viscerally 
  terrifying as a plague. Locusts that devour a nation’s crops, clouds of ﬂ ies that clog people’s mouths, hordes of rats that spread 
  contagion—these are the so-called apocalypse swarms, the deadly messengers of angry gods.
  An apocalypse swarm looks like a normal swarm of creatures until it engages in combat. Other creatures watching such a battle obtain 
  a better understanding of what apocalypse really means—in the death of another being, they clearly see their own nearness to oblivion. 
  Few can witness another creature’s death by such a means and not ﬁ nd it chilling. Even creatures that were initially willing to stand ﬁ rm 
  and ﬁ ght the swarm soon regret their bravery, for damaging such swarms only makes more of them. Th us, an apocalypse swarm grows in 
  destructive capability even as foes succeed in diminishing its strength.
   
  Spell Resistance (Ex): Th e base creature gains spell resistance 
  equal to 11 + 1/2 the base creature’s racial HD.
   
  Splitting (Ex): When an apocalypse swarm takes more than 
  10 points of damage from a single attack, it splits into two 
  identical apocalypse swarms, each with one-half the hit 
  points that the original swarm had when it split (rounded 
  down). An apocalypse swarm with 1 hit point cannot be 
  split, and one with 0 hit points is dispersed as 
  normal.
  Each piece of a split apocalypse swarm can heal 
  damage normally, up to the number of hit points 
  it had upon formation. Healing damage does not 
  allow the swarms to recombine. For example, an 
  apocalypse swarm with 50 hit points that takes 15 
  points of damage would split into two apocalypse swarms 
  with 17 hit points each (one-half of the original swarm’s 
  remaining 35 hp, rounded down). Each of these two 
  apocalypse swarms can heal 10 points of damage per round 
  with fast healing, but it cannot exceed 17 hit points.
  Abilities: Increase from the base creature as follows: Dex +4, Con +2.
  Skills: If the base creature has an Intelligence score, it gains skill 
  points for its 5 new HD as appropriate for its type. Assign 
  these skill points as desired, treating skills on the base 
  creature’s list as class skills and all others as cross-class skills.
  Feats: An apocalypse swarm gains Ability Focus (distraction) 
  as a bonus feat. In addition, it gains additional feat slots 
  according to its new Hit Dice. Alertness, Lightning 
  Reﬂ exes, Toughness, and Dodge are good choices for an 
  apocalypse swarm.
  Challenge Rating: Same as the base creature +3.
  Level Adjustment: —
  - Sample Creature:  Apocalypse Hellwasp Swarm -
  Diminutive Magical Beast (Evil, Extraplanar, Swarm)
  Hit Dice: 17d10+54 (147 hp)
  Initiative: +12
  Speed: 10 ft. (2 squares), ﬂ y 80 ft. (good)
  Armor Class: 22 (+4 size, +8 Dex), touch 22, ﬂ at-footed 14
  Base Attack/Grapple: +17/—
  Attack: Swarm (4d6 plus poison)
  Full Attack: Swarm (4d6 plus poison)
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Distraction, fear, greater distraction, inhabit, 
  poison
  Special Qualities: Damage reduction 10/magic, darkvision 60 ft., 
  fast healing 10, hive mind, immunity to weapon damage, 
  resistance to ﬁ re 10, low-light vision, spell resistance 19, 
  splitting, swarm traits
  Saves: Fort +13, Ref +20, Will +8
  Abilities: Str 1, Dex 26, Con 16, Int 6, Wis 13, Cha 9
  Skills: Hide +22, Listen +12, Spot +12
  Feats: Ability Focus (distraction), Ability Focus (poison), 
  Alertness, Improved Initiative, Iron Will, Lightning 
  Reﬂ exes, Toughness
  Creating an Apocalypse Swarm
  Apocalypse Swarm
  
  24
  24
  24
  24
  Environment: Any evil-aligned plane
  Organization: Solitary, pair, fright 
  (3–4 swarms), or terror 
  (5–8 swarms)
  Challenge Rating: 11
  Treasure: None
  Alignment: Always 
  lawful evil
  Advancement: None
  Level Adjustment: —
  Here is an example 
  of an apocalypse 
  swarm using a 
  hellwasp swarm as 
  the base creature.
  A single hellwasp 
  resembles a thumb-sized 
  normal wasp, except that its 
  carapace is gleaming black 
  with ruby-red stripes, and 
  its compound eyes shine 
  an iridescent green color. 
  In an apocalypse swarm, 
  hellwasps form a collective 
  hive mind marked by 
  infernal cunning and 
  bloodlust.
  Combat
  An apocalypse hellwasp swarm seeks to 
  surround and attack any living prey it 
  encounters. Th e swarm deals 4d6 points 
  of damage to any creature whose space 
  it occupies at the end of its move. Th e 
  swarm can take over the body of its 
  prey and infest both the living and 
  the dead, using them as puppets to 
  accomplish acts of wickedness that an 
  ordinary swarm of insects could never 
  attempt.
  An apocalypse hellwasp swarm’s attack 
  is treated as an evil-aligned weapon and a 
  magic weapon for the purpose of overcoming damage reduction.
  Distraction (Ex): Fortitude DC 21; see the apocalypse swarm 
  template.
  Fear (Su): Will DC 17; see the apocalypse swarm template.
  Greater Distraction (Ex): See the apocalypse swarm template.
  Inhabit (Ex): An apocalypse hellwasp swarm can enter the body 
  of a helpless or dead creature by crawling into its mouth and 
  other oriﬁ ces. Th is process requires 1 minute to complete. 
  A single apocalypse hellwasp swarm can inhabit a Small, 
  Medium, or Large creature, and four swarms working 
  together can inhabit a Huge creature. Th e swarm can 
  abandon the body at any time, but doing so requires a full-
  round action. 
   Any attack against the inhabited 
  host deals half damage to the 
  apocalypse hellwasp swarm as well, 
  although its resistances 
  and immunities may 
  negate some or all 
  of this damage. 
  If an apocalypse 
  hellwasp swarm 
  is forced to 
  split while it is 
  inhabiting the body 
  of a creature, both 
  parts of the swarm 
  exit immediately 
  without needing a 
  full-round action.
  An apocalypse 
  hellwasp swarm 
  inhabiting a dead 
  body can animate 
  it and control 
  its movements, 
  eﬀ ectively 
  transforming it into a 
  zombie of the appropriate size for as 
  long as the swarm remains inside. If an 
  apocalypse hellwasp swarm 
  inhabits a living victim, 
  it can neutralize the 
  eﬀ ects of its own poison 
  and control the victim’s 
  movements and actions 
  as if using dominate monster. 
  Th e hellwasps soon slay a living 
  victim, however, dealing 2d4 points 
  of Constitution damage per hour 
  that they inhabit its body. A body 
  reduced to 0 Constitution is dead.
  A creature inhabited by an 
  apocalypse hellwasp swarm is 
  relatively easy to spot, since its skin 
  crawls with the forms of the insects 
  inside. Th e swarm is intelligent enough to hide beneath 
  loose clothing or a large cloak whenever possible so as to 
  remain undetected. It can attempt a Disguise check to 
  conceal its presence within of a host, taking a –4 penalty on 
  the check if the host is Small.
   
  A remove disease or heal spell cast on an inhabited victim 
  forces the apocalypse hellwasp swarm to abandon its host.
  Poison (Ex): Injury, Fortitude DC 23, initial and secondary 
  damage 1d6 Dex. Th e save DC is Constitution-based.
  Hive Mind (Ex): Any apocalypse hellwasp swarm with at least 
  1 hit point per Hit Die (or 12 hit points, for a standard 
  swarm) forms a hive mind, giving it an Intelligence score of 
  6. When an apocalypse hellwasp swarm is reduced below 
  this hit point threshold, it becomes mindless.
  Splitting (Ex): See the apocalypse swarm template.
  Apocalypse Swarm
  
  25
  25
  25
  25
  “Arboreal creature” is an inherited template that can be added 
  to any living, nonaquatic, corporeal creature with grasping limbs 
  (referred to hereafter as the base creature). 
  An arboreal creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  Speed: An arboreal creature gains a climb speed 
  equal to the base creature’s highest speed 
  and loses any ﬂ y speed the base creature 
  has. Each of the base creature’s other speeds 
  decreases by 10 feet (to a minimum of 5 feet). If the 
  base creature’s climb speed is already its highest speed, 
  it increases by +10 feet, and its other speeds decrease as 
  described above.
  Attack: Th e arboreal creature retains all the base creature’s 
  attacks and its weapon and armor proﬁ ciencies. Th ese 
  attacks retain the same primary or secondary status they 
  had for the base creature. 
   
  When an arboreal creature is brachiating (swinging from 
  tree to tree; see Brachiation on this page), it can attack 
  with any one limb that it is not using to brachiate. If the 
  base creature has a leg or hind leg attack, the arboreal 
  creature retains that attack and deals normal damage with 
  it. If the base creature lacks such an attack, the arboreal 
  creature gains a slam attack with an appropriate limb that 
  it can use only while brachiating. Th e slam is a primary 
  attack if the base creature has no other natural attacks, or a 
  secondary attack otherwise.
  Damage: If the base creature gained a slam attack from the 
  application of this template, its base damage is as given on 
  the following table.
  Damage
   
  Size 
  Slam Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Qualities: An arboreal creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Brachiation (Ex): By hanging beneath or within a canopy 
  of trees (or similar structures with many limbs), an 
  arboreal creature can swing hand over hand and 
  move at a speed equal to its climb speed. It follows 
  the rules for climbing while moving in this fashion, 
  but the base Climb DC for brachiation is 10. Th e 
  trees that the creature uses for this movement must 
  have numerous limbs that can support its weight. 
  Any tree that the arboreal creature can climb 
  without causing it to bend is suitable for brachiation.
   
  Tree Leap (Ex): A brachiating arboreal creature can move 
  easily to the next tree so long as its branches are within 
  reach. When the distance between trees exceeds twice its 
  reach, however, the creature must make a leap of faith.
   
  When climbing or using the Balance skill, an arboreal 
  creature can make a Jump check to leap to another 
  location. If it can move at least 20 feet before leaping 
  (without doubling back), set the DC as though it had 
  a 20-foot running start (don’t double the DC). If the 
  arboreal creature fails its Jump check by 5 or more, it falls 
  as normal. If it fails by less than 5, it can attempt a DC 15 
  Reﬂ ex save to grab a ledge, branch, or wall 5 feet below its 
  target location, so long as some protrusion exists there.
   
  An arboreal creature that succeeds on any Jump check 
  (not just a tree leap) must immediately attempt a Balance 
  or Climb check, as appropriate, to land in a climbing or 
  balancing position. Th e DC for this check is +5 higher 
  than normal. A failure gives the same results as a failure on 
  the Jump check.
  Abilities: Increase from the base creature as follows: Str +2, 
  Dex +2.
  Skills: An arboreal creature gains a +15 racial bonus on Balance 
  and Jump checks and a +4 racial bonus on Listen and Spot 
  checks. An arboreal creature receives a +8 racial bonus on 
  Climb checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. An arboreal creature 
  also gains a +4 bonus on Hide and Survival checks in 
  forested or jungle environments.
  Environment: Any forest.
  Level Adjustment: Same as the base creature +1.
  Arboreal Characters
  An arboreal character favors whichever class the base creature 
  does.
   Arboreal Creature
  Arboreal creatures live in the canopies of forests and jungles. Th ey conduct their lives entirely above-ground, swinging from bough to 
  bough, climbing through the branches, and balancing on tree limbs as they move from place to place. 
  Th e coloration of an arboreal creature aids its ability to hide in the high boughs of trees. Its skin may be green, gray, or brown, depending 
  on its environment, and its hair color may change with the seasons. A typical arboreal creature has long climbing limbs that are awkward 
  to walk on, but occasionally one may climb primarily with two limbs and have stunted hind legs. 
  Creating an Arboreal Creature
  Arboreal Creature
  
  26
  26
  26
  26
  Small Humanoid (Halﬂ ing)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +2
  Speed: 10 ft. (2 squares), brachiate 20 ft., climb 20 ft.
  Armor Class: 16 (+1 size, +2 Dex, +3 studded leather), touch 13, 
  ﬂ at-footed 14
  Base Attack/Grapple: +1/–2
  Attack: Small longsword +4 melee (1d6+1/19–20) or small 
  javelin +5 ranged (1d4+1) or slam +3 melee (1d4+1, 
  brachiating only)
  Full Attack: Small longsword +4 melee (1d6+1/19–20) or 
  small javelin +5 ranged (1d4+1) or slam +3 melee (1d4+1, 
  brachiating only)
  Space/Reach: 5 ft./5 ft.
  Special Qualities: Brachiation, halﬂ ing traits, tree leap
  Saves: Fort +4, Ref +3, Will +0
  Abilities: Str 13, Dex 15, Con 12, Int 10, Wis 9, Cha 8
  Skills: Balance +16, Climb +14, Hide +5*, Jump +17, Listen +7, 
  Move Silently +3, Spot +3, Survival –1*
  Feats: Weapon Focus (longsword)
  Environment: Any forest
  Organization: Solitary, pair, company (3–4), squad (11–20 
  plus 2 3rd-level sergeants and 1 3rd–6th level leader), or 
  band (30–100 plus 100% noncombatants plus 1 3rd-level 
  sergeant per 20 adults, 5 5th-level lieutenants, 
  and 3 7th-level captains)
  Challenge Rating: 1/2
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +1
  Here is an example of an arboreal creature using 
  a 1st-level halﬂ ing warrior as the base creature.
  Arboreal halﬂ ings are innovative and resourceful 
  tree-dwellers. Like some kinds of monkeys, they 
  live most of their lives in the canopy of the forest. Many 
  subsist as hunters and gatherers, eating nuts, fruits, and other 
  tree-dwelling creatures. But despite the apparent simplicity of 
  their lives, arboreal halﬂ ings are as capable of sophistication as 
  their cousins on the ground, though they are somewhat less given 
  to wanderlust. In fact, they sometimes develop whole treetop 
  cities with stable populations. Understandably, arboreal halﬂ ings 
  are very protective of the forests and jungles in which they live 
  and ally themselves with other forest dwellers such as treants, 
  elves, and fey creatures whenever possible.
  An arboreal halﬂ ing looks superﬁ cially similar to 
  other halﬂ ings, standing about 3 feet tall and 
  usually weighing between 30 and 35 pounds. 
  Both males and females have longer arms and 
  hands and shorter legs than their landbound 
  cousins, and they are even more likely to go about 
  barefoot. Most have brown or gray skin and green 
  hair that turns white not with age, but with the coming of each 
  winter.
  Arboreal halﬂ ings speak Halﬂ ing and Common.
  Combat
  Arboreal halﬂ ings make full use of their mobility in the 
  treetops to stay out of melee range. Th ey prefer to hurl javelins 
  or sling stones at their foes—even other creatures that can climb. 
  But their predilection for ranged weaponry does not leave them 
  defenseless in melee. On the ground, arboreal halﬂ ing warriors 
  draw longswords made in treetop forges, and in the trees, they 
  ﬁ ght with vicious kicks.
  Brachiation (Ex): See the arboreal creature template.
  Halﬂ ing Traits (Ex): An arboreal halﬂ ing has a +2 morale bonus 
  on saving throws against fear, a +1 racial bonus on all saving 
  throws, a +1 racial bonus on attack rolls with a thrown weapon 
  or sling, and a +2 racial bonus on Climb, Jump, Listen, and Move 
  Silently checks (already ﬁ gured into the statistics given above).
  Tree Leap (Ex): See the arboreal creature template.
  Skills: An arboreal creature gains a +15 racial bonus on Balance 
  and Jump checks and a +4 racial bonus on Listen and Spot 
  checks. An arboreal creature receives a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb checks, even 
  if rushed or threatened. An arboreal creature also gains a +4 
  racial bonus on Hide and Survival checks in forested or jungle 
  environments.
  Th e arboreal halﬂ ing character presented here had the following 
  ability scores before racial and template adjustments: Str 13, Dex 
  11, Con 12, Int 10, Wis 9, Cha 8.
  - Sample Creature:  Arboreal Halfling Warrior -
  Arboreal Creature
  
  27
  27
  27
  27
  “Bipedal creature” is an inherited or created template that can 
  be added to any living creature that does not have a generally 
  humanoid form (referred to hereafter as the base creature). 
  A bipedal creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  Shape: Two of the base creature’s limbs (usually 
  the last pair) become legs, and any other 
  limb except a head that has a natural attack 
  becomes an arm capable of either wielding 
  a weapon or making a natural attack, as the 
  creature chooses. Arms need not be jointed limbs in the 
  typical sense; tentacles or other limbs could also be capable 
  of wielding weapons and objects. If these transformations 
  do not grant the bipedal creature at least two arms and two 
  legs, it either converts limbs that do not have natural attacks 
  or grows limbs until it meets these minimum numbers.
   
  If the base creature has wings or a tail that do not make 
  natural attacks, these limbs remain as they were, adjusting in 
  size to ﬁ t the bipedal creature’s body without dragging. Any 
  of the base creature’s limbs not accounted for in this process 
  become vestigial.
  Speed: If the base creature has a land speed, it changes to the 
  speed given on the following table. If the base creature lacks 
  a land speed, the bipedal creature’s land speed is one-half 
  the speed indicated on the table (minimum 5 feet).
  Speed
   
  Size 
  Land Speed
   
  Fine 
  5 ft.
   
  Diminutive 
  10 ft.
   
  Tiny 
  20 ft.
   
  Small 
  20 ft.
   
  Medium 
  30 ft.
   
  Large 
  40 ft.
   
  Huge 
  50 ft.
   
  Gargantuan 
  60 ft.
   
  Colossal 
  60 ft.
  Using the Bipedal Creature Template
  Th e bipedal creature template can radically change how monsters ﬁ t into your game world. With it, you could make a race of 
  bipedal deer that live like monkeys, or build whole nations of magical beasts that are normally relegated to random encounters 
  in the wilderness. Good dragons could walk the land as giants do, while evil dragons might move on all fours like animals. Th e 
  possibilities are endless.
  Th e bipedal template is also useful for making monsters suitable for other templates. For instance, by using the bipedal 
  template, you can turn nearly any creature into a candidate for the lycanthrope, quadrupedal, or half-giant template.
  Attack: Th e bipedal creature retains all the base creature’s natural 
  attacks except those employing limbs that have become 
  legs. If its Intelligence score is 3 or higher, it can also wield 
  weapons normally with its arms, and it retains all the 
  base creature’s weapon and armor proﬁ ciencies. Any 
  natural attacks it has retain the same primary or 
  secondary status they had for the base creature. 
  Space/Reach: Th e base creature’s face and reach 
  change according to the following table. If the base 
  creature has a longer reach than normal for its size, 
  however, the bipedal creature retains that reach.
  Space/Reach
   
  Size 
  Space/Reach
   
  Fine 
  1/2 ft./0 ft.
   
  Diminutive 
  1 ft./0 ft.
   
  Tiny 
  2-1/2 ft./0 ft.
   
  Small 
  5 ft./5 ft.
   
  Medium 
  5 ft./5 ft.
   
  Large 
  10 ft./10 ft.
   
  Huge 
  15 ft./15 ft.
   
  Gargantuan 
  20 ft./20 ft.
   
  Colossal 
  30 ft./30 ft.
  Special Attacks: A bipedal creature retains all of the base creature’s 
  special attacks except rake.
  Advancement: Same as the base creature, or by class if it has an 
  Intelligence score of 3 or higher.
  Bipedal Characters
  Th ough the bipedal creature template has no level adjustment, it 
  can be used to make normally unplayable monsters more feasible 
  as characters. A bipedal creature favors whichever class the base 
  creature does.
   Bipedal Creature
  A bipedal creature possesses the body of a humanoid and the features of some other creature. It has two legs and at least two arms 
  that are capable of wielding weapons and manipulating tools, and it stands either erect or hunched like an ape. Bipedal races often 
  form stable societies, cultures, and nations, even if the multilegged or legless creatures they resemble are solitary beings or simple 
  hunter-gatherers. Creating a Bipedal Creature
  Bipedal Creature
  
  28
  28
  28
  28
  Large Outsider (Evil, Extraplanar)
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +6
  Speed: 30 ft. in chainmail armor (6 squares); base speed 40 ft., ﬂ y 
  90 ft. (good)
  Armor Class: 29 (–1 size, +2 Dex, +13 natural, +5 
  chainmail), touch 11, ﬂ at-footed 27
  Base Attack/Grapple: +6/+14
  Attack: Greataxe +9 melee (3d6+6/x3) or hoof +9 melee 
  (1d8+4 plus 1d4 ﬁ re)
  Full Attack: Greataxe +9/+4 melee (3d6+6/x3) and 
  bite +4 melee (1d8+2) or 2 hooves +9 melee 
  (1d8+4 plus 1d4 ﬁ re) and bite +4 melee 
  (1d8+2) 
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Flaming hooves, smoke
  Special Qualities: Astral projection, darkvision 60 
  ft., etherealness
  Saves: Fort +8, Ref +7, Will +6
  Abilities: Str 18, Dex 15, Con 16, Int 13, 
  Wis 13, Cha 12
  Skills: Concentration +12, Diplomacy 
  +3, Intimidate +10, Knowledge 
  (the planes) +10, Listen +12, 
  Move Silently +6, Search +10, 
  Sense Motive +10, Spot +12, 
  Survival +10 (+12 on other 
  planes and following 
  tracks)
  Feats: Alertness, Improved 
  Initiative, Run
  Environment: Gray Waste of 
  Hades
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment: +4
  Bipedal nightmares can strike terror into the ranks of the most 
  stalwart army and the hearts of the greatest heroes. Although they 
  present no greater threat in melee than trolls do, their ability to slip 
  through the defenses of foes and seemingly return from the dead 
  time and time again are legendary.
  With the body of a midnight-black giant and the head of a 
  demonic horse, a bipedal nightmare would be worthy of its name 
  for its appearance alone. Its ﬂ aring nostrils spew sparks and smoke, 
  and its huge, hooﬂ ike hands strike ﬁ re with each blow.
  Combat
  A bipedal nightmare prefers to attack foes while astrally projecting 
  itself from another plane. Whenever possible, it ﬁ rst uses 
  etherealness to slip through defenses and perform reconnaissance 
  so it can concentrate its attacks on the most vulnerable foes. A 
  bipedal nightmare prefers to attack spellcasters ﬁ rst to minimize 
  the chances of having its astral form dispelled. While projecting 
  an astral form, the creature ﬁ ghts fearlessly, knowing that it cannot 
  truly be killed. But it does not take danger to its true form lightly. 
  When it encounters a foe in its real form, it most often ﬂ ees by 
  ﬂ ying away or becoming ethereal, even if the foe seems to present 
  little threat.
  - Sample Creature:  Bipedal Nightmare -
  A bipedal nightmare’s natural weapons, and any weapons it wields, 
  are treated as evil-aligned for the purpose of overcoming damage 
  reduction.
  Flaming Hooves (Su): A blow from a bipedal nightmare’s 
  hooﬂ ike hands sets combustible materials alight.
  Smoke (Su): During the excitement of battle, a bipedal nightmare 
  snorts and neighs with rage, ﬁ lling a 15-foot cone with hot, 
  sulfurous smoke that chokes and blinds opponents. Anyone in this 
  area must succeed on a DC 16 Fortitude save or take a –2 penalty 
  on all attack and damage rolls until 1d6 minutes after leaving the 
  cone. Th e bipedal nightmare can use this attack once per round as 
  a free action during its turn, and the smoke lasts for 1 round. Th e 
  smoke does not obscure the bipedal nightmare’s vision at all, but it 
  does grant the creature concealment against opponents 5 feet away 
  and total concealment against opponents 10 feet or farther away. 
  Th e save DC is Constitution-based.
  Astral Projection (Su): A bipedal nightmare can produce an astral 
  projection eﬀ ect as the spell (caster level 20th) at will.
  Etherealness (Su): A bipedal nightmare can produce an 
  etherealness eﬀ ect as the spell (caster level 20th) at will.
  Bipedal Creature
  
  29
  29
  29
  29
   Blood Knight
  Blood knights are the damned souls of ﬁ erce warriors who died in a particularly bloody manner. Cursed to walk the earth until their 
  warlike ways lead to their destruction, blood knights seek always to ﬁ ght and conquer.
  A blood knight wears the armor it died in, but its body is gone, wholly replaced by blood. Th is blood leaks from the armor in endless 
  drips, runnels, and rivulets, cascading to the ground in a torrent that puddles around the creature’s feet. Th e blood knight’s blows leave 
  wounds that do not close, and its own blood is poisonous. Most horriﬁ c of all, it can spray its blood out of its armor in great gouts that 
  soak opponents in the poisonous ﬂ uid.
  Creating a Blood Knight
  Using the Blood Knight Template
  You can alter the blood knight template in many ways to make it suit your campaign. Below are a few ideas.
  • 
  Ignore the required proﬁ ciency with armor and change the name of the template to the blood gaunt. In this form, the 
  template could be applied to the temple guardians of a god of murder. Alternatively, blood knights could result from a 
  curse that animates great quantities of spilled blood into a strange new form.
  • 
  Th e blood knights could be unique. Perhaps a group of paladins that unwittingly participated in a highly evil act were 
  cursed to become blood knights. 
  • 
  Make the template self-propagating. Creatures killed by Constitution damage from a blood knight’s attacks rise as blood 
  knights in 1d4 rounds.
  “Blood knight” is an acquired template that can be applied to any 
  living creature that is proﬁ cient with light, medium, and heavy 
  armor, wears full plate armor, and has blood (hereafter referred to 
  as the base creature). 
  A blood knight uses all of the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Armor Class: A blood knight gains an armor bonus to Armor 
  Class based on the kind of full plate armor it wears. It 
  loses any natural armor bonus the base creature had and 
  instead gains a deﬂ ection bonus equal to 1 + the base 
  creature’s original natural armor bonus (the bonus is +0 if 
  it has none).
  Attack: Th e blood knight retains all the base 
  creature’s attacks, and its weapon and 
  armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they 
  had for the base creature. Th e blood knight 
  gains a primary slam attack if it has no 
  other natural attacks.
  Damage: Each of the blood knight’s natural attacks 
  delivers its blood drain special attack in addition to normal 
  damage, and its attacks with weapons cause bleeding 
  wounds (see Bleeding Wounds on this page). If the blood 
  knight gained a slam attack from the application of this 
  template, its base damage is as given on the following 
  table.
  Damage
  Size 
  Slam Base Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Attacks: A blood knight retains all the base creature’s 
  special attacks and gains those described here.
   
  Bleeding Wounds (Ex): Each time a blood knight damages 
  a living foe with a piercing or slashing attack, whether with 
  a natural or a manufactured weapon, the resulting wound 
  continues to bleed. Th e bleeding deals 2 points of 
  damage each round until the victim either heals at 
  least 1 point of damage or receives a successful DC 
  20 Heal check. Multiple blows result in cumulative 
  damage from blood loss.
  Blood Drain (Ex): Any living creature damaged 
  by a blood knight’s natural attack takes 1 point of 
  Constitution damage in addition to the normal damage. 
  Th is Constitution damage is subject to the multiplier for a 
  critical hit, just as normal damage would be. In a grapple, 
  a blood knight deals 1d4 points of Constitution damage 
  to a living foe each round that the grapple is maintained. 
  On each such successful attack, the blood knight gains 5 
  temporary hit points.
  Blood Knight
  
  30
  30
  30
  30
   
  Blood Slick (Ex): A blood knight constantly drips slippery 
  blood in a 10-foot-radius spread around itself. Any creature 
  that is in this area at the start of its turn must succeed on 
  a Reﬂ ex save (DC 10 + 1/2 blood knight’s character level 
  + blood knight’s Cha modiﬁ er) or fall prone. Furthermore, 
  a creature moving through the area at more than half its 
  normal speed falls prone. To move at half normal speed, 
  the creature must succeed on a DC 10 Balance check. A 
  creature that fails this check by 5 or more falls prone; one 
  that fails by less than 5 makes no progress that round. Blood 
  knights are immune to the slipperiness of any blood knight’s 
  blood slick.
   
  Fountain of Blood (Ex): As a full-round action, a blood 
  knight can spray blood from its armor in a great cascade. 
  Each creature within a 15-foot radius is covered in blood 
  and must succeed on a Fortitude save as though it had 
  ingested the blood knight’s poisonous blood. Th e blood 
  ﬁ lls the area until the blood knight’s next turn. Creatures 
  entering the spray while it persists are subject to its eﬀ ects, 
  but a creature can be aﬀ ected only once per round. 
   
  Th e area covered by the blood spray becomes coated as 
  though by a blood slick and remains slippery for 1 round 
  per two character levels the blood knight possesses, or until 
  the blood is washed away with at least 5 gallons of water 
  or other liquid, or burned away with normal or magical 
  ﬁ re as a full-round action. Creatures and objects within the 
  area that do not have total cover are coated with the blood, 
  and a creature wishing to use, pick up, or cling to an item 
  coated in the blood must succeed 
  on a Reﬂ ex save (DC 10 + 1/2 
  blood knight’s character 
  level + blood knight’s 
  Cha modiﬁ er) to do so. 
  Failure means the item is immediately dropped. A creature 
  coated in blood gains a +10 bonus on Escape Artist checks. 
   
  Once the blood knight has used its fountain of blood attack, 
  it must wait 1d4 rounds before it can do so again. Blood 
  knights are immune to the slipperiness of any blood knight’s 
  fountain of blood.
   
  Improved Grab (Ex): To use this ability, a blood knight must 
  hit a creature of any size with a natural attack. It can then 
  attempt to start a grapple as a free action without provoking 
  an attack of opportunity.
   
  Poison Blood (Ex): Ingested, Fortitude DC 10 + 1/2 blood 
  knight’s character level + blood knight’s Cha modiﬁ er, initial 
  damage 1d6 Con, secondary damage nausea for 1 minute. 
  Any opponent that strikes a blood knight with a bite attack 
  is subject to this attack, as is any creature in the area of the 
  fountain of blood attack.
  Special Qualities: A blood knight retains all the base creature’s 
  special qualities and gains those described here.
   
  Blood Body (Ex): Because its body is entirely composed of 
  blood, a blood knight can store items within its form. It can 
  retrieve any item stored in its body as a move action or as a free 
  action that is part of a move. An item to be stored must be of 
  a size and shape that ﬁ ts within whatever portion of the blood 
  knight’s armor it is placed. For example, an orc blood knight 
  could store potion vials, crossbow quarrels, or daggers in its 
  arm, but it could not store a longsword there.
  Bonded Armor (Ex): A blood knight always wears the 
  suit of full plate armor in which it died. It cannot 
  remove this armor or exchange it for another suit. If 
  the armor is destroyed, the blood knight is destroyed 
  as well. Th e blood knight has a +5 bonus on saving 
  throws made on behalf of its armor.
  Damage Reduction (Ex): Th e blood knight gains damage 
  reduction 10/bludgeoning. If the base creature already has 
  damage reduction, use that value or 10, whichever is higher, 
  for the amount of damage ignored and add bludgeoning to 
  the kinds of damage that overcome its damage reduction.
  Abilities: Increase from the base creature as follows: Str +6, Dex 
  +4. As an undead creature, a blood knight has 
  no Constitution score.
  Skills: A blood knight 
  gains a +10 racial bonus 
  on Escape Artist checks. It 
  loses any racial bonuses to 
  Hide checks that the base 
  creature may have due to 
  coloration.
  Climate/Terrain: Any.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +2.
  Treasure: Same as the base creature, including armor.
  Alignment: Always evil (any).
  Level Adjustment: —
  Blood Knight Characters
  A blood knight favors whichever class the base creature does.
  Blood Knight
  
  31
  31
  31
  31
  Creating a  Dread Blood Knight
  Other templates in this book describe dread versions of undead. To create a dread version of the blood knight template, make 
  the following changes.
  Speed: Th e dread blood knight’s land speed increases by +10 feet over that of the base creature. If the base creature has no land 
  speed, it gains a land speed of 40 feet.
  Armor Class: Th e dread blood knight loses any natural armor bonus the base creature has and gains a deﬂ ection bonus equal to 
  3 + the base creature’s natural armor bonus (+0 if it has none).
  Special Attacks: Th e dread blood knight’s bleeding wounds attack deals 2d4 points of damage per round. Its blood drain deals 
  2 points of Constitution damage. Its fountain of blood attack has a 30-foot radius.
  Special Qualities: Th e dread blood knight gains turn resistance +4, immunity to sonic eﬀ ects, and spell resistance equal to 12 + 
  the base creature’s CR.
  Abilities: Change from the base creature as follows: Str +6, Dex +6, Wis +2, Cha +4. As an undead creature, a dread blood 
  knight has no Constitution score.
  Feats: Th e dread blood knight gains Ability Focus (poison blood) and Toughness twice as bonus feats.
  Challenge Rating: Same as the base creature +3.
  Male Blood Knight Dwarf Fighter 5/Medium Undead 
  (Augmented Humanoid, Dwarf)
  Hit Dice: 5d12 (32 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 21 (+1 Dex, +1 deﬂ ection, +9 +1 full plate), touch 12, 
  ﬂ at-footed 20
  Base Attack/Grapple: +5/+11
  Attack: +1 bastard sword +13 melee (1d10+12/19–20 plus bleeding 
  wounds) or slam +11 melee (1d6+9 plus blood drain) or 
  throwing axe +7 ranged (1d6+6)
  Full Attack: +1 bastard sword +13 melee (1d10+9/19–20 plus 
  bleeding wounds) and slam +6 melee (1d6+3 plus blood 
  drain) or slam +11 melee (1d6+9 plus blood drain) or 
  throwing axe +7 ranged (1d6+6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Bleeding wounds, blood drain, blood slick, 
  fountain of blood, improved grab, poison blood
  Special Qualities: Blood body, bonded armor, damage reduction 
  10/bludgeoning, darkvision 60 ft., dwarf traits, undead traits
  Saves: Fort +4, Ref +3, Will +1
  Abilities: Str 23, Dex 15, Con —, Int 10, Wis 11, Cha 8
  Skills: Climb +6, Craft (metalworking) +2, Craft (stoneworking) 
  +2, Escape Artist +7, Intimidate +5, Jump +6
  Feats: Cleave, Exotic Weapon Proﬁ ciency (bastard sword), 
  Power Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword)
  Challenge Rating: 7
  Treasure: See Possessions on page 32
  Alignment: Lawful evil
  Advancement: By character class
  Level Adjustment: —
  Here is an example of a blood knight using a 5th-level dwarf 
  ﬁ ghter as the base creature.
  Morden Th rallhammerer was once a dwarf hero of some fame. Loyal 
  to his clan and a staunch defender of its sovereignty, he was ruthless 
  to the point of sadism in combat with its enemies. When some 
  giants took up residence near his clan’s territory, Morden provoked 
  conﬂ ict with them, beginning a long and unnecessary feud that 
  resulted in the deaths of hundreds of his kin. In the ﬁ nal days of the 
  war, Morden led a vicious attack on wounded and noncombatant 
  giants while a decoy force of dwarves distracter their warriors. When 
  Morden dealt the killing blow to a mother protecting her child, he 
  could not get out of the way of her falling body fast enough. Th e 
  rest of Morden’s force retreated, leaving him trapped beneath the 
  she-giant’s body. By the time the giant warriors returned, Morden 
  had drowned in his foe’s blood. Th e giants cast his body oﬀ  the 
  mountain, cursing his name and praying to their gods to punish him. 
  Th us, he returned to haunt the world as a blood knight, wearing the 
  ornate, dwarf-made armor in which he died.
  Morden’s ﬁ rst act upon returning was to slay his kin for their 
  failure to save him. Now their angry spirits, which have returned 
  in the form of shadows, are his only company. Currently, Morden 
  Th rallhammerer guards the mountain home of his long-dead clan, 
  challenging anyone who approaches to a battle to the death. He 
  resembles a fully armored dwarf with blood dripping from the 
  holes in his helm and pooling around his feet. He wields a bastard 
  sword in two hands.
  Morden Th rallhammerer speaks Common and Dwarven.
  Combat
  Morden Th rallhammerer prefers to ﬁ ght one foe at a time in single 
  combat, and he might promise access to his clan’s holdings if an 
  interloper accepts the conditions of his challenge. Of course, he 
  says nothing about the shadows of his clan that haunt the place. 
  Should a group evade him, he uses his knowledge of the clanhold’s 
  tunnels and traps to divide his foes and kill them one by one.
  Morden Th rallhammerer uses his bastard sword as a two-handed 
  weapon most of the time. When he can take a full attack action, 
  however, he attacks once with the sword and once with a slam. 
  When badly wounded, Morden attacks almost exclusively with his 
  slam.
  - Sample Creature:  Morden Thrallhammerer -
  Blood Knight
  
  32
  32
  32
  32
  Bleeding Wounds (Ex): See the blood knight template.
  Blood Drain (Ex): See the blood knight template.
  Blood Slick (Ex): Reﬂ ex DC 11; see the blood knight template.
  Fountain of Blood (Ex): Fortitude DC 11 if ingested; Reﬂ ex DC 
  11 to pick up object; see the blood knight template.
  Improved Grab (Ex): See the blood knight template.
  Poison Blood (Ex): Fortitude DC 11; see the blood knight 
  template.
  Blood Body (Ex): See the blood knight template.
  Bonded Armor (Ex): See the blood knight template.
  Dwarf Traits (Ex): Morden has a +1 racial bonus on attack rolls 
  against orcs and goblinoids, a +2 racial bonus on saves against spells 
  and spell-like abilities, a +2 racial bonus on Fortitude saves against 
  all poisons, and a +4 dodge bonus against giants. He also has a +2 
  racial bonus on Appraise checks and Craft or Profession checks 
  related to stone or metal (already ﬁ gured into the statistics above). 
  In addition, Morden has stability, which grants him a +4 bonus 
  on ability checks made to resist being bull rushed or tripped when 
  standing on the ground (but not when climbing, ﬂ ying, riding, or 
  otherwise not standing ﬁ rmly on the ground). His stonecunning 
  ability grants him a +2 racial bonus on checks to notice unusual 
  stonework and allows him to make a check for unusual stonework 
  as though actively searching when within 10 feet. He can also intuit 
  depth and use the Search skill to ﬁ nd stonework traps as a rogue 
  can. Morden has darkvision to a 60-foot range.
  Undead Traits: Morden is immune to mind-aﬀ ecting eﬀ ects, 
  poison, sleep eﬀ ects, paralysis, stunning, disease, death eﬀ ects, and 
  any eﬀ ect that requires a Fortitude save unless it also works on 
  objects or is harmless. He is not subject to critical hits, nonlethal 
  damage, ability damage to his physical ability scores, ability drain, 
  energy drain, fatigue, exhaustion, or death from massive damage. 
  He cannot be raised, and resurrection works only if he is willing. 
  Darkvision 60 ft.
  Possessions: +1 bastard sword, necklace of ﬁ reballs (type I), potion of 
  blur, potion of jump.
   Bramble
  Th ese wicked watchers of the woodlands haunt dark thickets in forests and ﬁ elds, stalking the unwary. Most dangerous in the tangled 
  briar patches and thorny copses they call home, brambles often make clear trails through their domains that turn into winding mazes 
  designed to confuse and entrap victims.
  A bramble’s body is covered with barklike skin and wrapped in tangled, thorny vines. Its face is wizened and cruel, and yellow eyes peer 
  out from beneath its prickly brows. 
  Creating a Bramble
  “Bramble” is an inherited template that can be added to any living, 
  corporeal creature that breathes air (referred to hereafter as the 
  base creature). 
  A bramble uses all the base creature’s statistics and special abilities 
  except as noted here.
  Size and Type: Th e creature’s type changes to plant with the 
  appropriate augmented subtype. Size is 
  unchanged.
  Hit Dice: Change all racial Hit Dice to d8s.
  Armor Class: If the base creature has a +1 or lower 
  natural armor bonus, it improves by +2.
  Base Attack Bonus: A bramble’s base attack bonus 
  for its racial Hit Dice is 3/4 x racial HD (as cleric). Its base 
  attack bonus increases normally for any class Hit Dice it 
  has.
  Attack: Th e bramble retains all the base creature’s attacks, and its 
  weapon and armor proﬁ ciencies. Th ese attacks retain the same 
  primary or secondary status they had for the base creature. 
   
  Th e bramble gains a gore attack if it did not already have 
  one. If it has other natural attacks, it must choose upon 
  creation whether the gore is a primary or a secondary attack. 
  It cannot thereafter change that decision.
  Damage: A bramble has a gore attack. If the base creature does 
  not have this attack form, use the base damage value given 
  for its size on the following table. Otherwise, use the value 
  from the table or the base creature’s damage value for its 
  gore attack, whichever is greater.
   
  Damage
  Size 
  Gore Base Damage
    
  Fine 
  1
    
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Attacks: A bramble retains all the special attacks of the 
  base creature and gains those described here.
   
  Entangle (Sp): A bramble can use entangle (caster level equals 
  bramble’s character level) once per day, plus one additional 
  time per day for each 5 character levels the bramble possesses. 
  Th is ability functions like the spell of the same name, except 
  that it aﬀ ects only thorns and burr-bearing plants. A bramble 
  is immune to the eﬀ ects of its own entangle.
   
  Improved Grab (Ex): To use this ability, a bramble must hit 
  with any one of its natural attacks. It can then attempt to 
  Bramble
  
  33
  33
  33
  33
  start a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it establishes a 
  hold and can use its thorny grasp ability.
   
  Prickle Whip (Ex): Once per day, a bramble can unravel and 
  detach one of the tangled strands that form its body. Doing 
  so requires the same kind of action as drawing a melee 
  weapon. Th is strand then functions as a whip sized for the 
  bramble (see the PHB for a description of the whip), except 
  that the damage it deals is lethal and is not negated by 
  armor or natural armor of any value. Th e whip becomes stiﬀ , 
  brittle, and useless after 1 hour.
   
  Th orn Dart (Ex): Twice per day per character level, a 
  bramble can pull a long thorn from its body. Doing so 
  requires the same kind of action as drawing a dart. Th is 
  thorn functions like a dart in all ways, and the bramble is 
  automatically proﬁ cient with it.
   
  Th orny Grasp (Ex): A bramble deals automatic gore damage 
  with a successful grapple check against another creature. 
  In addition, any creature that attempts an opposed grapple 
  check to pin, constrict, swallow, or damage the bramble 
  takes damage equal to the base damage for the bramble’s 
  gore attack (unmodiﬁ ed by Strength).
  Special Qualities: A bramble retains all the special qualities of the 
  base creature and gains those described here.
   
  Fire Vulnerability (Ex): A bramble takes double damage 
  from ﬁ re unless a save for half damage is allowed, in which 
  case the bramble takes double damage on a failed save 
  and half damage on a successful save. If the base creature 
  has immunity to ﬁ re, the bramble retains that quality and 
  does not gain ﬁ re vulnerability. If the base creature has 
  ﬁ re resistance, the bramble retains that quality, but ﬁ re 
  vulnerability applies to any damage in excess of that resisted.
   
  Th orn Walk (Sp): Th is ability works like the tree stride spell 
  (caster level equals bramble’s character level), except that the 
  bramble can travel only through trees that produce thorns 
  or burrs. In addition, a bramble can move through a wall 
  of thorns or any similar thorn-related eﬀ ect without taking 
  damage or suﬀ ering any impairment. Th orn walk is usable 
  once per day, plus one additional time per day for each 5 
  character levels the bramble possesses.
   
  Woodland Stride (Ex): A bramble can move through any sort 
  of undergrowth (such as natural thorns, briars, overgrown 
  areas, or similar terrain) at its normal speed without taking 
  damage or suﬀ ering other impairment. However, thorns, 
  briars, and overgrown areas that have been magically 
  manipulated to impede motion (except via its own entangle 
  ability) still aﬀ ect the bramble.
  Saves: Fortitude is a bramble’s good save; Reﬂ ex and Will are 
  poor. Recalculate the portion of each of the base creature’s 
  save bonuses derived from racial HD. Th e portion of the 
  base save bonus derived from class levels remains the same. 
  See Chapter 3: Classes of the PHB for the progression of 
  good and poor saves. New ability scores and new feats may 
  also alter save bonuses.
  Abilities: Change from the base creature as follows: Str –2 
  (minimum 1), Dex +4.
  Skills: A bramble gains a +8 circumstance bonus on Hide and 
  Move Silently checks in forested areas and thickets. 
  Languages: If the bramble can speak, it gains the ability to speak 
  Sylvan in addition to any other languages the base creature 
  knows.
  Feats: Th e bramble gains Exotic Weapon Proﬁ ciency (whip), 
  Simple Weapon Proﬁ ciency, and Quick Draw as bonus 
  feats.
  Environment: Warm and temperate forests, or cold forests if the 
  base creature lives in a cold environment.
  Organization: Solitary, pair, or coven (3–8).
  Challenge Rating: Same as the base creature +1.
  Alignment: Often neutral evil.
  Level Adjustment: Same as the base creature +2.
  Bramble Characters
  A bramble favors whichever class the base creature does. Although 
  most brambles are evil, many are not.
  - Sample Creature:  Bramble Wild Elf -
  (1st-Level Warrior),  Medium Plant (Augmented Humanoid, Elf)
  Hit Dice: 1d8 (4 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (+3 Dex, +2 natural), touch 13, ﬂ at-footed 12
  Base Attack/Grapple: +1/+2
  Attack: Gore +3 melee (1d6+1) or club +2 melee (1d6+1) or prickle 
  whip +2 melee (1d3+1) or thorn dart +4 ranged (1d4+1)
  Full Attack: Gore +3 melee (1d6+1) or club +2 melee (1d6+1) and 
  gore –2 melee (1d6) or prickle whip +2 melee (1d3+1) or 
  thorn dart +4 ranged (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Entangle, improved grab, prickle whip, thorn dart, 
  thorny grasp
  Special Qualities: Fire vulnerability, low-light vision, thorn walk, 
  wild elf traits, woodland stride
  Saves: Fort +2, Ref +3, Will –1
  Abilities: Str 13, Dex 17, Con 10, Int 8, Wis 9, Cha 8
  Skills: Hide +5*, Listen +1, Move Silently +3*, Search +1, Spot +1
  Feats: Exotic Weapon Proﬁ ciency (whip), Simple Weapon 
  Proﬁ ciency, Quick Draw, Weapon Focus (gore)
  Environment: Temperate and warm forest
  Organization: Solitary, pair, or coven (3–8)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +2
  Bramble wild elves often attempt to lure or frighten travelers into 
  briar patches to ambush them. Although brambles are plants, they 
  enjoy feasting on the ﬂ esh of those they entrap. Because they fear 
  ﬁ re, however, they prefer to eat that ﬂ esh raw. 
  A bramble wild elf has a tall, willowy body covered with barklike 
  skin. Its joints bristle with thorns and brambles, and its face is an 
  imperious mask of hunger and hatred. Instead of hair, it has a few 
  thorny spikes on its head.
  Bramble wild elves speak Elven and Sylvan.
  Bramble
  
  34
  34
  34
  34
  Combat
  Bramble wild elves prefer to confront foes in an area 
  where thorny vegetation is plentiful—especially large, 
  thorn-bearing trees. If they can, they hide, lying in wait for 
  their prey and using their entangle ability to immobilize 
  opponents.
  Entangle (Sp): Once per day; see the bramble template.
  Improved Grab (Ex): See the bramble template.
  Prickle Whip (Ex): Once per day; see the bramble 
  template.
  Th orn Dart (Ex): Twice per day; see the bramble template.
  Th orny Grasp (Ex): See the bramble template.
  Fire Vulnerability (Ex): A bramble wild elf takes double 
  damage from ﬁ re unless a save for half damage is allowed, 
  in which case it takes double damage on a failed save and 
  half damage on a successful save.
  Th orn Walk (Sp): Once per day, up to 1 hour; see the 
  bramble template.
  Wild Elf Traits (Ex): A bramble wild elf is immune to 
  sleep spells and eﬀ ects and has a +2 racial bonus on saving 
  throws against enchantment spells or eﬀ ects. It also gains a 
  +2 racial bonus on Listen, Search, and Spot checks (already 
  ﬁ gured into the statistics above). In addition, a bramble 
  wild elf that passes within 5 feet of a secret door is entitled 
  to a Search check as though actively looking for it. Bramble 
  wild elves are automatically proﬁ cient with the longsword, rapier, 
  longbow, composite longbow, shortbow, and composite shortbow, 
  but they rarely craft such weapons themselves. Instead, they rely on 
  weapons taken from victims.
  Woodland Stride (Ex): See the bramble template.
  Skills: *A bramble wild elf gains a +8 circumstance bonus on 
  Hide and Move Silently checks in forested areas and thickets (not 
  represented in the ﬁ gures above).
  Th e bramble wild elf character presented here had the following 
  ability scores before racial and template adjustments: Str 13, Dex 
  15, Con 12, Int 8, Wis 9, Cha 8.
   Broken Soul 
  Agony given physical form, a broken soul is the remains of a creature tortured to madness and beyond. Th e horrifying and heinous 
  treatment he endured lend him unimaginable toughness and grants the power to cause pain and invoke fear in others. Most broken souls 
  are completely mad creatures that hate themselves and all who look upon them.
  A broken soul is a horrifying sight. Its twisted and broken body is a mass of bruises, scars, and infected, oozing sores. Its face is a mask of 
  madness and pain.
  Th e exact circumstances that create a broken soul are unknown, but they invariably form from creatures severely physically and mentally 
  tortured and yet allowed to live. Some believe a broken soul is blessed with power by some god of pain or vengeance, but others say it is 
  the result of a dark bargain between the tortured creature and some infernal being. Whatever their origins, most broken souls seek out 
  their torturers and do all they can to bring upon them even worse pain and fear than they inﬂ icted upon their helpless victims.
  Creating a Broken Soul
  “Broken soul” is an acquired template that can be added to any 
  living creature that has an Intelligence score (referred to hereafter 
  as the base creature). 
  A broken soul uses all the base creature’s statistics and special 
  abilities except as noted here.
  Speed: Because a broken soul is in constant agony, each of its 
  speeds is slower by 10 feet than the corresponding speed of 
  the base creature (minimum 5 feet).
  Armor Class: A mass of scar tissue covers every inch of the broken 
  soul’s body. Th is thickening of the hide improves the creature’s 
  natural armor bonus by +4 over that of the base creature.
  Special Attacks: A broken soul retains all the special attacks of the 
  base creature and gains those described here.
   
  Agonized Wail (Ex): As a standard action, a broken soul can 
  emit an agonized wail that inspires terror in every creature 
  Broken Soul
  
  35
  35
  35
  35
  within 120 feet that has fewer character levels than itself. 
  Each potentially aﬀ ected opponent must succeed on a Will 
  save (DC 10 + 1/2 broken soul’s character level + broken 
  soul’s Cha modiﬁ er) or become shaken (see the DMG for a 
  description of the shaken condition). Th is condition lasts until 
  the aﬀ ected opponent is out of range. A successful saving 
  throw renders an opponent immune to that broken soul’s 
  agonized wail for 1 minute.
   
  Baleful Gaze (Su): Any creature within 60 
  feet that meets a broken soul’s gaze must 
  succeed on a Fortitude save (DC 10 + 1/2 
  broken soul’s character level + broken soul’s Cha 
  modiﬁ er) or take 1d4 points of Strength drain, 
  1d4 points of Constitution drain, and 1d4 
  points of Charisma drain. Whatever the result 
  of the saving throw, the creature cannot be aﬀ ected by the 
  same broken soul’s baleful gaze again for 1 minute.
   
  Torturous Touch (Su): A broken soul can deliver a torturous 
  touch by making a successful melee touch attack against a 
  target. Any creature struck by this attack must succeed on a 
  Fortitude save (DC 10 + 1/2 broken soul’s character level + 
  broken soul’s Cha modiﬁ er) or take 2d6 points of slashing 
  damage and 1d6 points of Dexterity damage. Furthermore, 
  the aﬀ ected creature immediately falls prone and lies 
  convulsing and helpless for 1d4 rounds.
  Special Qualities: A broken soul retains all the special qualities of 
  the base creature and gains those described here.
   
  Damage Reduction: Because it has become so inured to pain 
  and abuse, a broken soul has damage reduction 5/—.
   
  Resistances (Ex): A broken soul has resistance 5 to acid, 
  cold, electricity, ﬁ re and sonic. If the base creature has better 
  resistance or immunity to one or more of these energy types, 
  the broken soul retains the better quality.
  Abilities: Change from the base creature as follows: Str +2, Dex 
  –4 (minimum 1), Con +6, Wis –2 (minimum 1), Cha –6 
  (minimum 1).
  Skills: Although the broken soul’s sense of self has 
  been greatly degraded, its very presence is unnerving 
  to others, granting it a +8 racial bonus on Intimidate 
  checks. However, it takes a –10 racial penalty on 
  Concentration checks because of its constant pain.
  Feats: A broken soul gains Diehard, Endurance, 
  and Toughness as bonus feats if the base creature 
  does not already have them.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +2.
  Alignment: Usually chaotic evil.
  Level Adjustment: Same as the base creature +4.
  Broken Soul Characters
  A broken soul favors whichever class the base creature does. Its terrible 
  state can be cured with a miracle or wish spell if willing, but most 
  broken souls harbor a lasting hatred of their torturers and a manic 
  fear of capture or powerlessness. When these latent fears or hatreds 
  resurface, the old scars return, and the template must be reapplied.
  - Sample Creature:  Broken Soul Erinyes -
  Medium Outsider (Devil, Evil, Extraplanar, Lawful)
  Hit Dice: 9d8+75 (115 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), ﬂ y 40 ft. (good)
  Armor Class: 25 (+3 Dex, +12 natural), touch 13, ﬂ at-footed 22
  Base Attack/Grapple: +9/+15
  Attack: Longsword +15 melee (1d8+9/19–20) or +1 ﬂ aming 
  composite longbow (+6 Str bonus) +13 ranged (1d8+7/x3 
  plus 1d6 ﬁ re) or rope +12 ranged (entangle)
  Full Attack: Longsword +15/+10 melee (1d8+9/19–20) or +1 
  ﬂ aming composite longbow (+6 Str bonus) +13/+8 ranged 
  (1d8+7/x3 plus 1d6 ﬁ re) or rope +12 ranged (entangle)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Agonized wail, baleful gaze, entangle, spell-like 
  abilities, summon devil, torturous touch
  Special Qualities: Devil traits, damage reduction 5/—, darkvision 
  60 ft., immunities (ﬁ re, poison), outsider traits, resistances 
  (acid 10, cold 10, electricity 5, sonic 5), see in darkness, spell 
  resistance 20, telepathy 100 ft., true seeing
  Saves: Fort +14, Ref +9, Will +9
  Abilities: Str 23, Dex 17, Con 27, Int 14, Wis 16, Cha 14
  Skills: Concentration +10, Diplomacy +4, Escape Artist +15, 
  Hide +15, Intimidate +10, Knowledge (arcana) +14, 
  Knowledge (the planes) +14, Listen +15, Move Silently 
  +15, Search +14, Sense Motive +15, Spot +15, Survival 
  +3 (+5 when following tracks), Use Rope +3 (+5 with 
  bindings)
  Feats: DodgeB, DiehardB, EnduranceB, MobilityB, Point Blank 
  Shot, Precise Shot, Rapid Shot, Shot on the Run, 
  ToughnessB
  Broken Soul
  
  36
  36
  36
  36
  Environment: Hell
  Organization: Solitary 
  Challenge Rating: 10
  Treasure: Standard, plus rope and +1 ﬂ aming composite longbow
  Alignment: Always lawful evil
  Advancement: 10–18 HD (Medium)
  Level Adjustment: +11
  Here is an example of a broken soul using an erinyes devil as the 
  base creature.
  Erinyes devils live in Hell and are accustomed to torture—in fact, 
  many enjoy both giving and receiving it. Th us, the torture that can 
  break the soul of an erinyes must be vile indeed.
  A broken soul erinyes displays few vestiges of its former beauty; in 
  fact, its hideous scars and twisted limbs disgust most viewers. Th e 
  creature’s baleful gaze ensures that most creatures look just once 
  before ﬂ eeing. It typically wields a sword or a bow with a ﬂ aming 
  arrow.
  Combat
  A broken soul erinyes often attempts to surprise foes by loosing 
  its agonized wail when it gets close enough to aﬀ ect opponents 
  with its baleful gaze. It then attempts to render dangerous-looking 
  opponents helpless with its torturous touch and charm weak-
  willed creatures using charm monster. 
  Th e natural weapons of a broken soul erinyes, and any weapon 
  it wields, are treated as lawful-aligned and evil-aligned for the 
  purpose of overcoming damage reduction.
  Agonized Wail (Ex): DC 16 Will save; see the broken soul 
  template.
  Baleful Gaze (Su): DC 16 Fortitude save; see the broken soul 
  template.
  Entangle (Ex): Each broken soul erinyes carries a stout rope some 
  50 feet long that can entangle opponents of any size as an animate 
  rope spell (caster level 16th). Th e broken soul erinyes can hurl the 
  rope 30 feet with no range penalty.
  Spell-Like Abilities: At will—greater teleport (self plus 50 pounds 
  of objects only), charm monster (DC 17), minor image (DC 15), 
  unholy blight (DC 17). Caster level 12th. Th e save DCs are 
  Charisma-based.
  Summon Devil (Sp): Once per day, a broken soul erinyes can 
  attempt to summon 2d10 lemures or 1d4 barbed devils with a 50% 
  chance of success. Th is ability is the equivalent of a 3rd-level spell.
  Devil Traits: A broken soul erinyes is immune to ﬁ re and poison. 
  It has resistance 10 to acid and cold. As supernatural abilities, a 
  broken soul erinyes can see perfectly in even magical darkness 
  and communicate telepathically with any creature within 100 feet 
  that has a language. It can also summon other devil as a spell-like 
  ability (see Summon Devil, above).
  Torturous Touch (Su): DC 16 Fortitude save; see the broken soul 
  template.
  True Seeing (Su): A broken soul erinyes continuously uses true 
  seeing, as the spell (caster level 14th).
   Cave Creature
  Cave creatures are degenerate beings that have adapted to life in the everdark realms beneath the earth. Strong and hale, they rely 
  on their thick skins and natural weapons to protect them while they hunt for sustenance underground. Although they can be quite 
  intelligent, cave creatures often lack the quicker wits of the surface-dwelling creatures they resemble.
  “Cave creature” is an inherited template that can be added to any 
  living, corporeal creature that has a Dexterity score, is not an ooze, 
  and is normally active on the surface (referred to hereafter as the 
  base creature). 
  A cave creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Armor Class: Th e cave creature’s natural armor bonus improves by 
  +1 over that of the base creature.
  Speed: A cave creature gains a climb speed equal 
  to one-half the base creature’s land speed. If 
  the base creature lacks a land speed, the cave 
  creature gains a climb speed of 10 feet and 
  a land speed of 10 feet. If the base creature 
  already has a climb speed, it retains that speed.
  Attack: Th e cave creature retains all the base creature’s attacks, 
  and its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. Th e cave creature gains one or more primary claw 
  attacks if it has no other natural attacks. A claw grows on 
  each of its arms, wings, ﬁ ns, or other such appendages. 
  Creating a Cave Creature
  Damage: If the cave creature gained a claw attack, it deals damage 
  according to its size, as given on the following table.
  Damage
   
  Size 
  Claw Base Damage
   
  Fine 
  1
   Diminutive 
  1d2
   Tiny 
  1d3
   Small 
  1d4
   Medium 
  1d6
   Large 
  1d8
   Huge 
  2d6
   Gargantuan 
  2d8
   Colossal 
  4d6
  Special Qualities: A cave creature retains all the base creature’s 
  special qualities and gains those described here.
   
  Blindsight (Ex): A cave creature can discern objects and 
  creatures within 60 feet regardless of concealment. It 
  usually does not need to make Spot or Listen checks to 
  Cave Creature
  
  37
  37
  37
  37
  notice creatures within range of its blindsight. A silence spell 
  negates this ability and forces the cave creature to rely on 
  the base creature’s senses.
   
  Light Blindness (Ex): When abruptly exposed to bright 
  light (such a lightning bolt in a dark room), a cave creature is 
  blinded for 1 round. When operating in an area of continual 
  bright light (such as daylight or a daylight spell), the cave 
  creature takes a –1 circumstance penalty on all attack rolls, 
  saves, and checks.
  Abilities: Change from the base creature as follows: Str +2, Dex 
  –2 (minimum 1), Con +2, Int –2 (minimum 1).
  Skills: Th e cave creature retains the racial skill bonuses described 
  in the Skills section of the creature descriptions for the 
  base creature, but it loses all skill ranks the base creature 
  possessed. Recalculate skill points for the cave creature’s 
  racial Hit Dice according to its type, as given on the 
  following table, then purchase its skills afresh, treating the 
  base creature’s skills as class skills and all others as cross-
  class skills. Th e cave creature retains any skill points gained 
  from class levels.
  Skills
   
  Creature Type 
  Skill Points
   Aberration 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Animal 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Construct 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Dragon 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Elemental 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  Skills (continued)
   
  Creature Type 
  Skill Points
   Fey 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Giant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Magical beast 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Monstrous 
    humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Ooze 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Outsider 
  (8 + Int modiﬁ er, minimum 1) x (HD +3)
   Plant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Undead 
  (4 + Int modiﬁ er, minimum 1) x (HD +3)
   Vermin 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  A cave creature receives a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, even if 
  rushed or threatened.
   
  *Since cave creatures tend to be colored much like the caves 
  in which they live, a cave creature in an area of natural stone 
  gains a +4 circumstance bonus on Hide checks.
  Environment: Same as the base creature plus underground.
  Level Adjustment: Same as the base creature +1.
  Cave Creature Characters
  A cave creature favors whichever class the base creature does. Most 
  cave creatures prefer to remain underground and travel on the surface 
  only when it’s dark. Some cave creatures exit their homes at night to 
  explore, only to become bewildered at a sunrise they were didn’t expect.
  - Sample Creature:  Cave Squid -
  Medium Animal (Aquatic)
  Hit Dice: 3d8+3 (16 hp)
  Initiative: +2
  Speed: 10 ft. (2 squares), climb 10 ft., swim 60 ft.
  Armor Class: 16 (+2 Dex, +4 natural), touch 12, ﬂ at-footed 14
  Base Attack/Grapple: +2/+9*
  Attack: Arms +5 melee (0)
  Full Attack: Arms +5 melee (0) and bite +0 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab
  Special Qualities: Blindsight 60 ft., ink cloud, jet, light blindness, 
  low-light vision
  Saves: Fort +4, Ref +5, Will +2
  Abilities: Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2
  Skills: Climb +11, Hide +2*, Listen +6, Spot +6, Swim +11
  Feats: Alertness, Endurance
  Environment: Temperate aquatic and underground
  Organization: Solitary or school (6–11)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 4–6 HD (Medium); 7–11 HD (Large)
  Level Adjustment: —
  Here is an example of a cave creature using a squid as the base 
  creature.
  Surface dwellers rarely see the odd creatures known as cave squids. 
  Th ey hunt the blind ﬁ sh that live in cavern pools and underground 
  waterways and creatures that come to drink of such waters. 
  Cave Creature
  
  38
  38
  38
  38
  Although they cannot breathe air, cave squids sometimes leave 
  the water for short periods, most often to crawl from one pool to 
  another or to climb a cave wall to escape a predator.
  A cave squid has a body much like that of an ocean-dwelling 
  squid, but its skin can be albino white, coal black, or any shade in 
  between. Th e typical cave squid has a mottled hide and rough skin 
  that help it hide in the water and blend in when crawling across a 
  cavern ﬂ oor.
  Combat
  A cave squid moves quickly to strike whenever it senses prey. 
  When encountered out of the water or when its prey turns out to 
  be more formidable than anticipated, the cave squid uses its ink 
  cloud to blind its foe, then continues to press the attack. If its prey 
  still proves troublesome, the creature uses the cloud to cover its 
  escape. 
  Improved Grab (Ex): To use this ability, a cave squid must hit an 
  opponent of any size with its arms attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and automatically 
  deals bite damage. *A squid has a +4 racial bonus on grapple checks.
  Blindsight (Ex): See the cave creature template.
  Ink Cloud (Ex): Once per minute as a free action, whether it is in 
  or out of water, a cave squid can emit a cloud of jet-black ink 10 
  feet high by 10 feet wide by 10 feet long. Th e cloud provides total 
  concealment, and all vision within it is obscured.
  Jet (Ex): When in the water, a cave squid can jet backward 
  once per round as a full-round action, at a speed of 240 feet. It 
  must move in a straight line, but it does not provoke attacks of 
  opportunity while jetting.
  Light Blindness (Ex): See the cave creature template.
  Skills: A cave squid has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while swimming, provided it 
  swims in a straight line.  Th e cave squid receives a +8 racial bonus 
  on Climb checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.
  *A cave squid in an area of natural stone gains a +4 circumstance 
  bonus on Hide checks.
   Celestial-Blessed Creature
  A prophet imbued with miraculous power, a child protected by angels, or a paladin willing to endure capture by ﬁ ends—any of these 
  beings could be celestial-blessed. A celestial-blessed creature is inhabited by a celestial that has willingly given up its form and its powers 
  to imbue a fortunate mortal with divine grace. Gods or more powerful celestials sometimes command celestials to grant this boon, but 
  some do so of their own free will.
  A celestial can merge with a chosen mortal only if both are willing (that is, not compelled by magic or force) and of good alignment. Th e 
  process requires that both remain conscious and in physical contact for one hour. Otherwise, the merging fails and cannot be attempted 
  again that day. 
  A celestial might choose to give up its form and free will for any of several reasons. Imbuing a mortal creature with its essence allows 
  great deeds of heroism to be accomplished without obvious celestial interference in mortal aﬀ airs. A god might wish to make a mortal 
  its messenger but provide it with celestial protection. A celestial might use this technique to go where it otherwise could not, since it is 
  undetectable by all but the most powerful magic when inhabiting another creature. It might also use this technique to evade pursuers. 
  Once it has occupied a creature, a celestial can neither leave of its own volition nor make its presence known. Only the host’s death or a 
  special ritual involving powerful magic of the abjuration school can release it. A celestial often insists anyone it intends to bless agree to 
  a limited term of service, after which the blessed creature will undergo the Ritual of Release. But the celestial has no power to enforce 
  such an agreement once it has merged with a mortal, and some celestial-blessed creatures enjoy their powers so much that they refuse the 
  ritual when the time comes. A few even succumb to the temptation to use their divine abilities for unwholesome ends. Th e possibility of 
  inhabiting a creature that has turned evil makes many celestials loath to merge with mortal creatures.
  A celestial’s presence can have physical eﬀ ects on the mortal creature with which it merges. A creature inhabited by a lantern archon, for 
  example, often loses pigmentation in its hair, skin, and eyes, and its whole body becomes paler. A hound-archon-blessed creature grows more 
  hair, and the limbs of a creature joined with an avoral grow longer. If a leonal agreed to inhabit a mortal, its hair might grow into a mane. A 
  ghaele-blessed creature’s eyes are usually opalescent white, while the hair of a bralani-blessed creature always seems tousled by a light breeze. 
  Small patches of feathers often grow from the back of a creature inhabited by a trumpet archon. Creatures that merge with astral devas 
  usually have unblemished skin, planetar-blessed creatures typically become bald, and solar-blessed creatures generally have topaz eyes.
  Creating a Celestial-Blessed Creature
  “Celestial-blessed” is an acquired template that can be added to 
  any creature of good alignment (referred to hereafter as the base 
  creature). 
  A celestial-blessed creature uses all the base creature’s statistics and 
  special abilities except as noted here. Although the template can be 
  applied only to creatures of good alignment, all its changes remain 
  in eﬀ ect even if the celestial-blessed creature thereafter changes 
  alignment.
  Size and Type: Size and type are unchanged, but the creature gains 
  the good subtype if the base creature did not already have it.
  Celestial-Blessed Creature
  
  39
  39
  39
  39
  Special Attacks: A celestial-blessed creature retains all the base 
  creature’s special attacks and gains those described here.
   
  Sacredness (Su): Each of a celestial-blessed creature’s melee 
  attacks with a natural or manufactured weapon deals 1d6 
  points of extra damage to a creature of evil alignment. All of 
  its natural and manufactured weapons are treated as magic 
  and good-aligned for the purpose of overcoming damage 
  reduction.
   
  Celestial Attack: Th e exact celestial attack 
  bestowed depends on the kind of celestial 
  that blessed the base creature with its power, 
  as follows.
  Astral Deva: Stunning Strike (Su): Five times 
  per day as a free action, an astral-deva-
  blessed creature can imbue a single melee attack 
  with stunning power. Th e player must declare the 
  use of this ability before making the attack roll. A 
  creature damaged by such an attack must succeed on a 
  Fortitude saving throw (DC 10 + 1/2 celestial-blessed 
  creature’s character level + celestial-blessed creature’s 
  Con modiﬁ er) or be stunned for 1d6 rounds. If the 
  attack misses or the astral-deva-blessed creature does 
  not make the attack within 1 round of imbuing the 
  melee weapon with power, that daily use of the ability 
  is wasted.
  Avoral: Lightning Bolt (Sp): Th ree times per day, an 
  avoral-blessed creature can use lighting bolt, as the 
  spell (caster level equals celestial-blessed creature’s 
  character level).
  Bralani: Wind Wall (Sp): At will, a bralani-blessed creature 
  can use wind wall, as the spell (caster level equals 
  celestial-blessed creature’s character level).
  Ghaele: Fear (Sp): Th ree times per day, a ghaele-blessed 
  creature can use fear, as the spell (caster level 
  equals celestial-blessed creature’s character 
  level).
  Hound Archon: Faithful Hound (Sp): Once per day, 
  a hound-archon-blessed creature can use 
  faithful watchdog, as the spell (caster level 
  equals celestial-blessed creature’s character 
  level).
  Lantern Archon: Searing Light (Sp): Th ree times 
  per day, a lantern-archon-blessed creature 
  can use searing light (caster level equals 
  celestial-blessed creature’s character 
  level [minimum 2nd]).
  Leonal: Pounce (Ex): If a leonal-blessed 
  creature charges a foe, it may make a full 
  attack even though it has moved, so long 
  as it attacks with only natural weapons or 
  unarmed strikes.
  Planetar: Flame Strike (Sp): Once per day, a 
  planetar-blessed creature can use ﬂ ame 
  strike, as the spell (caster level equals 
  celestial-blessed creature’s character level).
  Solar: Slaying Shot (Su): Once per day as a free action, 
  a solar-blessed creature can imbue a single ranged 
  attack with the power to slay the creature it 
  strikes instantly. Th e player must declare the use of 
  this ability before making the attack roll. A creature 
  damaged by such an attack must succeed on a Fortitude 
  save (DC 10 + 1/2 celestial-blessed creature’s character 
  level + celestial-blessed creature’s Cha modiﬁ er) or die 
  (or be destroyed, if it is an undead or a construct). If 
  used against a living creature, this attack is considered 
  a death eﬀ ect. If the attack misses or the solar-blessed 
  creature does not make the attack within 1 round of 
  imbuing the ranged weapon with power, that daily use 
  of the ability is wasted.
  Trumpet Archon: Clarion Call (Su): A trumpet-
  archon-blessed creature can make a loud, trumpet 
  like sound once per day. Every creature within 30 feet 
  of it must succeed on a Fortitude save (DC 10 + 1/2 
  celestial-blessed creature’s character level + celestial-
  blessed creature’s Cha modiﬁ er) or be paralyzed for 
  1d4 rounds. Clarion call is a sonic, mind-aﬀ ecting 
  eﬀ ect.
  Special Qualities: A celestial-blessed creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Blessed (Su): A celestial-blessed creature has a +1 morale 
  bonus on all attack rolls and saving throws.
   
  Heavenly Health (Ex): A celestial-blessed creature gains a 
  +2 resistance bonus on Fortitude saves against poison and 
  petriﬁ cation.
  Inhabited (Ex): Each celestial-blessed creature is inhabited 
  by a speciﬁ c celestial. Although the celestial is aware of the 
  actions and perceptions of the creature it inhabits, it can 
  Celestial-Blessed Creature
  
  40
  40
  40
  40
  take no actions on its own behalf, nor can it communicate 
  with the creature. It can neither exit the creature nor rescind 
  its blessing in whole or in part. 
   
  While merged with a celestial-blessed creature, the celestial 
  cannot be located or detected by any means. It cannot be 
  targeted by any spells or eﬀ ects, except as noted in the 
  description of the spell vulnerability special quality. Detection 
  spells register only the celestial-blessed creature’s alignment, 
  location, aura, magic, or other qualities. A properly worded 
  wish or miracle spell can reveal the presence of the celestial 
  only if the caster knows its true name. If the celestial-blessed 
  creature is killed while the celestial inhabits it, the latter is 
  instantly returned to its home plane. For one year thereafter, 
  it automatically returns to its native plane 1 round after it 
  leaves—whether its departure was intentional or not. 
   
  Resistance to Electricity (Ex): A celestial-blessed creature 
  gains electricity resistance 20. 
   
  Spell Vulnerability (Ex): Certain powerful spells have special 
  additional eﬀ ects against celestial-blessed creatures. Th ese 
  spells must ﬁ rst overcome the celestial’s spell resistance (if 
  any) to have any eﬀ ect.
   
  A celestial-blessed creature subjected to a dismissal or dispel 
  good spell must succeed on a Will saving throw or lose all 
  the modiﬁ cations bestowed by the celestial-blessed template 
  for a number of rounds equal to the opponent’s caster level. 
   
  A celestial-blessed creature subjected to a banishment spell 
  must succeed on a Will saving throw or lose the template 
  until again blessed by a celestial creature. Failure returns 
  the celestial to its normal form but leaves it lying helpless 
  and unconscious adjacent to the creature with which it was 
  previously merged. Th e amount of time that the celestial 
  remains helpless and unconscious depends on the current 
  alignment of the creature from which it was expelled. If that 
  creature’s alignment is the same as the celestial’s, the latter 
  is helpless and unconscious for 1 round. For each step by 
  which the base creature’s alignment diﬀ ers from that of the 
  celestial, the celestial remains unconscious and helpless for 
  1d4 rounds. Th us, a lawful good solar inhabiting a creature 
  that has turned chaotic evil would lie unconscious and 
  helpless for 4d4 rounds (two steps away on the lawful-
  chaotic axis and two steps away on the god-evil axis). If the 
  same lawful good solar inhabited a neutral good creature, it 
  would be unconscious and helpless for only 1d4 rounds after 
  being expelled (one step away on the lawful-chaotic axis). 
   
  Celestial Quality (Su): Th e exact celestial quality bestowed 
  depends on the kind of celestial that blessed the base 
  creature with its power, as follows.
  Astral Deva: Improved Uncanny Dodge (Ex): An astral-
  deva-blessed creature is never caught ﬂ at-footed and 
  cannot be ﬂ anked.
  Avoral: Lay on Hands (Su): An avoral-blessed creature can 
  heal wounds (its own or those of others) by touch. 
  Each day, it can heal a number of hit points of damage 
  equal to its normal (undamaged) hit point total. An 
  avoral-blessed creature may choose to divide its healing 
  among multiple recipients, and it doesn’t have to use 
  it all at once. Alternatively, the avoral-blessed creature 
  can use any or all of this healing power to deal damage 
  to undead creatures or other creatures damaged by 
  positive energy. Using lay on hands in his way requires 
  a successful melee touch attack and doesn’t provoke 
  an attack of opportunity. Th e avoral-blessed creature 
  decides how many of its daily allotment of points to 
  use as damage after successfully touching such a target.
  Bralani: Gust of Wind (Sp): At will, a bralani-blessed creature 
  can use gust of wind, as the spell (caster level equals 
  celestial-blessed creature’s character level).
  Ghaele: Cold Resistance (Ex): A ghaele-blessed creature gains 
  cold resistance 10.
  Hound Archon: Scent (Ex): A hound-archon-blessed creature 
  can detect approaching enemies and sniﬀ  out hidden 
  foes by sense of smell alone. See the MM for details 
  of this quality.
  Lantern Archon: Light (Sp): At will, a lantern-archon-blessed 
  creature can use light, as the spell (caster level equals 
  celestial-blessed creature’s character level).
  Leonal: Cure Serious Wounds (Sp): Th ree times per day, a 
  leonal-blessed creature can use cure serious wounds, as 
  the spell (caster level equals celestial-blessed creature’s 
  character level).
  Planetar: Fast Healing (Ex): A planetar-blessed creature has 
  fast healing 2.
  Solar: Discern Lies (Sp): Th ree times per day, a solar-blessed 
  creature can use discern lies, as the spell, (caster level 
  equals celestial-blessed creature’s character level).
  Trumpet Archon: Message (Sp): At will, a trumpet-archon-
  blessed creature can use message, as the spell (caster 
  level equals celestial-blessed creature’s character 
  level).
  Abilities: A celestial-blessed creature’s ability scores change from 
  the base creature according to the kind of celestial, as given 
  in the following table.
  Abilities
   Celestial 
  Str Dex 
  Con 
  Int 
  Wis 
  Cha
   Astral deva 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2
   Avoral 
  +2 
  +2 
  +0 
  +2 
  +2 
  +2
   Bralani 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2
   Ghaele 
  +4 
  +0 
  +2 
  +2 
  +2 
  +2
   Hound archon 
  +2 
  +0 
  +2 
  +0 
  +2 
  +0
   Lantern archon –2* 
  +2 
  +0 
  –2* 
  +2 
  +0
   Leonal 
  +4 
  +2 
  +2 
  +2 
  +2 
  +2
   Planetar 
  +4 
  +2 
  +2 
  +2 
  +2 
  +2 
   Solar 
  +4 
  +2 
  +2 
  +2 
  +4 
  +4
   Trumpet archon +2 
  +2 
  +0 
  +2 
  +2 
  +2
  *Minimum 1.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Th e level adjustment depends on the kind of 
  celestial, as follows: astral deva +2, avoral +3, bralani +2, 
  ghaele +3, hound archon +2, lantern archon +2, leonal +3, 
  planetar +3, solar +3, trumpet archon +2.
  Celestial-Blessed Characters
  A celestial-blessed creature favors whichever class the base 
  creature does. Endowing a player character with the celestial-
  blessed template should be a major campaign event. No celestial 
  enters this kind of bargain lightly, and full agreement as to the 
  celestial’s term of service must always be achieved before the 
  joining occurs.
  Celestial-Blessed Creature
  
  41
  41
  41
  41
  (Male Hound-Archon-Blessed Half-Elf Paladin 7/Blackguard 
  5)/ Medium Humanoid (Good, Half-Elf)
  Hit Dice: 7d10+21 plus 5d10+15 (102 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 20 (+3 Dex, +6 armor +2 improved silent moves mithral 
  shirt, +1 ring of protection +1), touch 14, ﬂ at-footed 17
  Base Attack/Grapple: +12/+17
  Attack: +1 shock greatsword +19 melee (2d6+8/19–20 plus 1d6 
  electricity) or +1 ﬂ aming composite longbow (+5 Str bonus) 
  +17 ranged (1d8+6/x3 plus 1d6 ﬁ re)
  Full Attack: +1 shock greatsword +19/+14/+9 melee (2d6+8/19–20 
  plus 1d6 electricity) or +1 ﬂ aming composite longbow (+5 Str 
  bonus) +17/+12/+7 ranged (1d8+6/x3 plus 1d6 ﬁ re)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Command undead 7/day, faithful hound, 
  ﬁ endish summoning, sacredness, smite good 3/day, sneak 
  attack +2d6, spells
  Special Qualities: Aura of despair, aura of evil, blessed, dark 
  blessing, detect good, ﬁ endish servant beneﬁ ts, half-elf traits, 
  heavenly health, inhabited, lay on hands, low-light vision, 
  poison use, resistance (electricity 20), scent, spell vulnerability
  Saves: Fort +17, Ref +11, Will +11
  Abilities: Str 20, Dex 17, Con 16, Int 14, Wis 16, Cha 18
  Skills: Bluﬀ  +8, Diplomacy +6, Gather Information +6, Hide +20, 
  Knowledge (religion) +6, Listen +8, Move Silently +20, 
  Ride +13, Search +3, Spot +8
  Feats: Alertness, Cleave, Improved Sunder, Power Attack, Stealthy
  Challenge Rating: 13
  Treasure: See Possessions on page 42
  Alignment: Lawful evil
  Advancement: By character class
  Here is an example of a celestial-blessed creature using a male 
  half-elf paladin 7/blackguard 5 as the base creature.
  Bryven Nightkirk met the hound archon that inhabits him while still 
  a paladin. At the time, he was new to his order and ﬁ lled with the 
  desire to see evil vanquished. Bryven served as scout and squire for a 
  troop of more experienced paladins, and during one mission, he met a 
  hound archon and freed it from bondage. Th e grateful hound archon 
  oﬀ ered to bless Bryven with its presence if he agreed to release it after 
  ﬁ ve years. But when the time came, Bryven Nightkirk ﬂ ed from the 
  Ritual of Release because he had grown accustomed to the power that 
  the celestial granted him. Gradually, his selﬁ shness drew him further 
  and further from his ideals and he lost his paladin abilities. When he 
  met a devil that oﬀ ered to return his powers if he promised to turn 
  from good, Bryven readily agreed. Since then, he has reveled in his 
  powers as both a blackguard and a hound-archon-blessed creature. 
  Bryven takes particular pleasure in committing evil acts because he 
  knows that they cause the hound archon deep sorrow.
  Bryven Nightkirk is a handsome half-elf with soft black hair and 
  a well-manicured goatee. He wears light armor and carries both a 
  composite longbow and a greatsword on his back. Polite and suave, 
  Bryven has no quarrel with those who do not interfere with his 
  plans, but he is ruthless with anyone who crosses him.
  Bryven Nightkirk speaks Celestial, Common, Elven, and Dwarven.
  Combat
  Bryven Nightkirk prefers to strike from hiding. In melee, he 
  attempts to ﬂ ank with Gnarltooth, his ﬁ endish servant, and any 
  other creatures he summons using his ﬁ endish summoning ability. 
  Bryven doesn’t hold back in ﬁ ghts, and he often combines sneak 
  attack attempts with smite attempts to eliminate foes more quickly.
  Command Undead (Su): Seven times per day, Bryven Nightkirk 
  can command and rebuke undead as a 3rd-level evil cleric.
  Faithful Hound (Sp): Once per day, Bryven Nightkirk can use 
  faithful watchdog, as the spell (caster level 12th).
  Fiendish Summoning (Sp): Once per day, Bryven Nightkirk can 
  use summon monster I, as the spell (caster level 10th) to call forth 
  an evil creature.
  Sacredness (Su): See the celestial-blessed template.
  Smite Good (Su): Th ree times per day, Bryven Nightkirk may 
  attempt to smite good with one normal melee attack. He adds 
  +3 to his attack roll and deals 5 extra points of damage. If Bryven 
  accidentally smites a creature that is not good, the smite attempt 
  has no eﬀ ect but it is still used up.
  Sneak Attack (Ex): Bryven deals 2d6 extra points of damage 
  on any successful attack against ﬂ at-footed or ﬂ anked targets, 
  or against a target that has been denied its Dexterity bonus for 
  any reason. Th is damage applies to point-blank ranged attacks as 
  well. Creatures with concealment, creatures without discernable 
  anatomies, and creatures immune to critical hits are all immune 
  to sneak attacks. Bryven may choose to deliver nonlethal damage 
  with his sneak attack, but only when using a weapon designed for 
  that purpose, such as a sap (blackjack).
  Spells: Bryven Nightkirk casts divine spells like a cleric.
  Typical Blackguard Spells Prepared (2/2/1, save DC 13 + spell level): 
  1st—cure light wounds (2); 2nd—darkness, death knell; 3rd—cure 
  serious wounds.
  Aura of Despair (Su): Bryven Nightkirk radiates a malign aura 
  that causes each enemy within 10 feet of him to take a –2 penalty 
  on all saving throws.
  Aura of Evil (Ex): Bryven has a strong aura of evil (see the detect 
  evil spell).
  Blessed (Su): See the celestial-blessed template.
  Dark Blessing (Su): Bryven gains a +3 bonus on all saving throws.
  Detect Good (Sp): At will, Bryven Nightkirk can use detect good, as 
  the spell.
  Fiendish Servant Beneﬁ ts: Bryven has a ﬁ endish servant named 
  Gnarltooth that grants him the following abilities.
  Empathic Link (Su): Bryven Nightkirk has an empathic link 
  with his servant, Gnarltooh, to a distance of up to 1 mile. Bryven 
  Nightkirk cannot see through Gnarltooth’s eyes, but he can 
  communicate empathically. Because of the limited nature of 
  the link, only general emotional content (such as fear, hunger, 
  happiness, curiosity) can be communicated.
  Share Spells (Su): At Bryven Nightkirk’s option, he may have any 
  spell (but not any spell-like ability) he casts on himself also aﬀ ect 
  Gnarltooth if the latter is within 5 feet at the time of casting. If 
  the spell has a duration other than instantaneous, it stops aﬀ ecting 
  Gnarltooth if he moves farther than 5 feet away and will not aﬀ ect 
  him again even if he returns to Bryven before the duration expires. 
  Additionally, Bryven Nightkirk may cast a spell with a target of 
  “You” on Gnarltooth (as a touch range spell) instead of on himself. 
  - Sample Creature:  Bryven Nightkirk -
  Celestial-Blessed Creature
  
  42
  42
  42
  42
  Bryven Nightkirk and Gnarltooth can share spells even if the 
  spells normally do not aﬀ ect magical beasts. 
  Half-Elf Traits: Bryven is immune to sleep spells and similar 
  magical eﬀ ects, and he has low-light vision. He also has a +2 racial 
  bonus on saving throws against enchantment spells or eﬀ ects, 
  a +1 racial bonus on Listen, Search, and Spot checks, and a +2 
  racial bonus on Diplomacy and Gather Information checks. Th ese 
  bonuses on skills are included in his statistics.
  Inhabited (Ex): See the celestial-blessed template.
  Lay on Hands (Su): Once per day, Bryven can cure himself or his 
  ﬁ endish servant of damage equal to his Charisma bonus x5.
  Poison Use: Bryven is skilled in the use of poison and never risks 
  accidentally poisoning himself when applying poison to a blade.
  Resistance to Electricity (Ex): See the celestial-blessed template.
  Spell Vulnerability (Ex): See the celestial-blessed template. A 
  successful use of the banishment spell on Bryven Nightkirk returns 
  the hound archon to its rightful form but leaves it lying helpless 
  and unconscious adjacent to him for 2d4 rounds.
  Possessions: +2 improved silent moves mithral shirt, +1 shocking 
  greatsword, +1 ﬂ aming composite longbow, ring of protection +1, 2 
  doses of black lotus poison.
  Bryven Nightkirk’s Fiendish Servant
  Gnarltooth (Fiendish Dire Rat)
  Small Magical Beast (Augmented Animal, Extraplanar)
  Hit Dice: 3d8+3 (16 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares), climb 20 ft.
  Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, ﬂ at-footed 12
  Base Attack/Grapple: +2/–2
  Attack: Bite +6 melee (1d4 plus disease)
  Full Attack: Bite +6 melee (1d4 plus disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Disease, smite good 1/day
  Special Qualities: Darkvision 60 ft., improved evasion, resistances 
  (cold 5, ﬁ re 5), low-light vision, scent, shared saving throws, 
  spell resistance 6
  Saves: Fort +14, Ref +10, Will +8
  Abilities: Str 11, Dex 17, Con 12, Int 6, Wis 12, Cha 4
  Skills: Climb +11, Hide +10, Listen +4, Move Silently +8, Spot 
  +4, Swim +11
  Feats: Alertness, Stealthy, Weapon FinesseB
  Challenge Rating: —
  Treasure: None
  Alignment: Lawful evil
  Advancement: As ﬁ endish servant
  Gnarltooh is Bryven Nightkirk’s ﬁ endish servant. Bryven knows 
  the ﬁ endish dire rat is a blessing from the devil that recruited him 
  to the cause of evil, but he suspects that the creature is actually the 
  devil’s spy. Th us, he views Gnarltooth as a bit of a nuisance at best.
  Gnarltooh looks like a dog-sized rat. A fringe of stiﬀ  black bristles 
  encircles his head and runs down his back in a line. 
  Gnarltooth understands Common but cannot speak.
  Combat
  Gnarltooth knows Bryven doesn’t greatly value his assistance or 
  his life, so he tries to stay out of harm’s way. In combat, he typically 
  ﬂ anks with Bryven Nightkirk and uses the total defense action. 
  Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con.
  Smite Good (Su): Once per day, Gnarltooth can make a normal 
  melee attack to deal 1 point of extra damage against a good foe.
  Improved Evasion (Ex): If Gnarltooth is subjected to an attack 
  that normally allows a Reﬂ ex saving throw for half damage, 
  he takes no damage on a successful saving throw and only half 
  damage on a failed saving throw.
  Share Saving Th rows (Su): For each of his saving throws, 
  Gnarltooth uses either his own base save bonus or Bryven 
  Nightkirk’s, whichever is higher. Gnarltooth applies his own ability 
  modiﬁ ers to saves, and he doesn’t share any other bonuses on saves 
  that Bryven might have (such as from magic items or feats).
  Skills: Gnarltooth gains a +8 racial bonus on Swim checks. Th e 
  ﬁ endish dire rat also has a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, even if rushed or 
  threatened. Gnarltooth uses his Dexterity modiﬁ er instead of his 
  Strength modiﬁ er for Climb and Swim checks.
   Clockwork Creature
  Th e clockwork creature whirs to life at the whim of its master. Made of various metals and granted the soul of a monster, this intelligent 
  construct is designed to resemble a living creature in both form and function. A clockwork creature serves as an intelligent aide, guardian, 
  or even friend to its creator, or to anyone its creator designates.
  A clockwork creature’s body is a complicated construction of gears, wires, chains, and struts, often covered with riveted metal plating to 
  give it the form of the living creature it mimics. Magic and engineering give a clockwork creature access to the powers of the creature it 
  resembles, thus enabling its creator to eﬀ ectively gain the aid of any being desired.
  “Clockwork creature” is a created template that can be added 
  to any living, corporeal creature that is not an ooze (referred to 
  hereafter as the base creature). 
  A clockwork creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Creating a Clockwork Creature
  Size and Type: Th e creature’s type changes to construct with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses or saves. Size is unchanged.
  Hit Dice: Change all racial Hit Dice to d10s. Th e creature gains 
  bonus hit points as a construct of its size category. Since 
  Clockwork Creature
  
  43
  43
  43
  43
  it has no Constitution score, it does not gain bonus hit 
  points based on high Constitution.
  Armor Class: Th e clockwork creature’s natural armor bonus 
  improves by +5 over that of the base creature.
  Special Qualities: Th e clockwork creature retains all the special 
  qualities of the base creature and gains those described 
  here.
   
  Created Mind (Ex): Clockwork creatures know nothing 
  when ﬁ rst created, but many are intelligent. On its ﬁ rst 
  day, a clockwork creature functions like any mindless 
  construct, but thereafter its native intelligence comes to 
  the fore, allowing it to reason and improvise. Creators 
  can thus give their clockwork constructs somewhat vague 
  commands and allow them to interpret and act on them, 
  secure in the knowledge that their servants will not act in a 
  way contrary to their desires.
   
  Despite a reasoning intelligence, the clockwork creature 
  remains wholly under the control of its creator and 
  does nothing against that individual’s will. Because of a 
  special bond formed during its ﬁ rst day, the clockwork 
  creature can instinctively detect the location of its creator, 
  regardless of magical and natural barriers, so long as the 
  latter is within 100 feet. Th is ability prevents anyone from 
  successfully impersonating the creator within that range. If 
  someone resembling its creator issues an order from more 
  than 100 feet away, the clockwork creature 
  might or might not obey, depending on 
  how suspicious it is of the command.
   
  Th e creator can designate another creature 
  or group of creatures for the clockwork 
  creature to obey, but the creator’s commands 
  always take precedence over those of other 
  designated commanders. If the clockwork creature has 
  an Intelligence score of 3 or higher, it continuously 
  watches designated commanders for signs that they are 
  commanding it against its creator’s intent. Should such a 
  situation occur, the clockwork creature acts loyally instead. 
  A clockwork creature with an Intelligence of 12 or higher 
  automatically knows when its creator is being forced to act 
  against his own wishes through mental control or other 
  coercion, physical or mental. In such a case, the clockwork 
  creature improvises a way to attain its creator’s true goals 
  without allowing harm to come to him. In the absence 
  of any commands from its creator, a clockwork creature 
  follows the last commands it received. If it knows its 
  creator is dead, it attempts to achieve his goals to the best 
  of its ability.
   
  Hardness (Ex): A clockwork creature has a hardness of 10. 
  Th is quality functions like object hardness, even though a 
  clockwork creature is not an object.
   
  Metal Body (Ex): Beneath its skin, a clockwork creature is 
  largely composed of metal. It counts as a ferrous creature 
  for the purpose of rusting grasp and other spells that have 
  special eﬀ ects on metal.
   
  Resistances (Ex): A clockwork creature has resistance 10 to 
  acid, cold, and ﬁ re. 
   
  Vulnerability to Electricity (Ex): Because the delicate 
  interior mechanisms of a clockwork creature are 
  particularly vulnerable to electricity damage, it takes 
  double damage from electricity on a failed save and half 
  damage on a successful save. If the base creature is immune 
  to electricity, it takes no damage from electricity attacks 
  but is dazed for 1 round on a failed save.
   
  Windup Key (Ex): A clockwork creature must be wound up 
  each day by placing a small key into a special oriﬁ ce and 
  turning it—an action that provokes attacks of opportunity. 
  For each full round that the key is turned, the clockwork 
  creature can be active for 4 hours (maximum 24 hours). In 
  most cases, the creator either retains his construct’s key or 
  gives it to the clockwork creature so that it can keep itself 
  running.
   
  When the clockwork creature runs down, it becomes 
  immobile, helpless, and unconscious, and it remains so 
  until wound up again. Anyone can wind up a clockwork 
  creature without the key by making a successful Open 
  Locks check as a full-round action (DC based on the 
  quality of lock the creator built into the clockwork 
  creature). Th is technique allows the clockwork creature 
  4 hours of activity (maximum 24 hours) for each such 
  successful check.
  Abilities: Change from the base creature as follows: Str +4, Dex 
  +4, Int –4 (minimum 0), Wis –4 (minimum 1), Cha –4 
  (minimum 1). As a construct, a clockwork creature does 
  not have a Constitution score.
  Skills: A clockwork creature gains skill points for its racial Hit 
  Dice as a construct (2 + Int modiﬁ er) x (HD + 3), or 0 if 
  its Intelligence score is 0. Recalculate its available 
  skill points, then purchase its skills afresh, treating 
  the base creature’s skills and any skills in which the 
  creator has 5 or more ranks as class skills and all 
  others as cross-class skills. Th e clockwork creature 
  retains any skill points gained from class levels and 
  any racial bonuses the base creature has.
   
  Due to its innate understanding of its own being, a 
  clockwork creature gains a +5 racial bonus on Craft 
  (armorsmithing), Craft (weaponsmithing), and Disable 
  Device checks. It can use these skills as though trained, 
  even if it has no ranks in them. However, the clockwork 
  creature takes a –2 penalty on Move Silently checks 
  because its internal mechanisms constantly click and whir 
  while it functions.
  Languages: A clockwork creature that is intelligent enough to 
  speak languages speaks those that its creator teaches it. 
  Orders from its creator are heeded regardless of language, 
  but a clockwork creature must understand the language of 
  another commander to follow her orders. If it does not, it 
  simply obeys the last orders of its creator.
  Environment: Same as creator.
  Organization: Solitary, pair, or gang (3–4).
  Challenge Rating: Same as the base creature +2.
  Alignment: Always neutral.
  Level Adjustment: Same as the base creature +4.
  Creating a Clockwork Creature
  Clockwork creatures are created like golems. Because it is composed 
  of various metals and composite materials, a clockwork creature 
  weighs nearly twice what the base creature does.
  Creating a clockwork creature costs 800 times its CR in gold pieces. 
  Assembling the body requires a successful Craft (armorsmithing) 
  Clockwork Creature
  
  44
  44
  44
  44
  Construct Traits: A clockwork choker has immunity to poison, 
  sleep eﬀ ects, paralysis, stunning, disease, death eﬀ ects, necromancy 
  eﬀ ects, mind-aﬀ ecting eﬀ ects (charms, compulsions, phantasms, 
  patterns, and morale eﬀ ects), and any eﬀ ect that requires a 
  Fortitude save unless it also works on objects or is harmless. It is 
  not subject to critical hits, subdual damage, ability damage, ability 
  drain, fatigue, exhaustion, or energy drain. Cannot heal damage, 
  but can be repaired. Darkvision 60 ft. and low-light vision. 
  Created Mind (Ex): See the clockwork template.
  Hardness (Ex): See the clockwork template.
  Metal Body (Ex): See the clockwork template.
  Quickness (Su): Although not particularly dexterous, a clockwork 
  choker is amazingly quick. It can take an extra standard action or 
  move action during its turn each round.
  Resistances (Ex): See the clockwork template.
  Vulnerability to Electricity (Ex): See the clockwork template.
  Windup Key (Ex): See the clockwork template.
  Skills: A clockwork choker has a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, even if rushed 
  or threatened.
  and Craft (weaponsmithing) check (DC 20 for both), the Craft 
  Construct feat, and the ability to cast arcane or divine spells.
  Th e level of the clockwork creature’s creator must equal or exceed 
  the CR of the clockwork creature +4. Completing the ritual drains 
  a number of XP equal to the clockwork creature’s creation cost 
  divided by 25, and it requires the spells geas/quest, limited wish, 
  polymorph any object, and resist elements.
  Clockwork Characters
  A clockwork character favors whichever class the base creature does. 
  Such a character can be introduced into a campaign in a number of 
  ways. Th e lifespark template (see page 159) allows a clockwork creature 
  to become part of any adventuring party. Also, a character might create 
  a clockwork creature as a cohort under another player’s control.
  - Sample Creature:  Clockwork Choker -
  Small Construct (Augmented Aberration)
  Hit Dice: 3d10+10 (26 hp)
  Initiative: +8
  Speed: 20 ft. (4 squares), climb 10 ft.
  Armor Class: 24 (+1 size, +4 Dex, +9 natural), touch 15, ﬂ at-
  footed 20
  Base Attack/Grapple: +2/+12
  Attack: Tentacle +8 melee (1d3+5)
  Full Attack: 2 tentacles +8 melee (1d3+5)
  Space/Reach: 5 ft./10 ft.
  Special Attacks: Constrict 1d3+7, improved grab
  Special Qualities: Created mind, construct traits, darkvision 60 ft., 
  hardness 10, metal body, quickness, resistances (acid 10, cold 
  10, ﬁ re 10), vulnerability to electricity, wind-up key
  Saves: Fort +1, Ref +7, Will +2
  Abilities: Str 20, Dex 18, Con —, Int —, Wis 9, Cha 3
  Skills: Climb +13, Craft (armorsmithing) +5, Craft (weaponsmithing) 
  +5, Disable Device +5, Hide +10, Move Silently +4
  Feats: Improved InitiativeB, Lightning Reﬂ exes, Stealthy
  Environment: Any
  Organization: Solitary
  Challenge Rating: 4
  Treasure: 1/10 coins; 50% goods; 50% items
  Alignment: Always neutral
  Advancement: 4–6 HD (Small); 7–12 HD (Medium)
  Level Adjustment: —
  Here is an example of a clockwork creature using a choker as the 
  base creature.
  A clockwork choker’s lack of intelligence makes it a poor guardian. 
  Since it must be constantly supervised or speciﬁ cally told not to 
  move. However, its ability to capture or kill foes with equal ease 
  makes it a valuable bodyguard. Creators of clockwork chokers 
  often bring the funny-looking constructs with them to social 
  occasions or diplomatic meetings at which a more threatening 
  creature would be unwelcome.
  A clockwork choker resembles a normal choker except that its body 
  is made of jointed metal and gears, and its arms are long springs.
  Combat
  A clockwork choker lacks the intelligence to interpret commands, 
  so it follows the orders of its designated commander to the letter.
  Constrict (Ex): A clockwork choker deals 1d3+7 points of damage 
  with a successful grapple check against a Large or smaller creature. 
  A creature in the clockwork choker’s grasp cannot speak or cast 
  spells with verbal components because its neck is being squeezed.
  Improved Grab (Ex): To use this ability, a clockwork choker must 
  hit a Large or smaller opponent with a tentacle attack. It can then 
  attempt to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it establishes 
  a hold and can constrict. A clockwork choker receives a +4 racial 
  bonus on grapple checks (already included in the statistics above).
  Clockwork Creature
  
  45
  45
  45
  45
   Creature Swarm
  A swarm is a dense mass of tiny creatures that alone present little threat but together become deadly. Creature swarms are made up not of 
  normal bats, rats, insects, or other vermin, but of creatures that resemble larger monsters. 
  Creating a Creature Swarm
  “Creature swarm” is an inherited template that can be added to any 
  corporeal creature (referred to hereafter as the base creature). 
  A creature swarm uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Type is unchanged, but the creature 
  gains the swarm subtype (see MM).
   
  Th e small monsters that make up a swarm 
  come in one of three size categories: Fine, 
  Diminutive, or Tiny. Th us, the base creature 
  becomes a swarm of creatures of one of those 
  size categories, according to the following table.
  Size and Type
   
  Base Creature Size 
  Swarm Size
   
  Medium or smaller 
  Fine
   
  Large or Huge 
  Diminutive
   
  Gargantuan or Colossal 
  Tiny
  Armor Class: Th e base creature’s size modiﬁ er to AC is replaced 
  by the appropriate modiﬁ er for the creature swarm’s size 
  category. In addition, because the individual creatures in 
  the swarm are smaller than the base creature, the swarm has 
  a lower natural armor bonus than the base creature does 
  (minimum +0). A swarm does not use equipment and does 
  not beneﬁ t from armor or shields. Th e changes to both 
  natural armor bonus and size bonus are summarized on the 
  following table. 
  Armor Class
   
  Base Creature  
  Swarm  
  Natural Armor  Size Bonus 
   
  Size 
  Size 
  Bonus Decrease 
  to AC
   
  Fine 
  Fine 
  — 
  +8
   
  Diminutive 
  Fine 
  — 
  +8
   
  Tiny 
  Fine 
  — 
  +8
   
  Small 
  Fine 
  — 
  +8
   
  Medium 
  Fine 
  — 
  +8
   
  Large 
  Diminutive 
  –2 
  +4
   
  Huge 
  Diminutive 
  –5 
  +4
   
  Gargantuan 
  Tiny 
  –9 
  +2
   
  Colossal 
  Tiny 
  –14 
  +2
  Base Attack/Grapple: Th e creature swarm retains the base attack 
  bonus of the base creature, but it cannot grapple (see the 
  description of the swarm subtype).
  Attack and Full Attack: Th e swarm loses any melee or ranged 
  attacks that the base creature has because creatures with 
  the swarm subtype don’t make standard melee or ranged 
  attacks. Instead, they deal automatic damage to any creature 
  whose space they occupy at the end of their move (no attack 
  roll needed). Such swarm attacks are not subject to a miss 
  chance for concealment or cover. 
  Damage: A creature swarm deals damage according to its Hit 
  Dice, as given on the following table. Strength modiﬁ ers do 
  not apply to this damage.
  Damage
   Swarm HD 
  Damage for Swarm Attack
   
  1–5 
  1d6
   
  6–10 
  2d6
   11–15 
  3d6
   16–20 
  4d6
   
  21+ 
  5d6
   
  Incorporeality or damage reduction suﬃ  cient to reduce a 
  swarm attack’s damage to 0 may give a creature immunity to 
  damage from a creature swarm.
   
  If the base creature’s natural or unarmed attacks are 
  considered aligned or magical, or have some other quality 
  that can overcome damage reduction, the damage for the 
  swarm attack has the same eﬀ ect. If the base creature’s 
  natural attacks also deal energy damage, ability damage, 
  poison, disease, paralysis, or some other special eﬀ ect, the 
  damage for the swarm attack has the same eﬀ ect, and the 
  damage (if any) is the same.
  Space/Reach: A creature swarm occupies a square (if composed 
  of nonﬂ ying creatures) or a cube (if composed of ﬂ ying 
  creatures) 10 feet on a side. Its reach is 0 feet. A swarm does 
  not threaten creatures in its square and cannot make attacks 
  of opportunity with its swarm attack.
  Special Attacks: A creature swarm loses any special attacks 
  that rely on the base creature’s size, strength, weapons, or 
  reach, including grappling, rending, bull rushes, overruns, 
  or trampling. It retains all the base creature’s ranged and 
  area special attacks except those that rely on manufactured 
  weapons, and it also gains the one described here. 
   
  Th ough special attacks such as breath weapons, spell-like 
  abilities, or hurled natural weapons (a manticore’s spikes, 
  for example) originate from all or most of the creatures 
  that make up the swarm, their parameters (range, area, and 
  so on) are identical to those of the base creature’s attack. 
  Damage for all special attacks remains the same as for the 
  base creature. 
   
  Distraction (Ex): Any living creature vulnerable to the 
  creature swarm’s damage that begins its turn with a 
  creature swarm in its square is nauseated for 1 round. A 
  Fortitude saving throw (DC 10 + 1/2 creature swarm’s 
  character level + creature swarm’s Con modiﬁ er) negates 
  the eﬀ ect. Even with a successful save, spellcasting or 
  concentrating on spells within the area of a creature 
  swarm requires a Concentration check (DC 20 + spell 
  level). Using skills requiring patience and concentration 
  requires a Concentration check (DC 20). Th e save DC is 
  Constitution-based.
  Creature Swarm
  
  46
  46
  46
  46
  Making Difficult Decisions
  Applying his template requires you to make some decisions about how the base creature would function with the swarm 
  subtype. If you’re unfamiliar with that subtype, read its description in the MM carefully before starting, and use a swarm 
  creature from that book once or twice during a game before trying to use this template.
  Once you have a good grasp of how the swarm subtype works, pick a monster and give this template a whirl. Carefully consider 
  how each of the base creature’s abilities works. In particular, the ability to change shape can be problematic. Do all the creatures 
  in the swarm have to change shape? Do they all take the same shape? If the shapechange would normally aﬀ ect the creature’s 
  abilities, does it aﬀ ect the swarm’s abilities in the same way? 
  Spells and spell-like abilities that the creature swarm can use on itself can also be tough to deal with. Creatures with the swarm 
  subtype are usually immune to eﬀ ects that target a single creature, but wouldn’t it be neat if a swarm of creatures that had 
  mage armor as a spell-like ability could actually use it? Th e simplest solution is to disallow problematic powers and ignore such 
  questions, but you’ll probably end up with a more interesting monster if you instead decide how such things could work.
  Special Qualities: A creature swarm 
  retains all the base creature’s special 
  qualities and gains those 
  described here. Th e parameters 
  of the special qualities (range, 
  area, and so on) retained from 
  the base creature remain the 
  same. 
   
  Hive Mind (Ex): If the base 
  creature has an Intelligence 
  score of 3 or higher, 
  the creature swarm 
  has a hive mind. 
  So long as it has 
  at least 1 hit point 
  per HD, it retains 
  its Intelligence score, 
  but if its hit points fall 
  below that number, 
  it becomes 
  mindless. As a 
  mindless creature, 
  it becomes immune 
  to mind-aﬀ ecting 
  eﬀ ects.
   
  Swarm Traits: A creature 
  swarm has no clear front 
  or back and no discernable 
  anatomy, so it is not subject 
  to critical hits or ﬂ anking. A creature swarm made up of 
  Tiny creatures takes half damage from slashing and piercing 
  weapons, and one composed of Fine or Diminutive creatures 
  is immune to all weapon damage.
   
  Reducing a creature swarm to 0 or fewer hit points causes it 
  to break up, though damage taken until that point does not 
  degrade its ability to attack or resist attack. Creature swarms 
  are never staggered or reduced to a dying state by damage. 
  Also, they cannot be tripped, grappled, or bull rushed, and 
  they cannot grapple another.
   
  A creature swarm is immune to any spell or eﬀ ect that 
  targets a speciﬁ c number of creatures (including single-
  target spells such as disintegrate), with the exception of 
  mind-aﬀ ecting eﬀ ects if the swarm has an Intelligence score 
  and a hive mind. A creature swarm takes a –10 penalty on 
  saving throws against spells or eﬀ ects that aﬀ ect an area, 
  such as many evocation spells or grenadelike weapons. If the 
  area attack does not allow a saving throw, the swarm takes 
  double damage instead. 
  Creature swarms made up of Diminutive or 
  Fine creatures are susceptible to high winds, 
  such as those created by a gust of wind spell. 
  For the purpose of determining the eﬀ ects 
  of wind on a creature swarm, treat it as a 
  creature of the same size as its 
  constituent creatures. Wind 
  eﬀ ects deal 1d6 points of 
  nonlethal damage to the 
  swarm per spell level (or 
  Hit Die of the originating 
  creature, in the case of 
  eﬀ ects such as an air 
  elemental’s whirlwind).
   
  A swarm 
  rendered unconscious 
  by nonlethal damage 
  becomes disorganized 
  and dispersed. It does 
  not reform until its hit points 
  exceed its nonlethal damage.
  Abilities: Change from the 
  base creature according to 
  the following table.
  Abilities
   
  Base Creature Size Swarm Size 
  Str 
  Dex 
  Con
   Fine 
  Fine 
  — 
  — 
  —
   Diminutive 
  Fine 
  — 
  +2 
  —
   Tiny 
  Fine 
  –2* 
  +4 
  —
   Small 
  Fine 
  –6* 
  +6 
  —
   Medium 
  Fine 
  –10* 
  +8 
  –2*
   Large 
  Diminutive 
  –18* 
  +8 
  –6*
   Huge 
  Diminutive 
  –26* 
  +8 
  –10*
   Gargantuan 
  Tiny 
  –32* 
  +8 
  –14*
   Colossal 
  Tiny 
  –40* 
  +8 
  –18*
  *Minimum 1.
  Feats: Same as the base creature, but feats from which the creature 
  swarm can no longer beneﬁ t may be replaced with more 
  appropriate choices.
  Creature Swarm
  
  47
  47
  47
  47
  Incorporeal Swarms?
  If the idea of a swarm of tiny ghosts appeals to you, you can use this template to create that eﬀ ect. Just apply the template to a 
  corporeal creature, then apply another template that grants the base creature the incorporeal subtype.
  Challenge Rating: Th e creature swarm’s CR is the same as 
  the base creature’s unless the application of the template 
  removed many of its special attacks. Consider also how the 
  swarm subtype aﬀ ects combat, and pay special attention to 
  the fact that the swarm subtype grants immunity or half 
  damage from weapon attacks. Such considerations might be 
  grounds for increasing the creature swarm’s CR.
  Treasure: None. Creatures with the swarm subtype do not use 
  equipment.
  Level Adjustment: Same as the base creature +4.
  Creature Swarm Characters
  A creature swarm favors whichever class the base creature does. A 
  creature swarm makes for a very strange PC, and the presence of 
  such a character in a campaign is likely to cause questions about 
  rules that the DM has never had to answer before. A creature 
  swarm PC should be used only when the DM is experienced 
  with the swarm subtype, and it might be good to run a few 
  experimental sessions before committing to the idea.
  - Sample Creature:  Frost Worm Swarm -
  Diminutive Magical Beast (Cold, Swarm)
  Hit Dice: 14d10 (77 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares), burrow 10 ft.
  Armor Class: 23 (+4 size, +4 Dex, +5 natural), touch 18, ﬂ at-
  footed 19
  Base Attack/Grapple: +14/—
  Attack: Swarm (3d6 plus 1d8 cold)
  Full Attack: Swarm (3d6 plus 1d8 cold)
  Space/Reach: 10 ft./—
  Special Attacks: Breath weapon, cold, death throes, distraction, 
  trill
  Special Qualities: Darkvision 60 ft., immunities (cold, weapon 
  damage), low-light vision, swarm traits, vulnerability to ﬁ re
  Saves: Fort +11, Ref +15, Will +6
  Abilities: Str 1, Dex 18, Con 10, Int 2, Wis 11, Cha 11
  Skills: Hide +27*, Listen +5, Spot +5
  Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reﬂ exes
  Environment: Cold plains
  Organization: Solitary
  Challenge Rating: 12
  Treasure: None
  Alignment: Usually neutral
  Advancement: 15–21 HD (Huge); 22–42 HD (Gargantuan)
  Level Adjustment: —
  Here is an example of a creature swarm using a frost worm as the 
  base creature.
  Hideous and overwhelming, frost worm swarms are the terrors 
  of the arctic wilderness. Inexorable and ferocious, they can reduce 
  a giant to bloody bones in less than a minute. Because they can 
  burrow through the ground or worm their way through even the 
  smallest cracks, no barrier provides protection against them.
  A single frost worm swarm consists of more than a thousand 
  wriggling, cylindrical white worms, each about 6 inches long. Each 
  worm has a pair of 1-inch-long white pincers on its head and two 
  tiny black eyes that look forward. 
  Th e vicious pincers of these miniature frost worms generate a chill so 
  strong that it burns opponents, and they can make a terrible keening 
  sound that paralyzes foes. When the worms feel truly threatened, they 
  exhale an icy wind that freezes foes solid. Weapons are completely 
  ineﬀ ective against the pile of frost worms that makes up a swarm.
  Dwellers in the cold lands have learned that alchemist’s ﬁ re is the 
  only sure way to stop a frost worm swarm, but that tactic bears a 
  great price. When the swarm is dispersed, the individual frost worms 
  explode, hurling deadly shards of ice at everything within 100 feet.
  Combat
  A frost worm swarm fears little. It uses its trill, then quickly moves 
  to attack the nearest creature. When damaged by a foe, the frost 
  worm swarm uses its breath weapon. 
  Breath Weapon (Su): Once per hour, a frost worm swarm can 
  breathe a 30-foot cone of cold that deals 15d6 points of cold damage 
  to each creature in the area (Reﬂ ex DC 17 half). An opponent held 
  motionless by the frost worm swarm’s trill gets no saving throw 
  against this attack. Th e save DC is Constitution-based.
  Cold (Ex): A frost worm swarm generates intense cold that deals 
  an extra 1d8 points of cold damage with every swarm attack. Any 
  creature attacking a frost worm swarm unarmed or with natural 
  weapons takes this extra cold damage each time one of its attacks hits.
  Death Th roes (Ex): When dispersed by lethal damage, the 
  frost worms making up the swarm turn to ice and shatter in an 
  explosion that deals 12d6 points of cold damage and 8d6 points 
  of piercing damage to everything within 100 feet (Reﬂ ex half DC 
  17). Th e save DC is Constitution-based.
  Distraction (Ex): DC 17 Fortitude save; see the creature swarm 
  template.
  Trill (Su): A frost worm swarm can emit a noise that forces its prey 
  to stand motionless. Th is sonic, mind-aﬀ ecting compulsion aﬀ ects 
  all creatures other than frost worms within a 100-foot radius. Every 
  creature in this area must succeed on a DC 17 Will save or be stunned 
  for as long as the worm trills and for 1d4 rounds thereafter, even 
  if attacked. If attacked or violently shaken (a full-round action), a 
  victim is allowed another saving throw. Once a creature has resisted or 
  broken the eﬀ ect, it cannot be aﬀ ected again by the same frost worm 
  swarm’s trill for 24 hours. Th e save DC is Charisma-based.
  Skills: *Because of its coloration and its aﬃ  nity for burying itself 
  in the snow, a frost worm swarm has a +10 racial bonus on Hide 
  checks in its native environment.
  Creature Swarm
  
  48
  48
  48
  48
   Crystal Creature
  Horrors spread on the wings of plague, the beautiful and terrible crystal creatures inspire awe and fear in all who view them. Th ese 
  creatures are generated by brilliant pestilence, an insidious disease created by an evil god on the Elemental Plane of Earth. 
  A crystal creature looks much like it did before its infection, but every muscle and organ of its body has been transformed into clear 
  crystal. Th rough crystalline skin and bone, a faceted heart is visible, pumping translucent blood that refracts light and makes the creature 
  glow from within. Under light as dim as a candle or as bright as the sun, a crystal creature shines with such brilliance that it dazzles and 
  blinds other creatures.
  Crystal creatures are driven to spread the disease that created them. Creatures infected on the Elemental Plane of Earth are set lose 
  on the Material Plane to spread their transforming aﬄ  iction. When enough creatures are converted into crystal creatures, the god that 
  created the disease will transfer its essence to the Material Plane and establish its domination of the world.
  Creating a Crystal Creature
  “Crystal creature” is an acquired template that can be added to 
  any corporeal creature that is susceptible to disease (referred to 
  hereafter as the base creature). 
  A crystal creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to elemental with the 
  appropriate augmented subtype, plus the earth subtype if 
  the base creature did not already have it. Do not recalculate 
  base attack bonuses, saves, or skill points. Size is unchanged.
  Armor Class: Th e crystal creature’s natural armor bonus improves 
  by +4 over that of the base creature.
  Attack: Th e crystal creature retains all the base creature’s attacks, 
  and its weapon and armor proﬁ ciencies. Th ese attacks 
  retain the same primary or secondary status 
  they had for the base creature. Th e crystal 
  creature gains a primary slam attack if it has 
  no other natural attacks. 
  Damage: If the crystal creature gained a slam attack 
  from the application of this template, its base 
  damage is as given on the following table. In 
  addition, all the crystal creature’s natural attacks can deliver 
  the brilliant pestilence disease (see Disease this page).
  Damage
   
  Size 
  Slam Base Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Attacks: A crystal creature retains all the base creature’s 
  special attacks and gains those described here.
   
  Blinding Gaze (Su): So long as a crystal creature is 
  illuminated by light (within the bright radius of a light 
  source or under conditions of bright light), it has a gaze 
  attack that causes permanent blindness unless a Fortitude 
  save (DC 10 +1/2 crystal creature’s character level + crystal 
  creature’s Cha modiﬁ er) is successful. Th is attack aﬀ ects all 
  creatures that look at the crystal creature while within the 
  range of its light ampliﬁ cation (see Light Ampliﬁ cation 
  on page 49) or within 100 feet in conditions of bright light. 
  Blinded creatures and creatures of the earth subtype are 
  immune to the crystal creature’s blinding gaze.
   
  Dazzling Form (Ex): When illuminated, a crystal creature’s 
  transparent body and organs refract and reﬂ ect light in a 
  dazzling display. Any creature that looks at a crystal creature 
  in suﬃ  cient light (while within the radius of a light source 
  or the crystal creature’s light ampliﬁ cation ability, or within 
  100 feet under conditions of bright light) is dazzled until 
  it leaves the area or closes its eyes. (See the DMG for a 
  description of the dazzled condition.) Simply averting the 
  eyes oﬀ ers no protection. Blind creatures and creatures with 
  the earth subtype are immune to this eﬀ ect. 
   Disease (Su): Any creature damaged by a crystal 
  creature’s natural or unarmed attack must make a 
  DC 15 Fortitude saving throw or contract brilliant 
  pestilence. Th is disease has an incubation period of 1 
  day. Each day that the infected creature fails the saving 
  throw, it takes 3d4 points of Dexterity damage as 
  parts of its body transform into crystalline structures. 
  If not cured of the disease within 1 day of reaching 0 
  Dexterity, the infected creature acquires the crystal creature 
  template, and all Dexterity damage taken is immediately 
  healed. Once this transformation has occurred, no magic 
  except a wish or miracle spell can restore the creature to its 
  former self, although polymorphing magic aﬀ ects the creature 
  normally. Any creature with the earth subtype is immune to 
  brilliant pestilence.
  Special Qualities: Th e crystal creature retains all the special 
  qualities of the base creature except invulnerability or 
  resistance to sonic damage and light blindness or light 
  sensitivity. It also gains the special qualities described here.
   
  Damage Reduction (Ex): A crystal creature has damage 
  reduction 5/—.
   
  Immunities (Ex): Crystal creatures are immune to the 
  negative eﬀ ects of bright light. Th us, if the base creature 
  normally took penalties in bright light, the crystal creature 
  no longer does so. Bright light that would normally dazzle 
  or blind the base creature no longer has any negative eﬀ ect. 
  Crystal creatures are immune to searing light and to spells 
  and eﬀ ects with the light subtype (such as ﬂ are, sunbeam, 
  and sunburst). When the crystal creature is subjected to such 
  an eﬀ ect, the save DC for its blinding gaze attack increases 
  by +2 for 1d4 rounds. Increases for multiple such eﬀ ects 
  stack.
  Crystal Creature
  
  49
  49
  49
  49
   
  Light Ampliﬁ cation (Ex): Th e body of a crystal creature 
  naturally ampliﬁ es light that strikes it. When struck by 
  light from any source, the crystal creature projects a similar 
  amount of light, as though it were a light source of the same 
  size. Th us, torchlight falling on a crystal creature causes it to 
  project light outward in a 20-foot radius. In conditions of 
  very bright light, such as sunlight or a daylight spell, this light 
  ampliﬁ cation increases the saving throw DC for the crystal 
  creature’s blinding gaze attack by +2. Th is increase stacks with 
  those from light eﬀ ects.
   
  Low-Light Vision (Ex): A crystal creature sees twice and a 
  human in torchlight, moonlight, starlight, and other low-
  light conditions.
   
  Resistances (Ex): A crystal creature has resistance 10 to acid, 
  cold, electricity, and ﬁ re. 
   
  Vulnerability to Sonic (Ex): A crystal creature’s body is 
  especially vulnerable to sonic attacks. It takes double 
  damage from a sonic attack on a failed save and half damage 
  on a successful save. 
  Abilities: Change from the base creature as follows: Str +2, Dex 
  +4, Con +2, Int –4 (minimum 0). Crystal creatures reduced 
  to 0 Intelligence are mindless, like oozes. Th ey do not 
  become comatose, but they use no strategy and seek only to 
  infect others with brilliant pestilence. As mindless creatures, 
  they are immune to all mind-aﬀ ecting eﬀ ects.
  Skills: Because of its transparent body, a crystal creature loses any 
  bonus that the base creature has on Hide checks because of 
  coloration. It gains a +4 racial bonus on Hide checks when its 
  light ampliﬁ cation ability is not causing it to project light.
  Languages: If the crystal creature can speak, it gains the ability 
  to speak Terran in addition to any other languages the base 
  creature knows.
  Challenge Rating: Same as the base creature +1.
  Alignment: Always neutral evil. A creature that succumbs to brilliant 
  pestilence becomes obsessed with spreading the disease to 
  others and hates all creatures not related to elemental earth. 
  Level Adjustment: Same as the base creature +3.
  Crystal Characters
  Because crystal creatures are always neutral evil, characters of certain 
  classes lose their class abilities upon gaining this template. Clerics 
  who become crystal creatures lose their ability to turn and destroy 
  undead but gain the ability to rebuke and command undead. Crystal 
  creature clerics may choose to worship an evil deity of elemental 
  earth and gain access to the Earth, Evil, and Sun domains. At the 
  GM’s option, PCs turned into crystal creatures could remain under 
  the control of their players. A PC crystal creature might change her 
  alignment to neutral rather than neutral evil, or perhaps a wish or 
  miracle spell could change her alignment.
  - Sample Creatures:  Crystal Sahuagin -
  Medium Elemental (Aquatic, Augmented Monstrous 
  Humanoid, Earth)
  Hit Dice: 2d8+4 (13 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), swim 60 ft.
  Armor Class: 22 (+3 Dex, +9 natural), touch 13, ﬂ at-footed 19
  Base Attack/Grapple: +2/+5
  Attack: Talon +5 melee (1d4+3 plus disease) or trident +5 melee 
  (1d8+4) or heavy crossbow +5 ranged (1d10/19–20).
  Full Attack: 2 talons +5 melee (1d4+3 plus disease) and bite +3 
  melee (1d4+1 plus disease) or trident +5 melee (1d8+4) and 
  bite +3 melee (1d4+1 plus disease) or heavy crossbow +5 
  ranged (1d10/19–20)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blinding gaze, blood frenzy, dazzling form, 
  disease, rake 1d4+1 plus disease
  Special Qualities: Blindsense 30 ft., damage reduction 5/—, 
  darkvision 60 ft., elemental traits, freshwater sensitivity, 
  immunities, light ampliﬁ cation, low-light vision, resistances 
  (acid 10, cold 10, electricity 10, ﬁ re 10), vulnerability to 
  sonic, speak with sharks, water dependent
  Saves: Fort +4, Ref +6, Will +4
  Abilities: Str 16, Dex 17, Con 14, Int 10, Wis 13, Cha 9
  Skills: Handle Animal +4*, Hide +12*, Listen +6*, Profession 
  (hunter) +1*, Ride +5, Spot +6*, Survival +1*, Swim +11
  Feats: Great Fortitude, MultiattackB
  Environment: Warm aquatic
  Organization: Solitary
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 3–5 HD (Medium); 6–10 HD (Large); or by 
  character class
  Level Adjustment: +5
  Here are examples of a crystal creatures using a sahuagin and a 
  shark as base creatures.
  A crystal sahuagin is often mistaken for sunlight or moonlight 
  reﬂ ecting brightly oﬀ  the waves. Even when it comes close enough 
  to see, sailors and undersea creatures often assume that it is some 
  angelic creature come to grant them a boon. A crystal sahuagin 
  looks like a humanoid creature with transparent scales, ﬁ ns, fangs, 
  and webbed hands that shine in the light.
  Groups of crystal sahuagin often make hit and run attacks against 
  sailing vessels, hoping to infect their crews. In this way, they can 
  create plague ships that can in turn infect the populace of a port 
  city with brilliant pestilence.
  Crystal sahuagin speak Sahuagin and Terran.
  Combat
  Crystal sahuagin try to remain away from light sources and hide 
  for as long as possible before attacking. Sometimes one crystal 
  sahuagin distracts potential foes by acting as a bright and ﬂ ashing 
  lure at a distance, while the others attack swiftly and retreat. Th e 
  entire group then follows and watches from a distance to see 
  whether any of the victims contract brilliant pestilence. If they do 
  and someone cures the disease, the crystal sahuagin attack again, 
  attempting to destroy the healer. Crystal sahuagin use their natural 
  attacks in preference to the weapons that sahuagin normally wield.
  Blinding Gaze (Su): DC 10 Fortitude save; see the crystal 
  creature template.
  Blood Frenzy (Ex): Once per day, a crystal sahuagin that takes 
  damage in combat can ﬂ y into a frenzy in the following round, 
  clawing and biting madly until either it or its opponent is dead. It 
  gains a +2 bonus to both Strength and Constitution and takes a –2 
  penalty to Armor Class. A crystal sahuagin cannot end its frenzy 
  voluntarily. 
  Crystal Creature
  
  50
  50
  50
  50
  While a crystal sahuagin rages, use the following statistics: HD 
  2d8+6; hp 15; AC 20, touch 11, ﬂ at-footed 17; Grp +6; Atk +6 
  melee (1d4+4 plus disease, 2 claws) and +4 melee (1d4+2 plus 
  disease, bite) or +6 melee (1d8+6, trident) and +4 melee (1d4+2 
  plus disease, bite) or +5 ranged (1d10/19–20, heavy crossbow); SV 
  Fort +5,; Str 18, Con 16; Swim +12.
  Dazzling Form (Ex): See the crystal creature template.
  Disease (Su): DC 15 Fortitude save; see the crystal creature template.
  Rake (Ex): Attack bonus +3 melee, damage 1d4+1 plus disease. A 
  crystal sahuagin gains two rake attacks when swimming.
  Blindsense (Ex): A crystal sahuagin can locate creatures 
  underwater within a 30-foot radius. Th is ability works only when 
  the crystal sahuagin is underwater.
  Elemental Traits: A crystal sahuagin has immunity to poison, 
  sleep eﬀ ects, paralysis, and stunning. It is not subject to critical hits 
  or ﬂ anking. It cannot be raised, reincarnated or resurrected (though a 
  limited wish, wish, miracle, or true resurrection spell can restore life). 
  Darkvision 60 ft.
  Freshwater Sensitivity (Ex): A crystal sahuagin fully immersed in 
  fresh water must succeed on a DC 15 Fortitude save or become 
  fatigued. Even on a success, it must repeat the save attempt every 
  10 minutes that it remains immersed.
  Immunities (Ex): See the crystal creature template.
  Light Ampliﬁ cation (Ex): See the crystal creature template.
  Speak with Sharks (Ex): Crystal sahuagin can communicate 
  telepathically with sharks up to 150 feet away. Th is communication is 
  limited to simple concepts such as “food,” “danger,” and “enemy.” Crystal 
  sahuagin can use the Handle Animal skill to befriend and train sharks.
  Vulnerability to Sonic (Ex): See the crystal creature template.
  Water Dependent (Ex): Crystal sahuagin can survive out of the 
  water for 1 hour per 2 points of Constitution. After that, refer to 
  Drowning in the DMG.
  Skills: A crystal sahuagin has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard (included 
  in the bonus above). It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  *Underwater, a crystal sahuagin has a +4 racial bonus on Hide, 
  Listen, and Spot checks. Because of its transparent body, it gains a 
  +4 racial bonus on Hide checks when its light ampliﬁ cation ability 
  is not causing it to project light. *A crystal sahuagin has a +4 
  racial bonus on Survival and Profession (hunter) checks within 50 
  miles of its home. *It also has a +4 racial bonus on Handle Animal 
  checks when working with sharks.
  - Sample Creature: Medium  Crystal Shark -
  Medium Elemental (Aquatic, Augmented Animal, Earth)
  Hit Dice: 3d8+6 (18 hp)
  Initiative: +4
  Speed: Swim 60 ft. (12 squares)
  Armor Class: 21 (+4 Dex, +7 natural), touch 14, ﬂ at-footed 17
  Base Attack/Grapple: +2/+4
  Attack: Bite +6 melee (1d6+3)
  Full Attack: Bite +6 melee (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blinding gaze, dazzling form, disease
  Special Qualities: Blindsense 30 ft., damage reduction 
  5/—, darkvision 60 ft., elemental traits, immunities, 
  keen scent, light ampliﬁ cation, low-light vision, 
  resistances (acid 10, cold 10, electricity 10, ﬁ re 10), 
  vulnerability to sonic
  Saves: Fort +5, Ref +7, Will +2
  Abilities: Str 15, Dex 19, Con 15, Int —, Wis 12, Cha 2
  Skills: Hide +8*, Listen +6, Spot +6, Swim +10
  Feats: Alertness, Weapon Finesse
  Environment: Cold aquatic
  Organization: Solitary, pair, school (3–5), or pack (6–11)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 4–6 HD (Medium)
  Level Adjustment: —
  Like a brilliant shard of glass, a crystal shark propels itself 
  through the water with deadly intent. Crystal sharks are 
  mindless killers that exist only to spread brilliant 
  pestilence.
  A crystal shark looks like a shark made of 
  crystal and glass. Sharp, transparent gills 
  adorn its sides, and its ﬁ ns are blades of 
  glasslike clarity. 
  Crystal Creature
  
  51
  51
  51
  51
  Combat
  Unless controlled by a crystal sahuagin, a crystal shark attacks any 
  nearby living creature. Typically, a crystal shark moves in swiftly and 
  bites one creature two or three times before moving on to ﬁ nd another 
  creature to infect with brilliant pestilence. Such attacks usually kill 
  smaller creatures, but larger ones often escape. Th ose that do not 
  become prey for normal sharks and underwater predators while the 
  disease immobilizes them become crystal creatures themselves.
  Blinding Gaze (Su): DC 7 Fortitude save; see the crystal creature 
  template.
  Dazzling From (Ex): See the crystal creature template.
  Disease (Su): DC 15 Fortitude save; see the crystal creature template.
  Blindsense (Ex): A crystal shark can locate creatures underwater 
  within a 30-foot radius. Th is ability works only when the crystal 
  shark is underwater.
  Elemental Traits: A crystal shark has immunity to poison, sleep 
  eﬀ ects, paralysis, and stunning. It is not subject to critical hits or 
  ﬂ anking. It cannot be raised, reincarnated, or resurrected (though a 
  limited wish, wish, miracle, or true resurrection spell can restore life). 
  Darkvision 60 ft.
  Immunities (Ex): See the crystal creature template.
  Keen Scent (Ex): A crystal shark can notice creatures by scent in a 
  180-foot radius and detect blood in the water at ranges of up to 1 mile.
  Light Ampliﬁ cation (Ex): See the crystal creature template.
  Vulnerability to Sonic (Ex): See the crystal creature template.
  Skills: A crystal shark has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard (included in the 
  bonus above). It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
  *Because of its transparent body, a crystal creature loses any bonus 
  that the base creature may have had on Hide checks because of 
  coloration. It gains a +4 racial bonus on Hide checks when its light 
  ampliﬁ cation ability is not causing it to project light.
   Demon-Possessed Creature
  No evil is as terrible as one having the outward form of goodness. Demons can cavort in the skins of mortal creatures and cause havoc 
  while disguised by the ﬂ esh of virtue. While in the guise of a mortal, a demon can convert the weak-willed to evil and provide power and 
  counsel to other mortal pawns while gleefully using the mortal body as a shield against attack.
  A demon’s presence can have a variety of physical eﬀ ects on the mortal creature it possesses. Glowing eyes, bristly hair, warts, boils, scars, 
  long nails, and twisted limbs can all be signs of demon possession, as can more obvious characteristics, such as bulging muscles and 
  ﬂ aming-red skin. Many demon-possessed creatures, however, show no outward sign at all.
  Demons possess mortal creatures for countless reasons, and their chaotic nature makes patterns of behavior diﬃ  cult to determine. Th ey 
  enjoy corrupting goodness and helping evil creatures, but many also use possession to hide from pursuit or to acquire protection. For 
  example, a demon in combat might possess a foe to make itself a diﬃ  cult target for the other members of the group.
  Creating a Demon-Possessed Creature
  “Demon-possessed creature” is an acquired template that can be 
  added to any living, corporeal creature that falls prey to demon 
  possession (referred to hereafter as the base creature). 
  See the Using the Demon-Possessed Creature 
  Template sidebar for the details of this process. 
  A demon-possessed creature uses all the base 
  creature’s statistics and special abilities except as 
  noted here.
  Size and Type: Size and type are unchanged, but 
  the creature gains the chaotic and evil subtypes if the base 
  creature did not already have them.
  Special Attacks: A demon-possessed creature retains all the base 
  creature’s special attacks and gains those described here.
   
  Demonic Attack: Th e exact demonic attacks bestowed 
  depend on the kind of demon that infused the base creature 
  with its power, as follows.
  Babau: Sneak Attack (Ex): Th is ability works like the rogue’s 
  sneak attack ability, dealing +2d6 points of extra 
  damage on a successful sneak attack. Th is extra 
  damage stacks with that from all other sources that 
  grant the sneak attack ability.
  Balor:  Flaming Body (Su): When a balor-possessed creature 
  is involved in a grapple, ﬂ ames spring to life all over 
  its body. Any creature grappling with it takes 2d6 
  points of ﬁ re damage per round that the grapple 
  continues. Neither the balor-possessed creature nor 
  its equipment takes damage from this eﬀ ect. 
  Spell-Like Abilities: 1/day—ﬁ restorm, telekinesis. 
  Caster level equals balor-possessed creature’s 
  character level. Th e save DCs are Charisma-based.
  Bebelith: Spell-Like Abilities: 1/day—web, magic circle against 
  good, poison. Caster level equals bebelith-possessed 
  creature’s character level. Th e save DCs are Charisma-
  based.
  Dretch: Spell-Like Abilities: 1/day—scare, stinking cloud. 
  Caster level equals dretch-possessed creature’s 
  character level. Th e save DCs are Charisma-based.
  Glabrezu: Spell-Like Abilities: 1/day—chaos hammer, 
  confusion, dispel magic. Caster level equals glabrezu-
  possessed creature’s character level. Th e save DCs are 
  Charisma-based.
  Demon-Possessed Creature
  
  52
  52
  52
  52
   Using the Demon-Possessed Creature Template
  One of the easiest ways to adopt and use this template is to give demons the ability to possess other creatures. Th is ability 
  should not change the creature’s CR, but it can make any encounter with demons more interesting. A creature possessed by a 
  demon during combat is likely to ﬂ ee from its former companions rather than stay to ﬁ ght, regardless of the demon’s wishes. 
  Knowing the capabilities and power of their companions, few adventurers would willingly ﬁ ght them alone.
  Possess Creature (Su): Once per day per 2 Hit Dice, a demon can attempt to possess an intelligent, corporeal creature within 
  10 feet as a full-round action. Th e target creature must succeed on a Will save (DC 10 + 1/2 demon’s racial HD + demon’s Cha 
  modiﬁ er). Success stuns the demon for 1 round; failure means the demon joins with the target. Th e demon’s body may vanish in 
  a cloud of colored smoke that the target then inhales, or the demon’s body may seem to merge with that of the victim. In either 
  case, the victim immediately gains the demon-possessed template.
  Hezrou: Spell-Like Abilities: 3/day—gaseous form. Caster level 
  equals hezrou-possessed creature’s character level.
  Marilith: Spell-Like 
  Abilities: 
  1/day—align 
  weapon, blade 
  barrier, magic 
  weapon. Caster 
  level equals 
  marilith-
  possessed 
  creature’s 
  character level. 
  Th e save DCs 
  are Charisma-
  based.
  Nalfeshnee: Smite 
  (Su): Th ree 
  times per day, 
  a nalfeshnee-
  possessed 
  creature can 
  cause a burst of 
  unwholesome, 
  multicolored 
  light to explode 
  from its body 
  in a 60-foot 
  radius. Every 
  creature other 
  than a demon 
  in this area 
  must succeed 
  on a Will saving 
  throw (DC 10 + 
  1/2 nalfeshnee-
  possessed creature’s character level + nalfeshnee-
  possessed creature’s Cha modiﬁ er) or be dazed for 
  1d10 rounds. Th e nalfeshnee-possessed creature is 
  immune to this eﬀ ect.
  Quasit: Spell-Like Abilities: At will—detect good, detect magic; 
  2/day—invisibility. Caster level equals quasit-
  possessed creature’s character level.
  Retriever: Improved Grab (Ex): To use this ability, a 
  retriever-possessed creature must hit a creature of any 
  size with a natural attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity.
  Succubus: Spell-Like Abilities: 1/day—charm monster, detect 
  thoughts, suggestion. Caster level equals succubus-
  possessed creature’s character 
  level. Th e save DCs are 
  Charisma-based.
  Vrock: Spell-Like Abilities: 2/
  day—mirror image; 1/day—
  heroism. Caster level equals 
  vrock-possessed creature’s 
  character level.
   Profane (Su): Each of a 
  demon-possessed creature’s 
  melee attacks with a natural 
  or manufactured weapon 
  deals +1d6 points of extra 
  damage to a creature of good 
  alignment. All of its natural 
  and manufactured weapons 
  are treated as magic and 
  evil-aligned for overcoming 
  damage reduction.
  Special Qualities: A 
  demon-possessed creature 
  retains all the base creature’s 
  special qualities and gains 
  those described here.
   Damage Reduction (Su): 
  Th e demon-possessed 
  creature gains damage 
  reduction 10/cold iron.
   Possessed (Su): Each 
  demon-possessed creature 
  is inhabited by a speciﬁ c 
  demon. Th e demon can 
  neither control the possessed creature nor read its mind, 
  and it perceives only what the possessed creature does. Th e 
  possessed creature’s alignment changes to chaotic evil until 
  the possession ends. 
   
  Th e demon is in constant telepathic communication with 
  the possessed creature, imparting its thoughts and desires 
  regardless of language. To gain the possessed creature’s 
  cooperation, the demon usually oﬀ ers telepathic suggestions 
  that it thinks a chaotic evil creature might ﬁ nd appealing.
   
  While possessing another creature, the demon does not have 
  access to any of its supernatural, spell-like, or extraordinary 
  abilities. It cannot cast spells or take purely mental actions 
  Demon-Possessed Creature
  
  53
  53
  53
  53
  beyond thinking and using Intelligence-based skills. It 
  cannot be targeted by any spell or eﬀ ect (except as described 
  under spell vulnerability), but it can be detected normally by 
  divination spells. 
   
  Damage that harms the possessed creature does not harm 
  the possessing demon. If the possessed creature dies, the 
  demon appears in its square. 
   
  Th e demon can exit the possessed creature at any time as a 
  standard action. When it does so, it appears in the nearest 
  available open space. 
   
  Poison Resistance (Ex): A demon-possessed creature gains a 
  +2 resistance bonus on Fortitude saves against poison.
   
  Resistance to Electricity (Ex): A demon-possessed creature 
  has electricity resistance 20.
   
  Spell Vulnerability (Ex): Certain powerful spells have special 
  additional eﬀ ects against demon-possessed creatures. Th ese 
  spells must ﬁ rst overcome the demon’s spell resistance (if 
  any) to have any eﬀ ect.
   
  A demon-possessed creature subjected to a dispel chaos or 
  dispel evil spell must succeed on a Will saving throw or lose 
  all the modiﬁ cations bestowed by the demon-possessed 
  creature template for a number of rounds equal to the 
  opponent’s caster level. Th e demon is immediately ejected 
  from the possessed creature’s body and appears in the 
  nearest open square.
   
  A demon-possessed creature subjected to a banishment spell 
  must succeed on a Will saving throw or lose the template 
  until again possessed by a demon. Failure returns the demon 
  to its home plane, as noted in the spell description. 
   
  An antimagic ﬁ eld or any antimagic eﬀ ect suppresses all 
  the eﬀ ects of the demon-possessed creature template. It 
  also prevents the demon from communicating with the 
  possessed creature, using its perceptions, and exiting its body 
  (unless it dies) for as long as the demon-possessed creature 
  remains in the antimagic area.
   
  In addition, particular spells can aﬀ ect the weaker demon 
  kinds, as noted on the following table. In each case, when 
  the spell indicated for that demon (or any demon of higher 
  CR on the table) targets the demon-possessed creature, 
  the demon is expelled as described for dismissal (above), 
  assuming that the creature fails any associated saving throw 
  and the spell penetrates the demon’s spell resistance. Spells 
  cast by the possessed creature do not have this eﬀ ect.
  Spell Vulnerability
   
  Demon 
  CR 
  Spell
   
  Dretch 
  2 
  Virtue
   
  Quasit 
  2 
  Protection from evil/chaos
   
  Babau 
  6 
  Break enchantment
   
  Succubus 
  7 
  Remove curse
   
  Demonic Quality: Th e exact demonic qualities bestowed 
  depend on the kind of demon that infused the base creature 
  with its power, as follows.
  Babau: Protective Slime (Su): A slimy red jelly coats the 
  babau-possessed creature’s skin. Any weapon that 
  touches it takes 1d8 points of acid damage from the 
  corrosive goo, and the weapon’s hardness does not 
  reduce this damage. A magic weapon is entitled to a 
  Reﬂ ex save (DC 10 + 1/2 demon-possessed creature’s 
  character level + demon-possessed creature’s Cha 
  modiﬁ er) to negate this damage. A creature that 
  strikes the babau-possessed creature with an unarmed 
  attack or natural weapon is also subject to this damage 
  but may attempt a Reﬂ ex save at the same DC to 
  negate it.
  Balor: See Invisibility (Su): A balor-possessed creature 
  continuously sees invisible creatures and objects as 
  though with the see invisibility spell (caster level 20th). 
   
  Spell Resistance (Su): A balor-possessed creature has 
  spell resistance equal to 10 plus its character level.
  Bebilith: Scent (Ex): A bebelith-possessed creature can detect 
  approaching enemies and sniﬀ  out hidden foes by sense 
  of smell alone. See the MM for details of this quality.
  Glabrezu: True Seeing (Su): A glabrezu-possessed creature 
  continuously sees as if with the true seeing spell 
  (divine version; caster level 12th).
  Hezrou: Resistances (Ex): A hezrou-possessed creature gains 
  resistance 10 to cold and ﬁ re.
  Marilith: Spell Resistance (Su): A marilith-possessed creature 
  has spell resistance equal to 10 plus its character level.
  Nalfeshnee: Detection (Su): A nalfeshnee-possessed creature 
  continuously detects magic as if with the detect magic 
  spell (caster level 12th) and automatically knows the 
  alignment of any creature it looks at.
  Quasit: Fast Healing (Ex): A quasit-possessed creature gains 
  fast healing 2; see the MM for a description of this 
  ability.
  Retriever: Construct-like (Ex): A retriever-possessed creature 
  is immune to critical hits, nonlethal damage, sneak 
  attack damage, and death from massive damage.
  Succubus: Tongues (Su): A succubus-possessed creature can 
  speak and understand any spoken language. Th is 
  ability does not grant it the ability to read these 
  languages.
  Vrock: Resistances (Ex): A vrock-possessed creature has 
  resistance 10 to acid, cold, and ﬁ re.
  Abilities: A demon-possessed creature’s ability scores change from 
  the base creature according to the kind of demon, as given 
  in the following table.
  Abilities
   
  Demon 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
   
  Babau 
  +4 
  +0 
  +4 
  +0 
  +0 
  +2
   
  Balor 
  +6 
  +0 
  +4 
  +6 
  +6 
  +2
   
  Bebilith 
  +6 
  +0 
  +4 
  +0 
  +0 
  +0
   
  Dretch 
  +0 
  +0 
  +0 
  –2* 
  +0 
  +0
   
  Glabrezu 
  +6 
  +0 
  +4 
  +2 
  +2 
  +2
   
  Hezrou 
  +6 
  +0 
  +4 
  +0 
  +0 
  +0
   
  Marilith 
  +6 
  +2 
  +6 
  +4 
  +4 
  +2
   
  Nalfeshnee 
  +6 
  +0 
  +4 
  +6 
  +6 
  +2
   
  Quasit 
  +0 
  +4 
  +0 
  +0 
  +0 
  +0
   
  Retriever 
  +6 
  +0 
  +0 
  –6* 
  +0 
  –6*
   
  Succubus 
  +0 
  +0 
  +0 
  +2 
  +0 
  +6
   
  Vrock 
  +4 
  +2 
  +4 
  +0 
  +0 
  +0
  *Minimum 1.
  Demon-Possessed Creature
  
  54
  54
  54
  54
  Skills: A demon-possessed creature gains profane bonuses 
  on certain skill checks according to the kind of demon 
  possessing it. Th ese profane bonuses are considered 
  supernatural abilities that are constantly in eﬀ ect.
  Babau: A babau-possessed creature gains a +4 profane bonus 
  on Hide, Listen, Move Silently, and Search checks.
  Balor: A balor-possessed creature gains a +4 profane bonus 
  on Bluﬀ , Listen, and Spot checks.
  Bebilith: A bebilith-possessed creature gains a +3 profane 
  bonus on Listen and Sense Motive checks.
  Glabrezu: A glabrezu-possessed creature gains a +3 profane 
  bonus on Concentration, Listen, and Spot checks.
  Hezrou: A hezrou-possessed creature gains a +2 profane 
  bonus on Listen, Spellcraft, and Spot checks. It may 
  use the Spellcraft skill untrained.
  Marilith: A marilith-possessed creature gains a +3 profane 
  bonus on Concentration, Listen, Sense Motive, and 
  Spot checks.
  Nalfeshnee: A nalfeshnee-possessed creature gains a +2 
  profane bonus on Diplomacy, Search, Sense Motive, 
  and Spellcraft checks. It may use the Spellcraft skill 
  untrained.
  Quasit: A quasit-possessed creature gains a +2 profane bonus 
  on Hide checks.
  Succubus: A succubus-possessed creature gains a +2 profane 
  bonus on Bluﬀ  and Disguise checks.
  Vrock: A vrock-possessed creature gains a +3 profane bonus 
  on Concentration and Move Silently checks.
  Feats: Certain demons grant bonus feats to the creatures they 
  possess, as follows. Th e demon-possessed creature gains the 
  indicated bonus feats, assuming that it meets any prerequisites 
  and the base creature does not already have them.
  Balor: Cleave and Power Attack. If it already has those feats but 
  does not have Great Cleave, it gains that feat instead.
  Bebilith: Alertness.
  Glabrezu: Power Attack. If it already has that feat but does 
  not have Cleave, it gains that instead.
  Hezrou: Blind-Fight.
  Marilith: Multiattack and Two-Weapon Fighting.
  Nalfeshnee: Cleave and Power Attack.
  Succubus: Dodge.
  Vrock: Power Attack.
  Challenge Rating: Th e CR increases based on the possessing 
  demon, as follows.
  Challenge Rating
   
  Demon 
  CR Increase
   
  Babau 
  +1
   
  Balor 
  +2
   
  Bebilith 
  +1
   
  Dretch 
  +1
   
  Glabrezu 
  +2
   
  Hezrou 
  +1
   
  Marilith 
  +2
   
  Nalfeshnee 
  +1
   
  Quasit 
  +1
   
  Retriever 
  +1
   
  Succubus 
  +1
   
  Vrock 
  +1
  Alignment: Always chaotic evil.
  Level Adjustment: Th e level adjustment depends on the kind of 
  demon, as follows: babau +3, balor +7, bebilith +4, dretch +2, 
  glabrezu +6, hezrou +6, marilith +6, nalfeshnee +6, quasit +4, 
  retriever +3, succubus +4, vrock +4.
  Demon-Possessed Characters
  A demon-possessed creature favors whichever class the base 
  creature does. Th e ease of losing this template makes it diﬃ  cult to 
  play, even if a player wishes to play an evil character. If the GM 
  allows a character to remain good or neutral despite the possessing 
  demon, the possession should last an even shorter time.
  - Sample Creature:  Quasit-Possessed Goblin Warrior -
  Small Humanoid (Chaotic, Evil, Goblinoid)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+1 size, +3 Dex, +2 leather armor, +1 light 
  shield), touch 14, ﬂ at-footed 14
  Base Attack/Grapple: +1/–3
  Attack: Morningstar +2 melee (1d6) or javelin +5 ranged (1d4)
  Full Attack: Morningstar +2 melee (1d6) or javelin +5 ranged 
  (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Profane, spell-like abilities
  Special Qualities: Damage reduction 10/cold iron, darkvision 60 
  ft., fast healing 2, poison resistance, possessed, resistance 
  (electricity 20), spell vulnerability
  Saves: Fort +3, Ref +3, Will –1
  Abilities: Str 11, Dex 17, Con 12, Int 10, Wis 9, Cha 6
  Skills: Hide +9, Listen +2, Move Silently +7, Ride +7, Spot +2
  Feats: Alertness
  Environment: Temperate plains
  Organization: Solitary, gang (4–9), band (10–100 plus 100% 
  noncombatants plus 1 3rd-level sergeant per 20 adults and 1 
  leader of 4th–6th level), warband (10–24 with worg mounts), 
  or tribe (40–400 plus 100% noncombatants plus 1 3rd-level 
  sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 
  leader of 6th–8th level, 10–24 worgs, and 2–4 dire wolves)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +4
  Here is an example of a demon-possessed creature using a goblin 
  warrior 1 as the base creature.
  Most quasit-possessed goblins are estranged from their kind, but 
  sometimes one gains a leadership role through judicious use of its 
  newfound powers. Th e possessing quasit enjoys experiencing life 
  as a goblin, and it appreciates the protection of the goblin’s body. 
  Furthermore, the goblin’s low self-conﬁ dence and cowardice allow the 
  Demon-Possessed Creature
  
  55
  55
  55
  55
  demon a great deal of inﬂ uence over its host. When the goblin dies, the 
  quasit often immediately attempts to possess another nearby goblin.
  A quasit-possessed goblin looks like a standard goblin except that its 
  hands and feet are slightly longer than normal. It speaks Goblin, but 
  the quasit can coach it to repeat phrases in Common and Abyssal.
  Combat
  A quasit-possessed goblin is brave so long as its foes do not wield 
  cold iron weapons. When confronted with a dangerous enemy, it 
  often turns invisible and either attacks a less threatening enemy or 
  ﬂ ees, allowing its allies to do the ﬁ ghting.
  Spell-Like Abilities: At will—detect good, detect magic; 2/day—
  invisibility. Caster level 1st.
  Fast Healing (Ex): See the demon-possessed creature template.
  Poison Resistance(Ex): See the demon-possessed creature template.
  Possessed (Su): See the demon-possessed creature template.
  Profane (Su): See the demon-possessed creature template.
  Resistance to Electricity (Ex): See the demon-possessed creature 
  template.
  Spell Vulnerability (Ex): Expelled by protection from evil or 
  protection from chaos; see the demon-possessed creature template.
  Skills: A quasit-possessed goblin has a +4 racial bonus on Move 
  Silently and Ride checks.
   Devil-Bound Creature
  Demons possess and angels bless, but devils bargain. Of all the outsiders that use the bodies of other creatures, devils reign as the most 
  accomplished and experienced controllers. For eons, these creatures have been striking bargains and brokering deals with mortals. Th eir 
  blood-signed contracts have set countless souls on the path to hell; once a devil’s agreement has been signed, there is no escape. Th e devil 
  must have its due, and failure to fulﬁ ll the terms of the contract means the mortal’s soul is forfeit.
  Barbed devils prey upon mortals who wish to protect other people, objects of importance, or caches of wealth. Th eir contracts usually 
  require the signer to guard something of importance to the devil for the same duration as the devil provided protection. A wise mortal 
  learns as much as possible about what the barbed devil wants him to guard, but invariably the guardianship requires participation in some 
  unexpected act of evil. Failure to fulﬁ ll the contract means the mortal dies and loses his immortal soul.
  Bearded devils tempt mortals in need of brute strength. Th ey especially love trading their services to bullied and downtrodden creatures 
  that desire revenge on their oppressors. Bearded devils enjoy irony as much as other devils do, but their dimwitted nature makes for ham-
  handed attempts at the art. Th eir contracts usually require the signers to oppress and bully others after their own oppressors have been 
  slain or cowed.
  Bone devils concentrate on mortals who wish to spy on others—particularly in order to punish others for breaking laws or taboos. A 
  bone devil often supports and encourages its target’s feelings of righteousness, exhorting him to take command and solve the “problems” 
  or punish the “wicked” himself. Contracts written by bone devils often require the signer to support the rule of tyrants, encourage 
  xenophobia, and ruthlessly enforce adherence to laws.
  Chain devils strike bargains with those who feel enslaved, oﬀ ering freedom and vengeance to mortals who are unlawfully imprisoned or 
  held captive. Not surprisingly, a chain devil’s contract often demands that the signer enslave others, starting with those she loves most.
  Erinyes often deceive their dupes into believing that they are bargaining with celestial beings. Only when the contract is before him does 
  such a mortal learn of his helper’s true nature. By that time, there is often so much riding on the deal that the mortal is loath to let the 
  oﬀ er slip away.
  A hellcat typically follows its chosen target for a few months before revealing itself. Th e hellcat telepathically oﬀ ers warnings and advice, 
  hoping to win over its target with honeyed words and invisible aid. When the mortal has come to rely on the hellcat and needs help 
  desperately, it proﬀ ers its contract.
  Horned devils dislike subtlety and deceit, but they too oﬀ er contracts that outline the powers they’ll grant to willing creatures. Horned 
  devils prefer to sign contracts with creatures of similarly warlike bent. Th ey seek out old warriors who wish to prove that their strength 
  Devil-Bound Creature
  
  56
  56
  56
  56
  has not waned, power-hungry generals, proud but inexperienced youths, and others who seek power through conquest. Horned devils’ 
  contracts are not as speciﬁ c as those of other devils. Most merely require the signer to advance the devil’s aims at some point in the 
  future—often when doing so means betraying those they hold dear.
  Ice devils always have plans, and their contracts require the signers to aid such plans in any number of ways. Th ey always seem to oﬀ er 
  contracts reluctantly, as though doing so is a distasteful option they are forced to make available. In truth, however, their oﬀ ers are usually 
  part of some larger strategy that has been in motion for months or even years beforehand. Ice devils often disguise their brilliance because 
  they prefer to let their victims think themselves smarter and cleverer than any devil.
  Imps are weak devils that strike correspondingly weak bargains. Th e recompense they require for the meager powers they grant often 
  seems trivial. But what might seem more like a prank than an act of evil always has unforeseen consequences—unforeseen to everyone 
  except the imp, that is.
  Lemures are the weakest devils. As mindless creatures, they can oﬀ er no contracts.
  Pit ﬁ ends, the rulers of devilkind, prepare the most subtle and convoluted contracts. Th ey oﬀ er great power, and they know better than 
  to make it seem as though they oﬀ er it for nothing. A pit ﬁ end’s contract often requires several tasks of the signer, many of which seem 
  unreasonable. Th e pit ﬁ end at ﬁ rst acts as though the contract is immutable, but with a great show of reluctance and regret, it “lets slip” 
  that bargaining is possible. After much haggling, the pit ﬁ end strikes several tasks, then grudgingly oﬀ ers the revised contract for signing, 
  all the while secretly gleeful that the remaining tasks—its true desires—have stayed on the table.
  Creating a Devil-Bound Creature
  “Devil-bound creature” is an acquired template that can be added 
  to any creature with a soul that knowingly signs a contract with a 
  devil (referred to hereafter as the base creature). 
  A devil-bound creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: Size and type are unchanged, but the creature gains 
  the evil subtype if the base creature did not already have it.
  Armor Class: A devil-bound creature gains a +2 profane bonus to 
  Armor Class.
  Special Attacks: A devil-bound creature retains all 
  the base creature’s special attacks and gains 
  those described here.
  Diabolic Attack: Th e exact diabolic attack bestowed 
  depends on the kind of devil with which the 
  devil-bound creature contracted, as follows.
  Barbed Devil: Barbed Defender (Su): Invisible blades of force 
  surround a creature bound to a barbed devil. Any 
  creature that attacks a barbed-devil-bound creature 
  with handheld or natural weapons takes 1d8 points of 
  slashing and piercing damage. Because these invisible 
  barbs are made of force, they aﬀ ect even incorporeal 
  creatures. Weapons with exceptional reach, such as 
  longspears, do not endanger their users in this way. 
   
  In addition, a barbed-devil-bound creature deals 
  1d8 points of piercing and slashing damage to a 
  grabbed opponent with each successful grapple check. 
  Magic that allows a creature to see invisible objects 
  reveals a translucent shape like that of a barbed devil 
  surrounding the devil-bound creature. 
   
  Spell-Like Abilities: 1/day—greater teleport (self plus 50 
  pounds of objects only), hold person, major image, order’s 
  wrath. Caster level equals barbed-devil-bound creature’s 
  character level. Th e save DCs are Charisma-based.
  Bearded Devil: Battle Frenzy (Ex): Twice per day, a bearded-
  devil-bound creature can work itself into a battle 
  frenzy similar to a barbarian’s rage (+4 Strength, +4 
  Constitution, +2 morale bonus on Will saves, –2 penalty 
  to AC). Th is frenzy lasts for 3 rounds plus the bearded-
  devil-bound creature’s Con modiﬁ er (elevated for frenzy).
   
  Hair Attack (Su): Th e bearded-devil-bound creature’s 
  hair or beard grows unusually long. If the creature hits 
  with a melee attack while using a full attack action, 
  its hair automatically hits the same target, dealing 
  1d8 points of damage. Th e target must succeed on a 
  Fortitude save (DC 10 + 1/2 devil-bound creature’s 
  character level + devil-bound creature’s Con modiﬁ er) 
  or contract devil chills (incubation period 1d4 days, 
  damage 1d4 Strength). If the base creature normally 
  lacks hair, it instantaneously grows some to make this 
  attack and loses it immediately afterward.
  Infernal Wound (Su): A bearded-devil-bound creature’s 
  natural and weapon attacks cause persistent wounds 
  that do not heal naturally and resist healing spells. Any 
  creature damaged by such an attack loses 2 additional 
  hit points each round. Th e continuing hit point loss 
  can be stopped by a Heal check (DC 10 + 1/2 devil-
  bound creature’s character level + devil-bound creature’s 
  Con modiﬁ er), a cure spell, or a heal spell. However, a 
  character attempting to cast such a spell must succeed on 
  a caster level check (DC 10 + 1/2 devil-bound creature’s 
  character level + devil-bound creature’s Con modiﬁ er), 
  or the spell has no eﬀ ect on the injured character. A 
  successful Heal check automatically stops the continuing 
  hit point loss and restoring hit points. Th e infernal 
  wound is a supernatural ability of the bearded-devil-
  bound creature, not of its weapon.
  Bone Devil: Spell-Like Abilities: At will—ﬂ y, invisibility (self 
  only); 1/day—greater teleport (self plus 50 pounds of 
  objects only), dimensional anchor, wall of ice. Caster 
  level equals bone-devil-bound creature’s character 
  level. Th e save DCs are Charisma-based.
  Chain Devil: Animate Rope or Chain (Su): At will, a chain-
  devil-bound creature can animate a rope or chain of 
  any thickness as if with the animate rope spell (caster 
  level equals chain-devil-bound creature’s character 
  level). Th e chain-devil bound creature can also cause 
  any lock or manacle attached to a chain to lock or 
  open when using this ability.
   
  Unnerving Gaze (Su): A chain-devil-bound creature 
  can make its face resemble one of an opponent’s 
  departed loved ones or bitter enemies. At will as 
  Devil-Bound Creature
  
  57
  57
  57
  57
  a standard action, the chain-devil-bound creature 
  can target a single opponent within 30 feet with its 
  unnerving gaze. Th e target must succeed on a Will 
  save (DC 10 + 1/2 devil-bound creature’s character 
  level + devil-bound creature’s Cha modiﬁ er) or take a 
  –2 penalty on attack rolls for 1d3 rounds.
  Erinyes: Spell-Like Abilities: At will—minor image; 3/day—
  charm monster; 1/day—greater teleport (self plus 50 
  pounds of objects only), charm monster. Caster level 
  equals erinyes-bound creature’s character level. Th e 
  save DCs are Charisma-based.
  Hellcat: Improved Grab (Ex): To use this ability, a hellcat-
  bound creature must hit a creature of any size with a 
  natural attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity.
   
  Pounce (Ex): If a hellcat-bound creature charges, it 
  can make a full attack even though it has moved.
  Horned Devil: Fear Aura (Su): At will, a horned-devil-bound 
  creature can radiate a fear aura in a 5-foot radius as a 
  free action. Every creature in the area must succeed on a 
  Will save (DC 10 + 1/2 horned-devil-bound creature’s 
  character level + horned-devil-bound creature’s Cha 
  modiﬁ er) or be aﬀ ected as though by a fear spell (caster 
  level equals horned-devil-bound creature’s character 
  level). Devils are immune to this aura.
   
  Spell-Like Abilities: 3/day—dispel chaos, dispel good, 
  ﬁ reball, lightning bolt, magic circle against good, greater 
  teleport (self plus 50 pounds of objects only), persistent 
  image. Caster level equals horned-devil-bound creature’s 
  character level). Th e save DCs are Charisma-based.
   
  Stun (Su): Whenever a horned-devil-bound creature 
  strikes a ﬂ anked foe or one that is denied its Dexterity 
  bonus, the opponent must succeed on a Fortitude 
  save (DC 10 + 1/2 horned-devil-bound creature’s 
  character level + horned-devil-bound creature’s 
  Str modiﬁ er) or be stunned for 1d4 rounds.
  Ice Devil: Fear Aura (Su): At will, an ice-devil-
  bound creature can radiate a 
  fear aura in a 10-foot-radius 
  as a free action. Every 
  creature in the area 
  must succeed 
  on a Will save 
  (DC 10 + 1/2 
  ice-devil-bound 
  creature’s character level + ice-devil-bound creature’s 
  Cha modiﬁ er) or be aﬀ ected as though by a fear spell 
  (caster level equals ice-devil-bound creature’s character 
  level). Devils are immune to this aura.
   
  Spell-Like Abilities: 3/day—ﬂ y, slow; 1/day—cone of 
  cold, ice storm, greater teleport (self plus 50 pounds 
  of objects only), persistent image, unholy aura, wall 
  of ice. Caster level equals ice-devil-bound creature’s 
  character level. Th e save DCs are Charisma-based.
  Imp: Spell-Like Abilities: At will—detect good, detect magic, 
  invisibility (self only); 1/day—suggestion. 1/week—
  commune. Caster level equals imp-bound creature’s 
  character level. Th e save DCs are Charisma-based.
  Pit Fiend: Disease (Su): A pit-ﬁ end-bound creature can spread 
  devil chills (see Disease in the DMG) at will with a 
  successful melee touch attack. Th e creature touched 
  must succeed on a Fortitude save (DC 10 + 1/2 
  pit-ﬁ end-bound creature’s character level + pit-ﬁ end-
  bound creature’s Con modiﬁ er) or contract the disease.
   
  Fear Aura (Su): At will, a pit-ﬁ end-bound creature can 
  radiate a fear aura in a 20-foot-radius as a free action. 
  Every creature in the area must succeed on a Will save 
  (DC 10 + 1/2 devil-bound creature’s character level + 
  devil-bound creature’s Cha modiﬁ er) or be aﬀ ected as 
  Demon-possessed, Devil-bound, and the Book of Fiends
  Green Ronin’s Th e Book of Fiends greatly expands the ﬁ endish agencies at work in the Lower Planes. You can use many of the creatures 
  described in that book in conjunction with the Demon-Possessed and Devil-Bound templates. Demons with the qlippoth subtype and 
  non-unique demons function as other demons in regard to the Demon-Possessed template. Non-unique devils function like other devils 
  for the Devil-Bound template. Daemons may select a template according to their role. Watchers function as devils, whisperers function as 
  demons, and mercenaries and independents cannot use either template. When modifying templates for these ﬁ ends, consider each on a 
  case-by-case basis. Refer to the MM ﬁ ends for guidelines when determining ability score modiﬁ ers, special attacks, and special qualities.
  Devil-Bound Creature
  
  58
  58
  58
  58
  though by a fear spell (caster level equals pit-ﬁ end-bound 
  creature’s character level). Devils are immune to this aura.
   
  Spell-Like Abilities: 3/day—blasphemy, create undead, 
  ﬁ reball, greater dispel magic, greater teleport (self plus 50 
  pounds of objects only), invisibility, magic circle against 
  good, persistent image, unholy aura. Caster level equals 
  pit-ﬁ end-bound creature’s character level. Th e save 
  DCs are Charisma-based.
  Special Qualities: A devil-bound creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Contract Bound (Ex): A devil-bound creature has signed a 
  contract of service in return for the abilities granted by this 
  template. Th e devil must reveal its nature when the contract is 
  oﬀ ered, and it cannot hide the details of the contract in any way.
   
  Th e exact conditions of the contract vary with the individual 
  devil, but all require that when the devil has accomplished 
  certain goals or when a certain amount of time has passed, 
  the signer must perform a speciﬁ c task or set of tasks for the 
  devil that oﬀ ered the contract. Th e signer might or might 
  not be granted the powers of the devil-bound template while 
  completing the devil’s tasks. If the signer fails to complete the 
  tasks as speciﬁ ed in the contract, its soul appears as a gem in 
  the devil’s possession (as though the signer were the target of a 
  soul bind spell), regardless of distance or plane of origin. If the 
  devil is dead and the signer dies before completing her tasks, 
  her soul is destroyed, and she cannot be brought back to life by 
  any means. No magic can free a creature from a devil’s contract; 
  only the intervention of a deity can break the binding.
   
  Diabolic Quality: Th e exact diabolic quality bestowed 
  depends on the kind of devil with which the devil-bound 
  creature contracted, as follows.
  Bone Devil: Darkvision (Ex): A bone-devil-bound creature 
  has darkvision to a range of 60 feet.
  Bone Devil: See in Darkness (Su): A bone-devil-bound 
  creature can see perfectly in darkness of any kind, 
  even that created by a deeper darkness spell.
  Chain Devil: Regeneration (Ex): A chain-devil-bound 
  creature has regeneration 2. It takes normal damage 
  from silvered weapons, good-aligned weapons, and 
  spells or eﬀ ects with the good descriptor. A chain-
  devil-bound creature that loses a piece of its body 
  regrows it in 2d6x10 minutes. Holding the severed 
  member against the stump reattaches it instantly.
  Erinyes: True Seeing (Su): An erinyes-bound creature 
  continuously beneﬁ ts from true seeing, as the spell (caster 
  level equals erinyes-bound creature’s character level).
  Hellcat: Invisible in Light (Ex): At will as a free action, a 
  hellcat-bound creature can become invisible in any 
  area that is lit well enough for a human to see. In a 
  darkened area, it shows up as a faintly glowing outline 
  visible up to 30 feet away (or 60 feet if the viewer has 
  low-light vision). Magical darkness smothers the glow 
  and conceals the outline.
  Horned Devil: Regeneration (Ex): A horned-devil-bound 
  creature has regeneration 5. It takes normal damage 
  from silvered weapons, good-aligned weapons, and 
  spells or eﬀ ects with the good descriptor.
  Imp: Alternate Forms (Su): An imp-bound creature can 
  assume another creature’s form at will as a standard 
  action. Th is ability functions like a polymorph spell cast 
  on itself (caster level 12th), except that an imp-bound 
  creature does not regain hit points for changing form 
  and cannot take a form of a diﬀ erent size.
  Pit Fiend: Regeneration (Ex): A pit-ﬁ end-bound creature has 
  regeneration 5. It takes normal damage from silvered 
  weapons, good-aligned weapons, and spells or eﬀ ects 
  with the good descriptor.
   
  Immunity to Fire and Poison (Ex): A devil-bound creature is 
  immune to ﬁ re and poison.
   
  Resistances (Ex): A devil-bound creature gains resistance 10 
  to acid and cold.
  Abilities: A devil-bound creature’s ability scores change from the 
  base creature according to the kind of devil with which it 
  contracted, as given in the following table.
  Abilities
   Devil 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
   Barbed devil 
  +4 
  +4 
  +4 
  +0 
  +0 
  +0
   Bearded devil 
  +2 
  +2 
  +2 
  –2* 
  +0 
  +0
   Bone devil 
  +4 
  +4 
  +4 
  +0 
  +0 
  +0
   Chain devil 
  +2 
  +2 
  +2 
  –2* 
  +0 
  +0
   Erinyes 
  +4 
  +4 
  +4 
  +0 
  +2 
  +4
   Hellcat 
  +4 
  +4 
  +2 
  +0 
  +0 
  +0
   Horned devil 
  +6 
  +4 
  +4 
  +0 
  +2 
  +4
   Ice devil 
  +4 
  +4 
  +4 
  +4 
  +4 
  +4
   Imp  
  +0 
  +2 
  +0 
  +0 
  +0 
  +0
   Pit ﬁ end 
  +6 
  +4 
  +4 
  +4 
  +4 
  +4
  *Minimum 1.
  Challenge Rating: Th e CR increases based on the devil with 
  which the devil-bound creature contracted, as follows.
  Challenge Rating
   
  Devil 
  CR Increase
   
  Barbed devil 
  +2
   
  Bearded devil 
  +2
   
  Bone devil 
  +2
   
  Chain devil 
  +1
   
  Erinyes 
  +2
   
  Hellcat 
  +1
   
  Horned devil 
  +3
   
  Ice devil 
  +2
   
  Imp 
  +1
   
  Pit ﬁ end 
  +3
  Level Adjustment: Th e level adjustment depends on the kind of 
  devil, as follows: barbed devil +4, bearded devil +3, bone 
  devil +5, chain devil +3, erinyes +5, hellcat +4, horned devil 
  +6, ice devil +5, imp +2, pit ﬁ end +6.
  Devil-Bound Characters
  A devil-bound character favors whichever class the base creature 
  does. Endowing a player character with the devil-bound template 
  should be a major campaign event. Th e contract presentation 
  should be a truly Faustian situation, and the deal should have 
  pitfalls and unforeseen consequences. A contract with a devil can 
  be a great roleplaying opportunity for the players and a ﬁ ne way to 
  introduce new adventure plots into the campaign.
  Devil-Bound Creature
  
  59
  59
  59
  59
  Large Giant (Evil), 6th-Level Fighter
  Hit Dice: 10d8+40 plus 6d10+24 (142 hp)
  Initiative: +5
  Speed: 30 ft. in full plate (6 squares); base speed 40 ft.
  Armor Class: 32 (–1 size, +1 Dex, +7 natural, +10 +2 
  full plate, +2 profane), touch 12, ﬂ at-footed 31
  Base Attack/Grapple: +13/+26
  Attack: +2 bastard sword +24 melee (2d8+13/17–20) or 
  javelin +13 ranged (1d8+9)
  Full Attack: 2 +2 bastard swords +24/+19/+14 melee 
  (2d8+13/17–20) or 2 javelins +13 ranged (1d8+9)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Fear aura, spell-like abilities, stun
  Special Qualities: Contract bound, immunities 
  (ﬁ re, poison), low-light vision, regeneration 5, 
  resistances (acid 10, cold 10), superior two-
  weapon ﬁ ghting
  Saves: Fort +20, Ref +10, Will +12
  Abilities: Str 29, Dex 12, Con 19, Int 8, Wis 12, Cha 15
  Skills: Listen +11, Search +1, Spot +14
  Feats: Alertness, Cleave, Exotic Weapon Proﬁ ciency 
  (bastard sword), Improved Critical (bastard 
  sword), Improved Initiative, Iron Will, Power 
  Attack, Leadership, Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword)
  Environment: Cold hills
  Organization: Solitary or with cohort (ettin, 4th-level 
  barbarian) and followers (50 1st-level barbarian 
  orcs, 5 2nd-level barbarian orcs, 3 3rd-level 
  ranger orcs, 2 ogres, and 1 1st-level ﬁ ghter ogre)
  Challenge Rating: 15
  Treasure: Standard (see possessions below)
  Alignment: Chaotic evil
  Advancement: By character class
  Level Adjustment: +11
  Here is an example of a devil-bound creature using a 6th-level 
  ettin ﬁ ghter as the base creature and a horned devil as the devil.
  Th e horned-devil-bound ettin has designs on a greater role in 
  the world. It has seen the kingdoms of men and giants and wants 
  one for its own. Th e fact that it must do terrible things to gain 
  that power matters little; souls are the concerns of the dead or the 
  dying.
  Th e horned-devil-bound ettin has no language of its own but it 
  speaks a pidgin combination of Orc, Goblin, and Giant. A creature 
  that can speak any of these languages must succeed on a DC 15 
  Intelligence check to communicate with it. If the other creature 
  speaks two of these languages, the DC is 10, and if it speaks 
  all three, the DC is 5. Check once for each bit of information. 
  Fortunately for the horned-devil-bound ettin, its commands 
  are usually simple and can be communicated via pointing and 
  aggressive shouting.
  Combat
  Th e horned-devil-bound ettin herds its weaker followers before 
  it into battle to slow and weaken its enemies. While its followers 
  melee with the enemy, it attacks with spells, keeping its cohort 
  and strongest followers close by as guards. Should its foes come 
  within melee range, the horned-devil-bound ettin enters combat 
  fearlessly, using its magic bastard swords to cut enemies to pieces.
  Th e horned-devil-bound ettin’s attacks with both natural and 
  manufactured weapons are treated as evil-aligned for overcoming 
  damage reduction.
  Fear Aura (Su): DC 20 Will save, caster level 16th; see the devil-
  bound template.
  Spell-Like Abilities: 3/day—dispel chaos (DC 17), dispel good (DC 
  17), ﬁ reball (DC 15), lightning bolt (DC 15), magic circle against 
  good, greater teleport (self plus 50 pounds of objects only), persistent 
  image (DC 17). Caster level 16th. Th e save DCs are Charisma-
  based.
  Contract Bound (Ex): See the devil-bound creature template.
  Regeneration (Ex): See the devil-bound creature template.
  Resistances (Ex): See the devil-bound creature template.
  Stun (Su): DC 27 Fortitude save; see the devil-bound creature 
  template.
  Superior Two-Weapon Fighting (Ex): A horned-devil-bound 
  ettin ﬁ ghts with a +2 bastard sword or javelin in each hand. 
  Because each of its two heads controls an arm, the horned-devil-
  bound ettin does not take a penalty on attack or damage rolls for 
  attacking with two weapons.
  Skills: A horned-devil-bound ettin’s two heads give it a +2 racial 
  bonus on Listen, Spot, and Search checks.
  Possessions: 2 +2 bastard swords, +2 full plate, amulet of natural 
  armor +3, cloak of resistance +4.
  - Sample Creature:  Horned-Devil-Bound Ettin -
  Devil-Bound Creature
  
  60
  60
  60
  60
   Divine Guardian
  Ageless creatures ﬁ lled with ancient melancholy, divine guardians spend centuries in penitent prayer, thanking their gods for the 
  bittersweet blessing of eternal life. In lost temples and forgotten holy shrines, they while away long years in contemplation, weighing all 
  that they have gained against what they would gain by losing everything.
  A divine guardian is a creature charged by a deity to guard an area it considers sacred. Th is guardianship might be a permanent 
  assignment granted to a willing creature, penitence for a great sin, or a curse laid by the deity on someone who has injured its faithful. 
  A divine guardian does not age and need not fear hunger or disease so long as it remains in the area it has been tasked to guard. Should 
  it ever leave, it must soon recant the dereliction of its duties, or the long years will weigh heavily upon it, and it will ﬁ nd its freedom in 
  death.
  Creating a Divine Guardian
  “Divine guardian” is an acquired template that can be added to any 
  creature (referred to hereafter as the base creature). Usually, the 
  alignment of a creature that becomes a divine guardian matches 
  that of the god that invested it with power. Sometimes, however, 
  a god punishes a wayward worshiper or an enemy of the faith by 
  making it a divine guardian. 
  A divine guardian uses all the base creature’s 
  statistics and special abilities except as noted here.
  Size and Type: Size and type are unchanged, but the 
  creature might gain one or more alignment 
  or elemental subtypes, depending on the 
  alignment and portfolio of the deity that granted 
  it the template. Possible subtypes include air, chaotic, cold, 
  earth, evil, ﬁ re, good, lawful, and water. For instance, a lawful 
  good deity’s divine guardian would have the lawful and good 
  subtypes, even if it were actually of some other alignment. 
  Similarly, a neutral god of water and ice would grant its divine 
  guardian the water and cold subtypes. 
  Initiative: A divine guardian gains a +4 bonus on initiative rolls.
  Speed: A divine guardian is gifted with incredible speed. Each 
  of its speeds is double the corresponding speed of the base 
  creature. If the base creature ﬂ ies, the divine guardian’s 
  maneuverability becomes perfect if it was not already. Th e 
  water subtype, if acquired, grants the creature a swim speed 
  equal to its highest speed.
  Special Attacks: A divine guardian retains all the base creature’s 
  special attacks and gains those described here.
   
  Spell-Like Abilities: A divine guardian gains spell-like abilities 
  according to its character level, as indicated on the following 
  table. Th ese abilities are cumulative. Caster level equals divine 
  guardian’s character level. Th e save DCs are Charisma-based.
  Spell-Like Abilities
   
  Character Level 
  Abilities
   
  1–2 
  Alarm 3/day, hold portal 1/day
   
  3–4 
  Arcane lock 1/day, knock 3/day
   
  5–6 
  Augury 1/day, clairaudience/clairvoyance 1/day
   
  7–8 
  Dismissal 1/day
   
  9–10 
  Commune 1/day
   
  11–12 
  Guards and wards 1/day
   
  13–14 
  Forbiddance 1/day
   
  15–16 
  Banishment 1/day
   
  17–18 
  Repulsion 1/day
   
  19–20 
  Screen 1/day
   
  21+ 
  Antipathy 1/day
  Special Qualities: A divine guardian retains all the base creature’s 
  special qualities and gains those described here.
   
  Ability Healing (Ex): A divine guardian heals 1 point of 
  ability damage per round in each damaged ability score.
  Blessed Life (Ex): A divine guardian does not age or 
  breathe. It does not require food, drink, or sleep.
  Bound to the Faith (Ex): A cleric or paladin of the 
  deity that granted the divine guardian its power can 
  rebuke or command it as though it had only one-
  half the total Hit Dice (character level) it actually 
  possesses. 
   
  Dimension Door (Su): At will, a divine guardian can use 
  dimension door as the spell (caster level equals divine 
  guardian’s character level) to reach any location within its 
  sacred site (see Sacred Site, below).
   
  Fast Healing (Ex): A divine guardian has fast healing 5.
   
  Immunity to Mind-Aﬀ ecting Eﬀ ects (Su): Th e divine 
  guardian is immune to all mind-aﬀ ecting eﬀ ects.
   
  Immunity to Disease and Poison (Ex): Divine guardians are 
  immune to disease and poison.
   
  Sacred Site (Ex): Each divine guardian is assigned to guard 
  a speciﬁ c site sacred to the deity that invested it with power. 
  Th is area may be a structure, series of structures, or natural 
  site with clearly deﬁ ned borders. It can be as large as a city, 
  but in most cases it is a single temple complex or a sacred 
  grove. Gods do not waste their powers on places that their 
  worshipers can protect, so most divine guardians keep watch 
  over abandoned burial grounds or lost temples. Th e divine 
  guardian is charged with protecting the site from harm and 
  preventing incursions by those not of the faith. It must keep 
  its vigil until worshipers return or until the god deems the 
  site no longer worthy of protection.
   
  Should the divine guardian ever move out of the area deﬁ ned 
  as the holy site, it immediately loses the divine guardian 
  template, and any spellcasting ability the deity might have 
  granted based on its class levels. It cannot regain the template 
  unless it atones for its failure (usually by completing some 
  quest or via an atonement spell) and re-enters the site within 
  1 week. Otherwise, it loses the template permanently, taking 
  6d6 points of Constitution drain as the years of lost food, 
  drink, and sleep return to it tenfold. A creature that lacks a 
  Constitution score takes 2d6 points of damage per Hit Die 
  from this process. Even if it survives, the creature can never 
  expect to regain the template.
  Divine Guardian
  
  61
  61
  61
  61
  Abilities: Change from the base creature as follows: Wis +4, Cha +4.
  Skills: A divine guardian gains a +5 racial bonus on Listen, Sense 
  Motive, and Spot checks.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +4.
  Divine Guardian Characters
  A divine guardian character favors whichever class the base 
  creature does. Because it is conﬁ ned to its sacred site, a divine 
  guardian makes for a poor PC.
  - Sample Creature:  Naareth,  Chuul Divine Guardian -
  Large Aberration (Aquatic, Good, Water)
  Hit Dice: 11d8+44 (93 hp)
  Initiative: +11
  Speed: 60 ft. (12 squares), swim 40 ft.
  Armor Class: 22 (–1 size, +3 Dex, +10 natural), touch 12, 
  ﬂ at-footed 19
  Base Attack/Grapple: +8/+17
  Attack: Claw +12 melee (2d6+5)
  Full Attack: 2 claws +12 melee (2d6+5)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Constrict 3d6+7, improved 
  grab, paralytic tentacles, spell-like 
  abilities
  Special Qualities: Ability healing, 
  amphibious, blessed life, bound to 
  the faith, darkvision 60 ft., dimension 
  door, fast healing 5, immune to 
  disease, mind-aﬀ ecting eﬀ ects, and 
  poison, sacred site
  Saves: Fort +7, Ref +6, Will +11
  Abilities: Str 20, Dex 16, Con 18, Int 
  10, Wis 18, Cha 9
  Skills: Hide +13, Listen +18, Sense 
  Motive +9, Spot +18, Swim +13
  Feats: Alertness, Blind-Fight, Combat 
  Reﬂ exes, Improved Initiative
  Environment: Temperate marshes
  Organization: Solitary
  Challenge Rating: 8
  Treasure: 1/10th coins; 50% goods; standard items
  Alignment: Chaotic evil
  Advancement: 12–16 HD (Large); 17–33 HD (Huge)
  Level Adjustment: —
  Here is an example of a divine guardian using a chuul as 
  the base creature. 
  Like any other chuul, Naareth is a horriﬁ c aquatic hunter that 
  looks like a cross between a giant crustacean and an insect. He 
  walks nearly upright on four two-toed feet, and his body is 
  supported by a lobsterlike tail. Two powerful arms in the middle 
  of his body end in immense crab claws, and a blunt, hard-shelled 
  head extends out in front of him. Beneath his head hang several 
  thin tentacles that he can use to paralyze prey.
  Naareth is bound to the partially submerged temple complex of 
  a neutral good goddess of water and sea travel. Th e chuul was 
  cursed to guard the temple after slaying the priests who had just 
  rediscovered it. Naareth despises being trapped in the temple 
  complex and hurls himself at any interlopers in frustration. He 
  longs for the day when other clerics of the goddess come to the 
  temple, but his fantasies about that day alternate between turning 
  the temple over to them in exchange for his freedom and showing 
  his deﬁ ance of the goddess by ripping her followers apart.
  Naareth speaks Aquatic.
  Combat
  Naareth protects the entrances to the temple and his lair with 
  alarm spells. He uses guards and wards in the central temple area 
  around his lair each day and arcane lock on all doors outside the 
  area. He also uses clairaudience/clairvoyance to spy on intruders and 
  then augury to see whether waiting to ambush his foes will prove 
  eﬀ ective.
  Th e chuul divine guardian prefers to ﬁ ght foes near water. In 
  combat, he attempts to paralyze enemies and drag them beneath 
  the surface to drown. He enjoys using guards and wards to confuse 
  and separate foes so that he can pick them oﬀ  one at a time.
  Naareth’s natural weapons, and any weapons he wields, are treated 
  as good-aligned for the purpose of overcoming damage reduction.
  Constrict (Ex): On a successful grapple check, Naareth deals 
  3d6+7 points of damage.
  Improved Grab (Ex): To use this ability, Naareth must hit with a 
  claw attack. He can then attempt to start a grapple as a free action 
  Divine Guardian
  
  62
  62
  62
  62
  without provoking an attack of opportunity. If he wins the grapple 
  check, he establishes a hold and can constrict in the same round or 
  transfer a grabbed opponent to his tentacles in the next round.
  Paralytic Tentacles (Ex): Naareth can transfer a grabbed victim 
  from a claw to his tentacles as a move action. Th e tentacles grapple 
  with the same strength as the claw but deal no damage, though 
  they do exude a paralytic secretion. Any creature held in the 
  tentacles must succeed on a DC 19 Fortitude save each round on 
  Naareth’s turn or be paralyzed for 6 rounds. While held in the 
  tentacles, paralyzed or not, a victim automatically takes 1d8+2 
  points of damage each round from Naareth’s mandibles.
  Spell-Like Abilities: 3/day—alarm, knock; 1/day—arcane lock, 
  augury, clairaudience/clairvoyance, commune, dismissal (DC 14), 
  guards and wards, hold portal. Caster level 11th. Th e save DCs are 
  Charisma-based.
  Ability Healing (Ex): See the divine guardian template.
  Amphibious (Ex): Although Naareth is aquatic, he can survive 
  indeﬁ nitely on land.
  Blessed Life (Ex): See the divine guardian template.
  Bound to the Faith (Ex): See the divine guardian template.
  Dimension Door (Su): Caster level 11th; see the divine guardian 
  template.
  Fast Healing (Ex): See the divine guardian template.
  Immunity to Mind-Aﬀ ecting Eﬀ ects (Su): See the divine 
  guardian template.
  Immunity to Disease and Poison (Ex): See the divine guardian 
  template.
  Sacred Site (Ex): See the divine guardian template.
  Skills: Naareth has a +5 racial bonus on Listen, Sense Motive, and 
  Spot checks and a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. He can always choose to 
  take 10 on a Swim check, even if distracted or endangered. He 
  can use the run action while swimming, provided he swims in a 
  straight line.
   Dread Allip
  Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions 
  in undeath and madness. A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide 
  against its own wishes. Th e angry spirit that rises from the corpse is insane because its mind was conﬂ icted at death, and it seeks to inﬂ ict 
  a similar fate on others. Dread allips enjoy suicides, and their mad ramblings are often interrupted by insane laughter when they witness 
  another creature taking its own life.
  A dread allip looks much like it did in life, but its body appears black and trails oﬀ  in ﬂ amelike wisps of ectoplasm. Th e distinct features 
  of the individual it once was are indistinguishable, but a person listening to the dread allip’s maddening speech might recognize a 
  particular creature’s voice.
  “Dread allip” is an acquired template that can be added to any 
  living creature with an Intelligence score of 3 or higher (referred 
  to hereafter as the base creature) that commits suicide because 
  of domination by a dread allip or at the command of some other 
  creature. 
  A dread allip uses all the base creature’s statistics and special 
  abilities except as noted here. Because they are incorporeal, dread 
  allips cannot use or carry equipment of any kind.
  Size and Type: Th e creature’s type changes to 
  undead with the appropriate augmented 
  subtype, plus the incorporeal subtype if the 
  base creature does not already have it. Do not 
  recalculate base attack bonuses, saves, or skill 
  points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: A dread allip loses all the base creature’s speeds and gains 
  a ﬂ y speed equal to the base creature’s highest speed, with 
  perfect maneuverability.
  Armor Class: A dread allip loses any armor or natural armor 
  bonuses and gains a deﬂ ection bonus to Armor Class equal 
  to its Charisma bonus or +1, whichever is higher. If the base 
  creature already has a deﬂ ection bonus, use the higher value.
  Attack: Th e dread allip retains all the base creature’s natural 
  attacks, and its weapon and armor proﬁ ciencies. However, 
  Creating a Dread Allip
  all its attacks become incorporeal touch attacks, retaining 
  the same primary or secondary status they had for the base 
  creature. Th e dread allip gains a primary incorporeal touch 
  attack if it has no other natural attacks. 
   
  A dread allip uses its primary incorporeal touch attack when 
  making an attack action. Because an incorporeal creature 
  has no Strength score, its Dexterity modiﬁ er rather than its 
  Strength modiﬁ er applies to all its attack rolls.
  Full Attack: A dread allip uses all its incorporeal 
  touch attacks during a full attack. 
  Damage: Th e dread allip’s natural attacks no longer 
  deal normal damage. Instead, each incorporeal 
  touch attack deals Wisdom drain, as indicated in 
  the Special Attacks section.
  Special Attacks: Th e dread allip loses all special attacks that require 
  corporeal contact but gains those described here. A dread allip 
  cannot cast spells that require material components unless it 
  has the Eschew Materials feat.
   
  Babble (Su): A dread allip constantly mutters and whines to 
  itself, creating a hypnotic eﬀ ect. Every creature within 60 feet 
  of the dread allip must succeed on a Will save (DC 10 + 1/2 
  dread allip’s character level + dread allip’s Cha modiﬁ er) or be 
  aﬀ ected as though by a hypnotism spell for 2d4 rounds. Babble 
  is a sonic, mind-aﬀ ecting, compulsion eﬀ ect. Any creature 
  Dread Allip
  
  63
  63
  63
  63
  Creating a Normal Allip
  You can use this template to create a creature that closely mimics the standard allip from the MM. To do so, simply alter the 
  features of the dread allip template in the following ways.
  • 
  Th e allip does not gain the command allips, create spawn, or dominating trample abilities.
  • 
  Reduce the Wisdom drain and the damage the dread allip deals to 1d4 points each, and reduce the turn resistance to +2.
  • 
  Th e CR adjustment is +2 instead of +3.
  that successfully saves cannot be aﬀ ected by the same dread 
  allip’s babble for 24 hours. 
   
  When the dread allip casts a spell with a verbal 
  component, its babble special attack is 
  negated during casting, and any creature 
  already hypnotized by it is freed of 
  the eﬀ ect.
   
  Command Allips (Su): A dread 
  allip can automatically command 
  all normal allips within 30 feet as 
  a free action. Normal allips never 
  attack a dread allip unless compelled.
   
  Create Spawn 
  (Su): A creature 
  that dies while 
  dominated by a 
  dread allip rises as 
  a new dread allip 
  in 1d6 rounds if it 
  committed suicide, 
  or died fulﬁ lling 
  an obviously self-
  destructive command, 
  or had 0 Wisdom and was 
  within 30 feet of the dread allip 
  at the time of death. Th e new dread 
  allip is under the command of the one 
  that dominated it when it died. 
   
  A standard allip from the MM can be 
  advanced in HD to represent a more 
  powerful creature, and this template 
  can also be used to turn a creature 
  into a normal allip (see the Creating a 
  Normal Allip sidebar). Any creature 
  that becomes an allip or a dread allip 
  regains its normal Wisdom score 
  immediately thereafter.
   
  Dominating Trample (Su): Once every 1d4 rounds, the dread 
  allip may dominate creatures simply by passing through them. 
  As a standard action during its turn, it can take a single move 
  in a straight line. Any creature it moves through can attempt 
  either an attack of opportunity or a Reﬂ ex save (DC 10 + 1/2 
  dread allip’s character level + dread allip’s Cha modiﬁ er) to 
  avoid the attack. A creature that fails to avoid the dominating 
  trample must succeed on a Will save (DC 10 + 1/2 dread 
  allip’s character level + dread allip’s Cha modiﬁ er) or be 
  controlled as if by the dominate monster spell (caster level 
  20th). Success renders a creature immune to that dread allip’s 
  dominating trample for 24 hours. 
   
  Th e dread allip can give the simple commands normal for the 
  spell (“come here,” “go there,” “ﬁ ght,” “stand still”), plus “commit 
  suicide.” Th e “commit suicide” command is an exception to the 
  normal restrictions against self-destructive orders. A creature 
  ordered to commit suicide receives a second saving throw at 
  a +15 bonus to break free of the domination eﬀ ect. Failure 
  means the creature must attack itself once per round with the 
  most damaging melee weapon or natural attack it possesses 
  until ordered by the dread allip to do something else. 
  Treat this attack as a coup de grace against a helpless 
  target. Th e target can attempt a new save with 
  the same +5 bonus every subsequent round that 
  the domination continues. If the dread allip 
  chooses to issue one of the other four commands 
  available to it and obedience would obviously 
  be self-destructive, the dominated creature 
  gets a new saving throw to 
  break free of the domination 
  eﬀ ect, again with a +5 bonus, 
  when the self-destructive 
  nature of the command 
  becomes apparent.
  Madness (Su): Any creature 
  that targets a dread allip with a 
  thought-detecting, mind-control, 
  or telepathic eﬀ ect takes 1d6 points 
  of Wisdom damage, though the eﬀ ect 
  otherwise works normally.
  Wisdom Drain (Su): Each of a dread 
  allip’s incorporeal touch attacks deals 
  1d6 points of Wisdom drain. A 
  creature reduced to 0 Wisdom 
  becomes helpless until at least 1 
  point of Wisdom is restored.
  Special Qualities: Th e dread 
  allip retains all the base creature’s 
  special qualities that do not 
  require corporeal contact with 
  another creature and gains those described here.
   
  Turn Resistance (Ex): A dread allip has turn resistance +4.
  Abilities: Increase from the base creature as follows: Dex +2, Cha 
  +8. As an incorporeal undead creature, a dread allip has 
  no Strength or Constitution score. Because an incorporeal 
  creature has no Strength score, its Dexterity modiﬁ er rather 
  than its Strength modiﬁ er applies to all its attack rolls.
  Environment: Any.
  Organization: Solitary, pair, or gang (3–5).
  Challenge Rating: Same as the base creature +3.
  Treasure: None. Dread allips cannot use equipment.
  Alignment: Always neutral evil.
  Level Adjustment: Same as the base creature +6.
  Dread Allip
  
  64
  64
  64
  64
  Dread Allip Characters
  A dread allip favors whichever class the base creature does. A DM who 
  allows players to play dread allips despite their madness and evil nature 
  should be aware that an incorporeal spellcaster can wreak havoc on a 
  campaign. A level adjustment of +7 or +8 might be more appropriate 
  for a character who is primarily a spellcaster. Since a dread allip cannot 
  wield equipment, it may be unsuitable for use as a PC race.
  - Sample Creature:  Dread Allip Spirit Naga -
  Large Undead (Augmented Aberration, Incorporeal)
  Hit Dice: 9d12 (58 hp)
  Initiative: +2
  Speed: Fly 40 ft. (perfect) (8 squares)
  Armor Class: 18 (–1 size, +2 Dex, +7 deﬂ ection), touch 18, ﬂ at-
  footed 16
  Base Attack/Grapple: +6/—
  Attack: Incorporeal touch +7 melee (1d6 Wis)
  Full Attack: Incorporeal touch +7 melee (1d6 Wis)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Babble, charming gaze, command allips, create 
  spawn, dominating trample, madness, spells, wisdom drain
  Special Qualities: Darkvision 60 ft., incorporeal traits, turn 
  resistance +4, undead traits
  Saves: Fort +3, Ref +7, Will +9
  Abilities: Str —, Dex 15, Con —, Int 12, Wis 17, Cha 25
  Skills: Concentration +16, Listen +14, Spellcraft +10, Spot +14
  Feats: Ability Focus (charming gaze), Alertness, Combat Casting, 
  Eschew MaterialsB, Lightning Reﬂ exes
  Environment: Any
  Organization: Solitary, pair, or gang (3–5)
  Challenge Rating: 12
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 10–13 HD (Large); 14–27 HD (Huge)
  Level Adjustment: +12
  Here is an example of a dread allip using a spirit naga as the base 
  creature.
  A dread allip spirit naga looks like a large snake with a vaguely 
  humanoid head and a body formed of impenetrable darkness. Wisps 
  of blackness boil oﬀ  its form as it slithers forward through the air.
  Spirit naga dread allips speak Abyssal and Common.
  Combat
  A dread allip spirit naga typically rises out of a solid surface in 
  the midst of foes to aﬀ ect them all with its babble and charming 
  gaze. It then moves through as many of them as it can with its 
  dominating trample ability. Should these tactics fail, it attacks with 
  damaging spells and incorporeal touch attacks. 
  Babble (Su): DC 21 Will save; see dread allip template.
  Charming Gaze (Su): As charm person, 30 feet, Will DC 23 
  negates.
  Command Allip (Su): See the dread allip template.
  Create Spawn (Su): See the dread allip template.
  Dominating Trample (Su): Reﬂ ex DC 21 avoids, Will DC 21 
  resists; see the dread allip template.
  Madness (Su): See the dread allip template.
  Spells: A dread allip spirit naga casts spells as a 7th-level sorcerer. 
  It can choose spells from the cleric spell list and from the Chaos 
  and Evil domains as arcane spells, so it needs no divine focus to 
  cast them.
  Typical Spells Known (6/7/7/5; save DC 13 + spell level): 0—acid 
  splash, daze (DC 17), detect magic, ﬂ are (DC 17), mage hand, 
  open/close, ray of frost; 1st—bane (DC 18), expeditious retreat, grease, 
  magic missile, ray of enfeeblement; 2nd—cat’s grace, scorching ray, 
  summon swarm; 3rd—ﬁ reball (DC 20), lightning bolt (DC 20). Th e 
  save DCs are Charisma-based.
  Wisdom Drain (Su): See the dread allip template.
  Incorporeal Traits: A dread allip spirit naga is harmed only by other 
  incorporeal creatures, magic weapons, spells, spell-like abilities, and 
  supernatural abilities. It has a 50% chance to ignore any damage 
  from a corporeal source, except for force eﬀ ects or attacks made with 
  ghost touch weapons. It can pass through solid objects, but not force 
  eﬀ ects, at will. Its attacks ignore natural armor, armor, and shields, 
  but deﬂ ection bonuses and force eﬀ ects work normally against them. 
  An incorporeal creature always moves silently and cannot be heard 
  with Listen checks if it doesn’t wish to be.
  Turn Resistance (Ex): See the dread allip template.
  Undead Traits: A dread allip spirit naga is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
  Dread Allip
  
  65
  65
  65
  65
   Dread Bodak
  Bodaks are extraplanar undead created when living beings are touched by ultimate evil. Dread bodaks resemble their extraplanar 
  counterparts, but this resemblance hides an even greater threat.
  A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, the use 
  of the death knell spell on a friend seems most likely to create a dread bodak. A dread bodak is consumed with the desire for revenge on 
  everyone it knew in life and anyone who gets in the way. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of 
  death, and its voice then snuﬀ s out their life force and turns them into dread bodaks. 
  A dread bodak’s body is lithe and muscular, covered in dead skin or scales that often appear gray. Its head is elongated both above and below 
  the brow. Its eyes and nose are sunken to the point of vanishing, and glowing pinpricks of evil light glow from deep within its eye sockets.
  Creating a Dread Bodak
  “Dread bodak” is an acquired template that can be added to any 
  living creature (referred to hereafter as the base creature) that was 
  killed by a dread bodak or murdered by an ally via a method such 
  as use of the death knell spell. 
  A dread bodak uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: Th e creature’s type changes to 
  undead with the appropriate augmented 
  subtype. Do not recalculate base attack 
  bonuses, saves, or skill points. Size is 
  unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Armor Class: Th e dread bodak’s natural armor bonus improves by 
  +8 over that of the base creature.
  Attack: Th e dread bodak retains all the base creature’s attacks, and 
  its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. Th e dread bodak gains a primary slam attack if it 
  has no other natural attacks. 
  Damage: If the dread bodak gained a slam attack from the 
  application of this template, its base damage is as given on 
  the following table.
  Damage
   
  Size 
  Slam Base Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Attacks: Th e dread bodak retains all the base creature’s 
  special attacks and gains those described here.
   
  Command Bodaks (Su): A dread bodak can automatically 
  command all normal bodaks within 30 feet as a free action. 
  Normal bodaks never attack a dread bodak unless compelled.
   
  Create Spawn (Su): Any creature killed by a dread bodak’s 
  death knell ability rises as a dread bodak in 1d6 rounds. A dread 
  bodak created in this manner is under the command of its 
  creator and remains so until either it or the creator is destroyed.
   
  Death Knell (Su): A dread bodak can make a terrible 
  keening sound that draws the souls of the dying to the 
  afterlife. A dying creature (one whose current hit point 
  total is between –1 and –9, inclusive) within 100 feet of 
  a dread bodak using its death knell dies instantly. Th e 
  creature need not be able to hear the keening to be 
  aﬀ ected, but a silence spell blocks the eﬀ ect. Death 
  knell is a sonic death eﬀ ect. 
  For each creature slain in this manner, the dread 
  bodak gains 1d8 temporary hit points, a +2 bonus 
  to Strength, and a +1 increase in eﬀ ective caster 
  level for all spells it can cast and all spell-like 
  abilities it can use. Th ese beneﬁ ts last for 10 minutes.
   
  Killing Gaze (Su): Any creature within 30 feet of a dread 
  bodak that meets its gaze must succeed on a Fortitude save 
  (DC 10 + 1/2 dread bodak’s character level + dread bodak’s 
  Cha modiﬁ er) or its hit point total immediately drops to 
  –1. Killing gaze is a death eﬀ ect.
  Special Qualities: Th e dread bodak retains all the base creature’s 
  special qualities and gains those described here.
   
  Damage Reduction (Ex): A dread bodak has damage 
  reduction 10/magic and cold iron.
   
  Immunity to Electricity (Ex): Dread bodaks are immune to 
  electricity.
   
  Resistances (Ex): A dread bodak has resistance 20 to acid 
  and ﬁ re.
   
  Turn Resistance (Ex): A dread bodak has turn 
  resistance +4.
   
  Vulnerability to Sunlight (Ex): A dread bodak takes 1 point 
  of damage per round of direct exposure to sunlight.
  Abilities: Change from the base creature as follows: Str +2, Dex 
  +4, Int –4 (minimum 1), Wis +2, Cha +2. As an undead 
  creature, a dread bodak has no Constitution score.
  Environment: Same as the base creature and underground.
  Organization: Solitary, pair, or gang (3–4)
  Challenge Rating: Same as the base creature +2.
  Alignment: Always chaotic evil.
  Level Adjustment: Same as the base creature +7.
  Dread Bodak Characters
  A dread bodak favors whichever class the base creature does. 
  Dread Bodak
  
  66
  66
  66
  66
  Creating a Normal Bodak
  You can use this template to create a creature that closely mimics the standard bodak from the MM. To do so, simply alter the 
  features of the dread bodak template in the following ways.
  • 
  Th e bodak does not gain any of the template’s special attacks or turn resistance.
  • 
  Th e bodak gains a death gaze (same as the dread bodak’s killing gaze, except that it causes death).
  • 
  Change the damage reduction to 10/cold iron.
  • 
  Reduce acid and ﬁ re resistance to 10 each.
  • 
  Th e bodak gains the extraplanar subtype.
  Huge Undead (Augmented Animal)
  Hit Dice: 18d12+9 (126 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 24 (–2 size, +3 Dex, +13 natural) touch 11, ﬂ at-
  footed 21
  Base Attack/Grapple: +13/+31
  Attack: Bite +21 melee (3d6+15)
  Full Attack: Bite +21 melee (3d6+15)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Command bodaks, create spawn, death knell, 
  improved grab, killing gaze, swallow whole
  Special Qualities: Damage reduction 10/magic and cold iron, 
  darkvision 60 ft., immunity to electricity, low-light vision, 
  resistances (acid 20, ﬁ re 20), scent, turn resistance +4, 
  undead traits, vulnerability to sunlight
  Saves: Fort +11, Ref +14, Will +9
  Abilities: Str 30, Dex 16, Con —, Int 1, Wis 17, Cha 12
  Skills: Hide +0, Listen +15, Spot +15
  Feats: Alertness, Improved Natural Attack (bite), Run, Toughness 
  (×3), Track
  Environment: Warm plains and underground
  Organization: Solitary or pair
  Challenge Rating: 10
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 19–36 HD (Huge); 37–54 HD 
  (Gargantuan)
  Level Adjustment: —
  Here is an example of a dread bodak using a 
  tyrannosaurus as the base creature.
  Th e keening roar of the towering dread bodak tyrannosaurus 
  can be heard for miles, echoing across arid plains at night. No 
  nocturnal creatures live in its territory, and creatures of daylight 
  ﬂ ee the area when night falls. Dread bodak tyrannosauruses avoid 
  daylight by retreating into caves during the day. Such caverns 
  are often inhabited by other dread bodaks—victims of the dread 
  bodak tyrannosaurus that it has herded into its cave.
  A dread bodak tyrannosaurus looks like a gray-scaled version of 
  the living dinosaur with an elongated skull and jaws. Its muscular 
  body is lightning quick and shockingly strong. Pinpoints of light 
  glow malevolently from its eye sockets.
  Combat
  A dread bodak tyrannosaurus is motivated by some of the 
  territoriality it showed in life. At night, it emerges from its cave to 
  - Sample Creature:  Dread Bodak Tyrannosaurus - 
  patrol the plains it hunted while it lived. When it encounters living 
  creatures, it charges into battle, attacking with its ferocious bite. It 
  uses its death knell ability whenever an opponent falls, hoping its 
  victim will rise as an ally. 
  Command Bodaks (Su): See the dread bodak template.
  Create Spawn (Su): See the dread bodak template.
  Death Knell (Su): See the dread bodak template.
  Improved Grab (Ex): To use this ability, a dread bodak 
  tyrannosaurus must hit an opponent up to one size category 
  smaller than itself with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a hold and 
  can try to swallow the foe the following round.
  Dread Bodak
  
  67
  67
  67
  67
  Killing Gaze (Su): DC 20 Fortitude save; see the dread bodak 
  template.
  Swallow Whole (Ex): A dread bodak tyrannosaurus can try to 
  swallow a grabbed opponent up to two size categories smaller than 
  itself by making a successful grapple check. Th e swallowed creature 
  takes 2d8+10 points of bludgeoning damage and 8 points of acid 
  damage per round from the dread bodak tyrannosaurus’s gizzard. 
  A swallowed creature can cut its way out by using a light slashing 
  or piercing weapon to deal 25 points of damage to the gizzard 
  (AC 12). Once the creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way out. A Huge 
  dread bodak tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 
  32 Tiny, or 128 Diminutive or smaller opponents.
  Turn Resistance (Ex): See the dread bodak template.
  Undead Traits: A dread bodak tyrannosaurus is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
  Vulnerability to Sunlight (Ex): See the dread bodak template.
  Skills: A dread bodak tyrannosaurus has a +2 racial bonus on 
  Listen and Spot checks.
  Creating a Normal Devourer
  You can use this template to create a creature that closely mimics the standard devourer from the MM. To do so, simply alter 
  the features of the dread devourer template in the following ways.
  • 
  Th e devourer does not gain the evil subtype, and its attacks are not evil-aligned.
  • 
  Use the devourer’s spell-like abilities instead of the template’s.
  • 
  One character level of a trapped essence provides power for ﬁ ve uses of a spell-like ability.
  • 
  Th e devourer can trap only one essence at a time.
  • 
  Th e devourer does not gain turn resistance or the command devourer ability. 
  Creating a Dread Devourer
  “Dread devourer” is an acquired template that can be 
  added to any living creature (referred to hereafter 
  as the base creature) that has a chest cavity or 
  similar body part. 
  A dread devourer uses all the base creature’s statistics 
  and special abilities except as noted here.
  Size and Type: Th e creature’s type changes to 
  undead with the appropriate augmented subtype, plus the 
  evil and extraplanar subtypes if the base creature did not 
  already have them. Do not recalculate base attack bonuses, 
  saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Armor Class: Th e dread devourer’s natural armor bonus improves 
  by +13 over that of the base creature.
  Attack: Th e dread devourer retains all the base creature’s attacks, 
  and its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. Th e dread devourer gains two primary slam attacks 
  if it has no other natural attacks. 
   
  All of a dread devourer’s attacks (with both 
  natural and manufactured weapons) count as evil-
  aligned for the purpose of overcoming damage 
  reduction.
  Damage: If the dread devourer gained slam attacks 
  from the application of this template, the base 
  damage for each is as given on the following table.
  Damage
   
  Size 
  Slam Base Damage
   
  Fine 
  —
   
  Diminutive 
  1
   
  Tiny 
  1d2
   
  Small 
  1d3
   
  Medium 
  1d4
   
  Large 
  1d6
   
  Huge 
  1d8
   
  Gargantuan 
  2d6
   
  Colossal 
  2d8
  Dread Devourer
   Dread Devourer
  Native to the Ethereal and Astral Planes, devourers are undead creatures that trap the souls of other beings and use them to power their 
  terrible spells. Th e natural leaders of these horrid creatures, dread devourers are more vicious and voracious than ordinary devourers. 
  Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on 
  coexistent planes that die from energy draining eﬀ ects.
  Devourers and dread devourers take many forms, but most look mummiﬁ ed and desiccated. Th eir bodies are hardened to an astonishing 
  degree, and they possess far greater strength and mental acuity than they had in life. Th e souls they consume are visible in miniature 
  within and about their bodies, railing against their torturous imprisonment.
  
  68
  68
  68
  68
  Special Attacks: Th e dread devourer retains all the base creature’s 
  special attacks and gains those described here.
   
  Command Devourers (Su): A dread devourer can 
  automatically command all normal devourers within 30 
  feet as a free action. Normal devourers never attack a dread 
  devourer unless compelled.
   
  Energy Drain (Ex): A creature struck by a dread devourer’s 
  natural attack gains one negative level. Th e DC for the 
  Fortitude save to remove the negative level is 10 + 1/2 dread 
  devourer’s character level + dread devourer’s Cha modiﬁ er.
   
  Spell-Like Abilities: Unless the GM knows otherwise, 
  a dread devourer is assumed to have one essence with 
  3d4+3 levels trapped inside it at the start of any encounter. 
  Each use of a spell-like ability drains one of these levels 
  (see Trap Essences). Th e dread devourer can use one of 
  following spells (caster level 10th + 2 per essence trapped 
  within it): animate dead, circle of death, confusion, control 
  undead, create undead, deeper darkness, desecrate, dominate 
  monster, horrid wilting, inﬂ ict serious wounds, lesser planar 
  ally, plane shift (self only, drains ﬁ ve levels from trapped 
  essences), ray of enfeeblement, true seeing. Th e save DCs are 
  Charisma-based.
   
  Trap Essences (Su): Th e dread devourer is named for its 
  ability to consume an enemy’s life essence. To do so, it must 
  forgo its normal melee attacks and make a trap essence 
  attack, which requires a touch attack but deals no damage. 
  Th e aﬀ ected creature must succeed on a Fortitude save (DC 
  10 + 1/2 dread devourer’s character level + dread devourer’s 
  Cha modiﬁ er) or die instantly.
   
  Th e slain creature’s essence is trapped within or around 
  the dread devourer’s body as a tiny ﬁ gure with the victim’s 
  features. Th e trapped essence cannot be raised or resurrected, 
  but a miracle or wish spell frees it, as does destroying the 
  dread devourer. A dread devourer can hold a number of 
  essences equal to its Hit Dice. 
   
  Th e trapped essences provide the dread devourer with power 
  to use spell-like abilities. Each trapped essence gains one 
  negative level for every use of such an ability. As this energy 
  is expended, the twisted soul fades away. When the number 
  of negative levels gained equals the creature’s character 
  level, the essence is destroyed and its image fades away. If 
  an essence is freed, the restored creature must succeed on a 
  Fortitude save (DC 10 + 1/2 dread devourer’s character level 
  + dread devourer’s Cha modiﬁ er) for each negative level or 
  lose that level permanently. A dread devourer can use its 
  spell-like abilities until all the essences within it have been 
  destroyed. For each essence the dread devourer holds, the 
  caster level for its spell-like abilities increases by +2.
  Special Qualities: Th e dread devourer retains all the base 
  creature’s special qualities and gains those described here.
   
  Blindsense (Ex): A dread devourer can locate creatures 
  within a 30-foot radius.
   
  Spell Deﬂ ection (Su): Th e trapped essences provide a measure 
  of magical protection. If any of the following spells are cast 
  at the dread devourer and overcome its spell resistance, 
  they aﬀ ect the imprisoned essence instead: banishment, 
  confusion, crushing despair, detect thoughts, dispel evil, dominate 
  person, dominate monster, fear, geas/quest, holy word, hypnosis, 
  imprisonment, magic jar, maze, suggestion, trap the soul, or any 
  form of charm or compulsion. In many cases, this change of 
  target eﬀ ectively neutralizes the spell (casting charm person 
  on a trapped essence, for example, is useless). Some of them 
  (banishment and trap the soul, for example), might eliminate 
  a random trapped essence, robbing the dread devourer of its 
  magical powers until it can consume another.
   
  Spell Resistance (Su): A dread devourer has spell resistance 
  equal to 10 + dread devourer’s character level. 
   
  Turn Resistance (Ex): A dread devourer has turn resistance +4.
  Abilities: Increase from the base creature as follows: Str +10, Dex 
  +2, Int +6, Wis +6, Cha +6. As an undead creature, a dread 
  devourer has no Constitution score.
  Skills: A dread devourer has a +8 racial bonus on Concentration, 
  Jump, Listen, Move Silently, and Spot checks.
  Environment: Any.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +3.
  Alignment: Always neutral evil.
  Level Adjustment: Same as the base creature +9.
  Dread Devourer Characters
  A dread devourer favors whichever class the base creature does. 
  Th is template grants very powerful abilities, and the GM should 
  consider them carefully before granting them to a player character. 
  A PC who uses the trap essence ability cannot retain a good 
  alignment, even if he traps only evil souls.
  - Sample Creature:  Dread Devourer Purple Worm -
  Gargantuan Undead (Augmented Magical Beast, Evil, 
  Extraplanar)
  Hit Dice: 16d12 (104 hp)
  Initiative: –1
  Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft.
  Armor Class: 33 (–4 size, –1 Dex, +28 natural), touch 5, ﬂ at-
  footed 33
  Base Attack/Grapple: +16/+45
  Attack: Bite +30 melee (2d8+17)
  Full Attack: Bite +30 melee (2d8+17) and sting +25 melee 
  (2d6+8)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Command devourers, energy drain, improved 
  grab, poison, spell-like abilities, swallow whole, trap essences
  Special Qualities: Blindsense 30 ft., darkvision 60 ft., low-light 
  vision, spell deﬂ ection, spell resistance 26, tremorsense 60 
  ft., turn resistance +4, undead traits
  Saves: Fort +10, Ref +9, Will +7
  Abilities: Str 45, Dex 8, Con —, Int 7, Wis 14, Cha 14
  Skills: Concentration +10, Jump +25, Listen +29, Move Silently 
  +7, Spot +10, Swim +25
  Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, 
  Weapon Focus (bite), Weapon Focus (sting)
  Environment: Any
  Organization: Solitary
  Challenge Rating: 15
  Treasure: No coins, 50% goods (stone only), no items
  Alignment: Always neutral evil
  Dread Devourer
  
  69
  69
  69
  69
  Advancement: 17–32 HD (Gargantuan); 33–48 HD 
  (Colossal)
  Level Adjustment: —
  Here is an example of a dread devourer using a 
  purple worm as the base creature.
  Th e scope of the horror a dread devourer purple 
  worm evokes can shatter the mind of even the 
  most seasoned adventurer. Th ough far more 
  intelligent than it was in life, it remains a 
  relatively dim-witted creature. However, 
  it makes up for this disadvantage with its 
  enormous strength and potent spell-like 
  abilities.
  Th e corpse-body of this behemoth oozes 
  reeking ichor from its cracked and chitin 
  skin. Its head is a mass of several opposed 
  jaws, and its tail sports a barbed blade that 
  drips a thick ichor. Th e souls of its damned 
  victims whirl around and through its body, 
  screaming and moaning in pain and terror, 
  but they fall hideously silent whenever the 
  dread devourer purple worm wishes them to.
  A dread devourer purple worm does not speak.
  Combat
  In battle, a dread devourer purple worm forms its 
  body into a coil 20 feet in diameter and attempts 
  to swallow as many creature as it can. Once it 
  has swallowed a victim, it makes a trap essence 
  attempt. If it successfully traps the essence of 
  the swallowed creature but continues to face strong 
  resistance, it uses plane shift to seek better hunting 
  elsewhere. Otherwise, it continues to ﬁ ght, using 
  deeper darkness, dominated foes, created undead, 
  or planar allies to distract its enemies while it concentrates on 
  swallowing more foes. A dread devourer purple worm’s natural 
  attacks are considered evil-aligned for the purpose of overcoming 
  damage reduction.
  Command Devourers (Su): See dread devourer template.
  Energy Drain (Ex): DC 20 Fortitude save; see dread devourer 
  template.
  Improved Grab (Ex): To use this ability, a dread devourer 
  purple worm must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a hold and 
  can attempt to swallow the foe the following round.
  Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Str, 
  secondary damage 2d6 Str. Th e save DC is Charisma-based.
  Spell Deﬂ ection (Su): See the dread devourer template.
  Spell-Like Abilities: See the dread devourer template. Save DCs 
  (where applicable) are as follows: animate dead, circle of death 
  (DC 18), confusion (DC 16), control undead, create undead, deeper 
  darkness, desecrate, dominate monster (DC 21), horrid wilting (DC 
  20), inﬂ ict serious wounds (DC 15), lesser planar ally, plane shift (self 
  only, uses 5 levels of an essence), ray of enfeeblement, true seeing. Th e 
  save DCs are Charisma-based.
  Swallow Whole (Ex): A dread devourer purple worm can try to 
  swallow a grabbed opponent two or more size categories smaller 
  than itself by making a successful grapple check. Once inside, the 
  opponent takes 2d8+17 points of crushing damage plus 8 points of 
  acid damage per round from the worm’s gizzard.
  A swallowed creature can cut its way out by using a light slashing 
  or piercing weapon to deal 25 points of damage to the gizzard (AC 
  30). Once the creature exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A Gargantuan dread 
  devourer purple worm’s interior can hold 2 Large, 8 Medium, 32 
  Small, 128 Tiny, or 512 Diminutive or smaller opponents.
  Trap Essences (Su): DC 20 Fortitude save; see dread devourer 
  template.
  Turn Resistance (Ex): See the dread devourer template.
  Undead Traits: A dread devourer purple worm is immune to 
  mind-aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, 
  disease, death eﬀ ects, and any eﬀ ect that requires a Fortitude save 
  unless it also works on objects or is harmless. It is not subject to 
  critical hits, nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, or death 
  from massive damage. It cannot be raised, and resurrection works 
  only if it is willing. Darkvision 60 ft.
  Skills: A dread devourer purple worm has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while swimming, provided 
  it swims in a straight line.
  Dread Devourer
  
  70
  70
  70
  70
   Dread Ghast
  Th e ﬁ rst ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. Th e original ghasts rose 
  as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation 
  might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his 
  mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the 
  ghast’s greater sins in life grant it greater power in undeath.
  Th e ﬁ rst dread ghasts were villains of still broader scope. Leaders in life, they inﬂ uenced the actions of scores of others and led them 
  to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A 
  creature killed but not consumed by a dread ghast rises as another dread ghast. Th ough the new dread ghast is not under its creator’s 
  control, it usually succumbs to its progenitor’s exhortations to perform the same sorts of evil acts that led to the creation of the “race.” But 
  dread ghasts are careful with this power. Since they have no control over the other dread ghasts they create, they consume the bodies of 
  any victims that seem likely to be more powerful in undeath than themselves.
  A dread ghast appears much as it did in life. Its decayed and rotting ﬂ esh clings tightly to its bones, and its eyes burn with unholy light. 
  Dread ghasts often have long teeth and wicked claws. Th eir long, dry tongues loll out of their mouths, making rasping sounds when 
  dragged against their fangs.
   Creating a Normal Ghast
  You can use this template to create a creature that closely mimics the standard ghast from the MM. To do so, simply alter the 
  features of the dread ghast template in the following ways.
  • 
  Th e ghast does not gain the command ghasts and ghouls, create spawn, turn resistance, and unnatural aura abilities.
  • 
  Th e ghast gains the ghoul fever ability, as described in the MM.
  • 
  Th e ghast’s speeds are unchanged.
  • 
  Reduce the range of the stench ability to 10 feet.
  • 
  Th e CR increase is +0 instead of +1.
  Creating a Dread Ghast
  “Dread ghast” is an acquired template that can be added to any 
  living creature (referred to hereafter as the base creature). 
  A dread ghast uses all the base creature’s statistics 
  and special abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead 
  with the appropriate augmented subtype. Do 
  not recalculate base attack bonuses, saves, or 
  skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: If the base creature has both a climb speed and a land 
  speed, the lower of the two increases to match the higher. 
  If it lacks one of those speeds, the dread ghast gains the 
  missing mode of movement at a speed equal to the other. 
  If the base creature lacks both modes of movement, the 
  dread ghast gains both at a speed equal to one-half the base 
  creature’s highest speed.
  Armor Class: Th e dread ghast’s natural armor bonus improves by 
  +4 over that of the base creature.
  Attack: Th e dread ghast retains all the base creature’s attacks, and 
  its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. If the base creature possesses at least one mouth 
  but has no natural attack with it, the dread ghast gains a 
  bite attack with each mouth. Th e bite attack is primary 
  if the base creature has no natural attacks; otherwise it is 
  secondary. If the base creature possesses at least one arm 
  but has no natural attacks with it, the dread ghast gains a 
  secondary claw attack with each such limb.
  Damage: If the dread ghast gained bite or claw 
  attacks from the application of this template, the 
  base damage for each is as given on the following 
  table.
   
  Damage
   
  Size 
  Bite Base Damage 
  Claw Base Damage
   
  Fine 
  1d2 
  —
   
  Diminutive 
  1d3 
  1
   
  Tiny 
  1d4 
  1d2
   
  Small 
  1d6 
  1d3
   
  Medium 
  1d8 
  1d4
   
  Large 
  2d6 
  1d6
   
  Huge 
  2d8 
  1d8
   
  Gargantuan 
  4d6 
  2d6
   
  Colossal 
  4d8 
  2d8
  Special Attacks: Th e dread ghast retains all the base creature’s 
  special attacks and gains those described here.
   
  Command Ghasts and Ghouls (Su): A dread ghast can 
  automatically command all normal ghasts and ghouls within 
  30 feet as a free action. Normal ghasts and ghouls never 
  attack a dread ghast unless compelled.
   
  Create Spawn (Su): In most cases, dread ghasts feast on the 
  bodies of the fallen. However, any creature killed by a dread 
  Dread Chast
  
  71717171
  ghast that lies undisturbed until the next midnight rises as 
  a dread ghast at that time. Th e new dread ghast is not under 
  the control of its creator. A protection from evil or gentle 
  repose spell cast on the corpse prevents its conversion.
   
  Paralysis (Ex): A creature damaged by a dread ghast’s 
  natural attack must succeed on a Fortitude save (DC 10 
  + 1/2 dread ghast’s character level + dread ghast’s Cha 
  modiﬁ er) or be paralyzed for 1d4+1 rounds.
   
  Stench (Ex): Th e noxious stench of death surrounds a dread 
  ghast. Any breathing creature within 20 feet of a dread ghast 
  must succeed on a Fortitude save (DC 10 + 1/2 dread ghast’s 
  character level + dread ghast’s Cha modiﬁ er) or take a –2 
  circumstance penalty on attack rolls, saves, and skill checks for 
  1d6+4 minutes. A creature with the scent special quality must 
  make this save at a range of 40 feet and take a –2 penalty on the 
  save. Th is save must be repeated each round that the breathing 
  creature is within range of the dread ghast, but once the penalty 
  has been applied, further failed saves merely reset its duration.
   
  Unnatural Aura (Su): Any creature of the animal type within 
  30 feet of a dread ghast automatically becomes panicked and 
  remains so until the distance between it and the dread ghast is 
  at least 30 feet. See the DMG for a description of the panicked 
  condition.
  Special Qualities: Th e dread ghast retains all the base creature’s 
  special qualities and gains those described here.
   
  Turn Resistance (Ex): A dread ghast has turn resistance +4.
  Abilities: Increase from the base creature as follows: Str +4, Dex 
  +4, Int +2, Wis +4, Cha +6. As an undead creature, a dread 
  ghast has no Constitution score.
  Skills: A dread ghast has a +10 racial bonus on Jump checks. A 
  dread ghast receives a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, even if 
  rushed or threatened.
  Environment: Any.
  Organization: Solitary, pair, gang (3–4), or pack (5–12).
  Challenge Rating: Same as the base creature +1.
  Alignment: Always chaotic evil.
  Level Adjustment: Same as the base creature +4.
  Dread Ghast Characters
  A dread ghast favors whichever class the base creature does. It 
  has an all-consuming desire to commit vile acts, which builds 
  relentlessly until it loses control. Th e GM may require a dread 
  ghast character who has gone an entire month without an evil 
  act to make a Will save or commit some heinous crime. Success 
  staves oﬀ  the urge for another month, week, or day, at the GM’s 
  option.
  - Sample Creature:  Dread Ghast Gnoll -
  Medium Undead (Augmented Humanoid, Gnoll)
  Hit Dice: 2d12 (13 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), climb 30 ft.
  Armor Class: 19 (+2 Dex, +5 natural, +2 leather armor), touch 12, 
  ﬂ at-footed 17
  Base Attack/Grapple: +1/+5
  Attack: Battleaxe +5 melee (1d8+6/x3) or shortbow +3 ranged 
  (1d6/x3) or bite +5 melee (1d8+4 plus paralysis)
  Full Attack: Battleaxe +5 melee (1d8+6/x3) and bite +0 melee 
  (1d8+2 plus paralysis) or shortbow +3 ranged (1d6/x3) or 
  bite +5 melee (1d8+4 plus paralysis) and 2 claws +0 melee 
  (1d4+2 plus paralysis)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Command ghouls and ghasts, create spawn, 
  paralysis, stench, unnatural aura
  Special Qualities: Darkvision 60 ft., turn resistance +4, undead traits
  Saves: Fort +3, Ref +2, Will +2
  Abilities: Str 19, Dex 14, Con —, Int 10, Wis 15, Cha 14
  Skills: Climb +12, Jump +15, Listen +6, Spot +7
  Feats: Power Attack
  Environment: Any
  Organization: Solitary, pair, gang (3–4), or pack (5–12)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +5
  Here is an example of a dread ghast using a gnoll as the base 
  creature.
  A dread ghast gnoll preys on nearby humanoid civilizations, 
  plotting ambushes and skirmishes in which its normal ghoul and 
  ghast minions can soften up foes before it enters melee with them. 
  Dread Chast
  
  72
  72
  72
  72
  A dread ghast gnoll can use weapons, but it prefers to attack foes 
  with its teeth and claws so that it can bring its paralysis ability into 
  play.
  Th e skin of a dread ghast gnoll is even more pallid and gray than 
  it was in life. It has dead-white eyes and a long, dry tongue lolling 
  from its mouth, seemingly no longer attached to its moorings. Its 
  gums have peeled back from its teeth, making its fangs appear 
  even longer than they did in life. 
  A dread ghast gnoll speaks Gnoll.
  Combat
  A dread ghast gnoll leaps into combat with a dreadful lust for blood. 
  Its snapping jaws and claws can rend ﬂ esh from bone with ease.
  Command Ghasts and Ghouls (Su): See the dread ghast template.
  Create Spawn (Su): See the dread ghast template.
  Paralysis (Ex): DC 13 Fortitude save; see the dread ghast template.
  Stench (Ex): DC 13 Fortitude save; see the dread ghast template.
  Unnatural Aura (Su): See the dread ghast template.
  Turn Resistance (Ex): See the dread ghast template.
  Undead Traits: A dread ghast gnoll is immune to mind-aﬀ ecting 
  eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, death 
  eﬀ ects, and any eﬀ ect that requires a Fortitude save unless it also 
  works on objects or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
  Skills: A dread ghast gnoll has a +10 racial bonus on Jump checks. 
  It receives a +8 racial bonus on Climb checks and can always 
  choose to take 10 on Climb checks, even if rushed or threatened.
   Dread Ghost
  Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread 
  undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than 
  standard ghosts.
  Th e appearance of dread ghosts is as varied as that of standard ghosts. Some exhibit telltale signs of their causes of death; others simply 
  appear as rotting or skeletal as their corpses. A few appear as they did in life, or as idealized versions of themselves.
  Creating a Dread Ghost
  “Dread ghost” is an acquired template that can be added to any 
  living creature that has an Intelligence score (referred to hereafter 
  as base creature). 
  A dread ghost uses all the base creature’s statistics and special 
  abilities, except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype, plus the incorporeal 
  subtype if the base creature did not already have it. Do not 
  recalculate base attack bonuses, saves, or skill points. Size is 
  unchanged.
  Hit Dice: Increase all current and future Hit Dice 
  to d12s.
  Speed: A dread ghost gains a ﬂ y speed equal to 
  double the base creature’s highest speed, 
  with perfect maneuverability. If the base 
  creature already has a ﬂ y speed, it increases 
  to double the base creature’s highest speed, and 
  its maneuverability class becomes perfect. Its other speeds 
  apply only when it is on the Ethereal Plane.
  Armor Class: Natural armor is the same as the base creature’s but 
  applies only to ethereal encounters. When the dread ghost 
  manifests (see Manifestation on page 73), its natural armor 
  bonus is +0, but it gains a deﬂ ection bonus equal to its 
  Charisma modiﬁ er or +1, whichever is higher.
  Attack: A dread ghost retains all the attacks of the base creature, 
  although those relying on physical contact do not aﬀ ect 
  creatures that are not ethereal.
  Full Attack: A dread ghost retains all the attacks of the base 
  creature, although those relying on physical contact do not 
  aﬀ ect creatures that are not ethereal.
  Damage: Against ethereal creatures, the dread ghost uses the base 
  creature’s damage values. Against nonethereal creatures, it 
  usually cannot deal physical damage at all, but it can use its 
  special attacks, if any, when it manifests.
  Special Attacks: Th e dread ghost retains all the special attacks of 
  the base creature, although those relying on physical contact 
  do not aﬀ ect nonethereal creatures. Th e dread ghost gains 
  the manifestation ability and ﬁ ve other special 
  attacks chosen from the list given here.
  Aligned Attacks (Su): All the dread ghost’s attacks 
  are considered magic and aligned for the purpose 
  of overcoming damage reduction. Th e alignment 
  matches one component (dread ghost’s choice 
  at the time of creation) of its own alignment. In 
  addition, each of its attacks deals +1d6 points of extra 
  damage to creatures of the opposing alignment. Th is bonus 
  damage applies to incorporeal touch attacks and to melee 
  and ranged attacks made against ethereal opponents. If 
  the dread ghost lacks the corrupting touch ability, its 
  incorporeal touch attack still deals 1d6 points of damage to 
  a creature of the opposing alignment. 
   
  Chilling Aura (Su): When a dread ghost manifests, it 
  emits a deadly chill in a 20-foot radius around itself, on 
  both the Material and the Ethereal Planes. Each creature 
  within this area takes 3d6 points of cold damage per round. 
  Dread Ghost
  
  73
  73
  73
  73
  A successful Fortitude save (DC 10 + 1/2 dread ghost’s 
  character level + dread ghost’s Cha modiﬁ er) halves the 
  damage. Although the dread ghost is not immune to cold 
  damage (unless the base creature is), it is not aﬀ ected by its 
  own chilling aura or that of other dread ghosts.
   
  Corrupting Gaze (Su): A dread ghost can blast living beings 
  with a glance, at a range of up to 30 feet. Any creature that 
  meets the dread ghost’s gaze must succeed on a Fortitude 
  save (DC 10 + 1/2 dread ghost’s character level + dread 
  ghost’s Cha modiﬁ er) or take 2d10 points of damage and 
  1d4 points of Charisma damage.
   
  Corrupting Touch (Su): A dread ghost that hits an 
  incorporeal target with its incorporeal touch attack deal 
  1d6 points of damage. Against ethereal opponents, it adds 
  its Strength modiﬁ er to attack and damage rolls. Against 
  nonethereal opponents, it adds its Dexterity modiﬁ er to 
  attack rolls only.
   
  Death Wail (Su): Once every 1d4 rounds, the dread ghost 
  can loose a terrible wail as a full-round action, targeting 
  it against one creature within 100 feet of it. If the target 
  creature can hear the death wail, it must succeed on a 
  Fortitude save (DC 10 + 1/2 dread ghost’s character level 
  + dread ghost’s Cha modiﬁ er) or die instantly. Any other 
  creature within 100 feet that can hear the wail must succeed 
  on a Fortitude save at the same DC or gain 1 negative level. 
  A creature that succeeds on the save cannot be aﬀ ected by 
  that dread ghost’s death wail for 24 hours. Th e death wail is 
  a sonic death eﬀ ect.
   
  Draining Touch (Su): A dread ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points from 
  any one ability score it selects. On each such successful 
  attack, the dread ghost heals 5 points of damage to itself. 
  Against ethereal opponents, it adds its Strength modiﬁ er to 
  attack rolls only. Against nonethereal opponents, it adds its 
  Dexterity modiﬁ er to attack rolls only.
   
  Frightful Moan (Su): A dread ghost can emit a frightful 
  moan as a standard action. Every living creature within a 
  30-foot spread must succeed on a Will save (DC 10 + 1/2 
  dread ghost’s character level + dread ghost’s Cha modiﬁ er) 
  or become panicked for 2d4 rounds. Frightful moan is a 
  sonic, necromantic, mind-aﬀ ecting, fear eﬀ ect. A creature 
  that successfully saves against the moan cannot be aﬀ ected 
  by the same dread ghost’s moan for 24 hours.
   
  Horriﬁ c Appearance (Su): Any living creature within 60 feet 
  that views a dread ghost must succeed on a Fortitude save 
  (DC 10 + 1/2 dread ghost’s character level + dread ghost’s 
  Cha modiﬁ er) or immediately take 1d4 points of Strength 
  damage, 1d4 points of Dexterity damage, and 1d4 points 
  of Constitution damage. A creature that successfully saves 
  against the this eﬀ ect cannot be aﬀ ected by the same dread 
  ghost’s horriﬁ c appearance for 24 hours.
   
  Malevolence (Su): Once per round, an ethereal dread ghost 
  can merge its body with a creature on the Material Plane. 
  Th is ability is similar to a magic jar spell (caster level 10th 
  or the dread ghost’s character level, whichever is higher), 
  except that it does not require a receptacle. To use this 
  ability, the dread ghost must be manifested and it must try 
  to move into the target’s space; moving into the target’s 
  space to use the malevolence ability does not provoke 
  attacks of opportunity. Th e target can resist the attack with a 
  successful Will save (DC 15 + dread ghost’s Cha modiﬁ er). 
  A creature that successfully saves is immune to that same 
  dread ghost’s malevolence for 24 hours, and the dread ghost 
  cannot enter the target’s space. If the save fails, the dread 
  ghost vanishes into the target’s body.
   
  Manifestation (Su): A dread ghost dwells upon the Ethereal 
  Plane and, as an ethereal creature, it cannot aﬀ ect or be 
  aﬀ ected by anything in the material world. When a dread 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested dread ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells and has a 
  50% chance to ignore any damage from a corporeal source. 
  It can also can pass through solid objects at will, and its 
  own attacks pass through armor. A manifested dread ghost 
  always moves silently.
   
  A manifested dread ghost can strike with its touch attack 
  or with a ghost touch weapon. When manifested, the dread 
  ghost remains partially on the Ethereal Plane, where it is 
  not incorporeal. It can be attacked by opponents on either 
  the Material Plane or the Ethereal Plane. Th e dread ghost’s 
  incorporeality helps protect it from foes on the Material 
  Plane, but not from those on the Ethereal Plane.
   
  When a spellcasting dread ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot aﬀ ect targets on the 
  Material Plane, though they work normally against ethereal 
  targets. When a spellcasting dread ghost manifests, its spells 
  continue to aﬀ ect ethereal targets and can aﬀ ect targets on 
  the Material Plane normally unless the spells rely on touch. 
  Its touch spells don’t work on nonethereal targets.
   
  A dread ghost has two home planes: the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar when on 
  either of these planes.
   
  Rebuke Undead (Su): Th e dread ghost can rebuke and 
  command undead as an evil cleric of a level equal to its 
  character level.
   
  Shattering Presence (Su): Once per round as a free action, 
  the dread ghost can shatter all nonmagical objects made 
  of crystal, glass, ceramic, or porcelain (such as vials, bottles, 
  ﬂ asks, jugs, windows, mirrors, and the like) within 30 feet. 
  Any object weighing more than 5 pounds per character 
  level the dread ghost possesses are not aﬀ ected. A magic 
  item made of any of the above materials must succeed on a 
  Fortitude save (DC 10 + 1/2 dread ghost’s character level + 
  dread ghost’s Cha modiﬁ er) or be destroyed. A crystalline 
  creature within the area takes 1d6 points of damage per 
  character level the dread ghost possesses (to a maximum of 
  10d6). Every creature within 5 feet of a shattering object 
  must succeed on a DC 20 Reﬂ ex save or take 1d6 points of 
  slashing damage. A creature wearing or carrying an object 
  when it shatters takes 2d6 points of slashing damage (no 
  save). Shattering presence is not a sonic eﬀ ect.
   
  Telekinesis (Su): A dread ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the dread ghost’s 
  character level, whichever is higher). When a dread ghost uses 
  this power, it must wait 1d4 rounds before using it again.
  Special Qualities: Th e dread ghost retains all the base creature’s 
  special qualities and gains rejuvenation and turn resistance. 
  It also gains two other special qualities chosen from the list 
  below.
   
  Energy Immunity (Su): Th e dread ghost is immune to one 
  type of energy (acid, cold, electricity, ﬁ re, or sonic) chosen at 
  the time of its creation.
  Dread Ghost
  
  74
  74
  74
  74
   
  Ethereal Armor (Su): Th e dread ghost gains a deﬂ ection 
  bonus to Armor Class equal to its Charisma bonus or +1, 
  whichever is greater, even when not manifested and existing 
  wholly on the Ethereal Plane.
   
  Greater Turn Resistance (Ex): Th e dread ghost has turn 
  resistance +8. Th is beneﬁ t does not stack with any other turn 
  resistance the base creature has.
   
  Improved Manifestation (Su): A dread ghost can switch 
  from being wholly ethereal to manifesting on the Material 
  Plane and vice versa as a move action.
   
  Improved Rejuvenation (Su): Th e dread ghost rejuvenates 
  in just 1d4 hours rather than the standard 2d4 days. Th is 
  ability replaces the standard ghost’s rejuvenation ability.
   
  Invisibility (Su): Th e dread ghost can beneﬁ t from improved 
  invisibility at will.
   
  Rejuvenation (Su): In most cases, it’s diﬃ  cult to destroy a 
  dread ghost through simple combat. Th e “destroyed” spirit 
  will often restore itself in 2d4 days. Even the most powerful 
  spells are usually only temporary solutions. A dread ghost 
  that would otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 + dread ghost’s character 
  level) against DC 16. As a rule, the only way to get rid of 
  a dread ghost for sure is to determine the reason for its 
  existence and set right whatever prevents it from resting 
  in peace. Th e exact means varies with each spirit and may 
  require a good deal of research.
   
  Spell Resistance (Su): A dread ghost has spell resistance 
  equal to 10 plus its character level.
   
  Turn Resistance (Ex): A dread ghost has turn resistance +4.
  Abilities: Increase from the base creature as follows: Cha +8. As 
  an undead creature, a dread ghost has no Constitution score.
  Skills: A dread ghost has a +8 racial bonus on Hide, Listen, 
  Search, and Spot checks.
  Environment: Any, often as the base creature.
  Organization: Solitary, pair, gang (3–4, or mob (7–12)
  Challenge Rating: Same as the base creature +3.
  Treasure: Ghostly equipment.
  Alignment: Any.
  Level Adjustment: Same as the base creature +6.
  Medium Undead (Augmented Monstrous Humanoid, Incorporeal)
   
  Ethereal 
  Manifested 
  Hit Dice:  
  6d12 (39 hp) 
  6d12 (39 hp)
  Initiative: 
   +2 
   +2
  Speed:  
  Fly 60 ft. (perfect) (12 squares) 
  30 ft.
  Armor Class:  
  18 (+2 Dex, +6 deﬂ ection), touch 18, ﬂ at-footed 16 
  15 (+2 Dex, +3 natural), touch 12, ﬂ at-footed 13
  Base Attack/Grapple:  
  +6/— 
  +6/+6
  Attack:  
  Incorporeal touch +8 melee touch (draining touch) 
  Incorporeal touch +6 melee touch (draining touch) or 
   
   
   
   
   shortbow +8 ranged (1d6/×3) or dagger +8
   
   
   
   
   melee (1d4/19–20) or snakes +8 melee (1d4 plus  
   
   
   
   poison)
  Full Attack:  
  Incorporeal touch +8 melee touch (draining touch) 
  Incorporeal touch +6 melee touch (draining touch) or
   
   
   
   
   shortbow +8/+3 ranged (1d6/×3) or dagger 
   
   
   
   
   +6/+1 melee (1d4/19–20) and snakes +3 melee 
   
   
   
   
   (1d4 plus poison)
  Space/Reach:  
  5 ft./5 ft. 
   5 ft./5 ft.
  Special Attacks:  
  Corrupting gaze, death wail, draining touch,  
  Corrupting gaze, death wail, draining touch, horriﬁ c 
   
   
   
  horriﬁ c appearance, manifestation, petrifying  
   appearance, manifestation, petrifying gaze, poison, 
   
   
   
  gaze, shattering presence 
   shattering presence
  Special Qualities:  
  Darkvision 60 ft., ethereal armor, greater turn  
  Darkvision 60 ft., ethereal armor, greater turn 
   
   
   
  resistance +8, rejuvenation, undead traits 
   resistance +8, rejuvenation, undead traits
  Saves:  
  Fort +2, Ref +7, Will +6 
   Fort +2, Ref +7, Will +6
  Abilities:  
  Str —, Dex 15, Con —, Int 12, Wis 13, Cha 23 
  Str 10, Dex 15, Con —, Int 12, Wis 13, Cha 23
  Skills:  
  Bluﬀ  +13, Diplomacy +8, Disguise +13 (+15 acting),  
  Bluﬀ  +13, Diplomacy +8, Disguise +13 (+15 acting), 
   
   
   
  Hide +10, Intimidate +8, Listen +9, Move Silently   Hide +10, Intimidate +8, Listen +9, Move Silently 
   
   
   
  +8, Search +9, Spot +16 
   +8, Search +9, Spot +16
  Feats:  
  Point Blank Shot, Precise Shot, Weapon Finesse 
  Point Blank Shot, Precise Shot, Weapon Finesse
  Environment:  
  — Any —
  Organization:  
  — Solitary, pair, gang (3–4), or mob (7–12) —
  Challenge Rating:  
  — 10 —
  Treasure:  
  — None —
  Alignment:  
  — Usually lawful evil —
  Advancement:  
  — By character class —
  Level Adjustment:  
  — +10 —
  Here is an example of a dread ghost using a medusa as the base creature.
  - Sample Creature:  Dread Ghost Medusa -
  Dread Ghost
  
  75
  75
  75
  75
  Th e dread ghost medusa appears much as it did in life, except that 
  it bears the marks of its horrible death. With its face half torn 
  away and its severed snake hair squirming, the appearance of a 
  dread ghost medusa generates much greater fear than many living 
  horrors can.
  Combat
  Th e dread ghost medusa tries to manifest in the midst of living 
  foes to take them by surprise, using its gaze attacks, horriﬁ c 
  appearance, shattering presence, and death wail all at once. In 
  following rounds, it continues its assault with draining touch 
  attacks and targeted gazes.
  Corrupting Gaze (Su): A dread ghost medusa can blast living 
  beings with a glance at a range of up to 30 feet. Any creature 
  meeting its gaze must succeed on a DC 19 Fortitude save or take 
  2d10 points of damage and 1d4 points of Charisma damage. Th e 
  save DC is Charisma-based.
  Death Wail (Su): DC 19 Fortitude save; see the dread ghost 
  template.
  Draining Touch (Su): A dread ghost medusa that hits a living 
  target with its incorporeal touch attack drains 1d4 points from 
  any one ability score it selects. On each such successful attack, it 
  heals 5 points of damage to itself. Against ethereal opponents, the 
  dread ghost medusa adds its Strength modiﬁ er to attack rolls only. 
  Against nonethereal opponents, it adds its Dexterity modiﬁ er to 
  attack rolls only.
  Horriﬁ c Appearance (Su): Any living creature within 60 feet that 
  views a dread ghost medusa must succeed on a DC 19 Fortitude 
  save or immediately take 1d4 points of Strength damage, 1d4 
  points of Dexterity damage, and 1d4 points of Constitution 
  damage. A creature that successfully saves against this eﬀ ect 
  cannot be aﬀ ected by the same dread ghost medusa’s horriﬁ c 
  appearance for 24 hours. Th e save DC is Charisma-
  based.
  Manifestation (Su): A dread ghost medusa dwells 
  upon the Ethereal Plane and, as an ethereal creature, it 
  cannot aﬀ ect or be aﬀ ected by anything in the material 
  world. When a dread ghost medusa manifests, it partly 
  enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane. A manifested dread 
  ghost medusa can be harmed only by other incorporeal 
  creatures, magic weapons, or spells and has a 50% 
  chance to ignore any damage from a corporeal source. A 
  manifested dread ghost medusa can pass through solid 
  objects at will, and its own attacks pass through armor. A 
  manifested dread ghost medusa always moves silently.
  A manifested dread ghost medusa can strike with its 
  touch attack or with a ghost touch weapon. A manifested 
  dread ghost medusa remains partially on the Ethereal 
  Plane, where it is not incorporeal. It can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane. Th e dread ghost medusa’s incorporeality helps protect 
  it from foes on the Material Plane, but not from those on the 
  Ethereal Plane.
  When a spellcasting dread ghost medusa is not manifested 
  and is on the Ethereal Plane, its spells cannot aﬀ ect targets on 
  the Material Plane, though they work normally against ethereal 
  targets. When a spellcasting dread ghost medusa manifests, its 
  spells continue to aﬀ ect ethereal targets and can aﬀ ect targets on 
  the Material Plane normally unless the spells rely on 
  touch. A manifested dread ghost medusa’s touch spells 
  don’t work on nonethereal targets.
  A dread ghost medusa has two home planes: the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar when on 
  either of these planes.
  Petrifying Gaze (Su): Turn to stone permanently, 30 feet, 
  Fortitude DC 19 negates. Th e save DC is Charisma-based.
  Poison (Ex): Injury, Fortitude DC 19, initial damage 1d6 Str, 
  secondary damage 2d6 Str. Th e save DC is Charisma-based.
  Shattering Presence (Su): DC 19 Fortitude save; see the dread 
  ghost template.
  Ethereal Armor (Su): See the dread ghost template.
  Greater Turn Resistance (Ex): See the dread ghost template.
  Rejuvenation (Su): In most cases, it’s diﬃ  cult to destroy a dread 
  ghost medusa through simple combat because the “destroyed” 
  spirit often restores itself in 2d4 days. Even the most powerful 
  spells are usually only temporary solutions. A dread ghost medusa 
  that would otherwise be destroyed returns to its old haunts with a 
  successful level check (1d20 + dread ghost medusa’s character level) 
  against DC 16. As a rule, the only way to get rid of a dread ghost 
  medusa for sure is to determine the reason for its existence and set 
  right whatever prevents it from resting in peace. Th e exact means 
  varies with each spirit and may require a good deal of research.
  Undead Traits: A dread ghost medusa is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
  Dread Ghost
  
  76
  76
  76
  76
   Dread Ghoul
  Eaters of the dead that hunger for the living, the ﬁ rst ghouls were the undead remains of humans who had indulged in unwholesome 
  pleasures, such as cannibalism or necrophilia, in life. Th e original dread ghouls came into being because they had exhorted or compelled 
  others to such acts while alive. Although both types of undead can create more of their kind, dread ghouls maintain their role as leaders 
  of their normal kindred. 
  Also called ghoul lords or ghuls, dread ghouls are to ghouls what dread ghasts are to ghasts. Both dread creatures can command 
  normal ghouls, and this situation often creates conﬂ ict. Because they cannot command normal ghasts, however, dread ghouls often ﬁ nd 
  themselves on the losing side of such battles.
  A dread ghoul looks like a gray and emaciated version of its living form. Its limbs often end in terrible claws caked with grave dirt and 
  the rotting ﬂ esh of its last disinterred meal. A dread ghoul’s eyes glow dimly with an angry light, and its hunger for ﬂ esh is clearly written 
  on its features.
   Creating a Normal Ghoul
  You can use this template to create a creature that closely mimics the standard ghoul from the MM. To do so, simply alter the 
  features of the dread ghoul template in the following ways.
  • 
  Th e ghoul does not gain the command ghouls, create spawn, scent, and turn resistance abilities, the Track feat, or a racial 
  bonus on Survival checks.
  • 
  Th e ghoul gains the ghoul fever ability, as described in the MM.
  • 
  Th e ghoul’s speeds are unchanged.
  • 
  Th e CR increase is +0 instead of +1.
  Creating a Dread Ghoul
  “Dread ghoul” is an acquired template that can be added to any 
  living creature (referred to hereafter as the base creature). 
  A dread ghoul uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: If the base creature has a climb speed and a land speed, 
  increase the climb speed to match the land speed unless it is 
  already higher. If the base creature lacks one of those speeds, 
  the dread ghoul gains the missing mode of movement at 
  a speed equal to the other. If the base creature lacks both 
  modes of movement, the dread ghoul gains both at a speed 
  equal to one-half the base creature’s highest speed.
  Armor Class: Th e dread ghoul’s natural armor bonus improves by 
  +2 over that of the base creature.
  Attack: Th e dread ghoul retains all the base 
  creature’s attacks, and its weapon and armor 
  proﬁ ciencies. Th ese attacks retain the same 
  primary or secondary status they had for the 
  base creature. If the base creature possesses 
  at least one mouth but has no natural attack 
  with it, the dread ghoul gains a bite attack 
  with each mouth. Th e bite attack is primary if the base 
  creature has no natural attacks; otherwise it is secondary. 
  If the base creature possesses at least one arm but has no 
  natural attacks with it, the dread ghoul gains a secondary 
  claw attack with each such limb.
  Damage: If the dread ghoul gained bite or claw attacks from the 
  application of this template, the base damage for each is as 
  given on the following table.
  Damage
  Size 
  Bite Base Damage Claw Base Damage
   
  Fine 
  1 
  —
   
  Diminutive 
  1d2 
  —
   
  Tiny 
  1d3 
  1
   
  Small 
  1d4 
  1d2
   
  Medium 
  1d6 
  1d3
   
  Large 
  1d8 
  1d4
   
  Huge 
  2d6 
  1d6
   
  Gargantuan 
  2d8 
  1d8
   
  Colossal 
  4d6 
  2d6
  Special Attacks: Th e dread ghoul retains all the base creature’s 
  special attacks and gains those described here.
  Command Ghouls (Su): A dread ghoul can 
  automatically command all normal ghouls within 
  30 feet as a free action. Normal ghouls never attack a 
  dread ghoul unless compelled.
  Create Spawn (Su): In most cases, dread ghouls feast 
  on the bodies of the fallen. However, any creature 
  killed by a dread ghoul that lies undisturbed until the 
  next midnight rises as a dread ghoul at that time. Th e new 
  dread ghoul is not under the control of its creator. A protection 
  from evil or gentle repose spell cast on the corpse prevents this.
   
  Paralysis (Ex): A creature damaged by a dread ghoul’s 
  natural attack must succeed on a Fortitude save (DC 10 
  Dread Ghoul
  
  77777777
  + 1/2 dread ghoul’s character level + dread ghoul’s Cha 
  modiﬁ er) or be paralyzed for 1d4+1 rounds.
  Special Qualities: Th e dread ghoul retains all the base creature’s 
  special qualities and gains those described here.
   
  Scent (Ex): A dread ghoul can detect approaching enemies 
  and sniﬀ  out hidden foes by sense of smell alone. See the 
  MM for details of this quality.
   
  Turn Resistance (Ex): A dread ghoul has turn resistance +2.
  Abilities: Increase from the base creature as follows: Str +2, Dex 
  +4, Int +2, Wis +4, Cha +2. As an undead creature, a dread 
  ghoul has no Constitution score.
  Skills: A dread ghoul gains a +8 racial bonus on Survival checks.  
  A dread ghoul receives a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, even if 
  rushed or threatened.
  Feats: A dread ghoul gains Track as a bonus feat if the base 
  creature did not already have it.
  Environment: Any.
  Organization: Solitary, pair, gang (3–4), or pack (5–12).
  Challenge Rating: Same as the base creature +1.
  Alignment: Always chaotic evil.
  Level Adjustment: Same as the base creature +4.
  Dread Ghoul Characters
  A dread ghoul favors whichever class the base creature does. Its 
  all-consuming hunger for the living or rotting ﬂ esh of a sentient 
  creature cannot be satiated by other foods. Th is hunger builds 
  until the dread ghoul is in a state of frenzy. Th e GM may require 
  a dread ghoul character who has gone for several days without 
  feeding on the ﬂ esh of a sentient being to make a Concentration 
  check to perform any action not designed to result in such feeding. 
  Success staves oﬀ  the hunger for another day.
  - Sample Creature:  Dread Ghoul Frost Giant -
  Large Undead (Augmented Giant, Cold)
  Hit Dice: 14d12 (91 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares), climb 40 ft.
  Armor Class: 25 (–1 size, +1 Dex, +11 natural, +4 chain shirt) 
  touch 10, ﬂ at-footed 24 
  Base Attack/Grapple: +10/+24
  Attack: Greataxe +19 melee (3d6+15/x3) or bite +19 melee 
  (1d8+10 plus paralysis) or slam +19 melee (1d4+5 plus 
  paralysis) or rock +11 ranged (2d6+10)
  Full Attack: Greataxe +19/+14 melee (3d6+15/x3) and bite +14 
  melee (1d8+5 plus paralysis) or bite +19 melee (1d8+10 
  plus paralysis) or 2 slams +19 melee (1d4+10 plus 
  paralysis) or rock +11 ranged (2d6+10)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Command ghouls, create spawn, paralysis, 
  rock throwing 
  Special Qualities: Darkvision 60 ft., immunity to cold, low-
  light vision, rock catching, scent, turn resistance +2, 
  undead traits, vulnerability to ﬁ re 
  Saves: Fort +9, Ref +5, Will +8
  Abilities: Str 31, Dex 13, Con —, Int 12, Wis 18, Cha 13
  Skills: Climb +22, Craft (any one) +7, Intimidate +7, Jump +18, 
  Spot +14, Survival +12 
  Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, 
  Power Attack, Track 
  Environment: Any
  Organization: Solitary, pair, gang (3–4), or pack (5–12)
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +8
  Here is an example of a dread ghoul using a frost giant as the base 
  creature.
  A dread ghoul frost giant is a horror to both smaller creatures and 
  other giants. Intelligent and adept with tactics, dread ghoul frost 
  giants use the terrain to best advantage, hurling stones at foes 
  from points unreachable by creatures that cannot ﬂ y or climb. If 
  confronted by a foe that uses long-range spells or otherwise attacks 
  eﬀ ectively, a dread ghoul frost giant ﬂ ees, then returns later to track 
  its foe, hoping to take its revenge when the enemy is oﬀ  guard.
  A dread ghoul frost giant is a 15-foot tall, walking horror. 
  Chainmail hangs from its gaunt body, and its eyes burn like small 
  coals in the backs of its empty eye sockets. Th e remains of its beard 
  are caked with dried gore.
  Dread Ghoul
  
  78
  78
  78
  78
  Combat
  A dread ghoul frost giant enjoys hurling missiles (particularly 
  tombstones) at foes from afar. If its targets ﬂ ee, take cover, or close to 
  attack, it moves to meet them and attacks with its bite and greataxe.
  Command Ghoul (Su): See the dread ghoul template.
  Create Spawn (Su): See the dread ghoul template.
  Paralysis (Ex): DC 18 Fortitude save; see the dread ghoul template.
  Rock Th rowing (Ex): A dread ghoul frost giant can hurl rocks 
  weighing 40 to 50 pounds each (Small objects) up to ﬁ ve range 
  increments. Th e size of the range increment for this attack is 120 feet.
  Rock Catching (Ex): Once per round, a dread ghoul frost giant 
  that would normally be hit by a rock of Small, Medium, or Large 
  size can make a Reﬂ ex save to catch it as a free action. Th e DC is 
  15 for a Small rock, 20 for a Medium one, and 25 for a Large one. 
  (If the projectile provides a magical bonus on attack rolls, the DC 
  increases by that amount.) Th e dread ghoul frost giant must be 
  ready for and aware of the attack in order to make a rock catching 
  attempt.
  Turn Resistance (Ex): See the dread ghoul template.
  Undead Traits: A dread ghoul frost giant is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
   Dread Lacedon
  Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon. 
  Th ey swim through the ocean depths in deadly schools or stalk though swamps seeking other creatures to drown and devour.
  With its bloated body discolored by rot, a dread lacedon is horrifying to look upon. Its thick limbs sport sharp claws almost hidden by 
  folds of ﬂ esh, and its mouth is a gaping maw ﬁ lled with sharklike teeth. Heedless of its body’s condition, a dread lacedon takes no notice 
  of the seaweed that tangles in its hair or the tiny sea creatures that take up residence in its body. Now and then, the inexorable killing bite 
  of a dread lacedon is accompanied by a crustacean crawling from its mouth or eye socket, coming to partake of the meal before the dread 
  lacedon consumes it all. Creating a Dread Lacedon
  “Dread lacedon” is an acquired template that can be added to any 
  living creature (referred to hereafter as the base creature). 
  A dread lacedon uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base attack 
  bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: If the base creature has both a swim speed and a land speed, 
  the lower of the two increases to match the higher. If it lacks 
  one of those speeds, the dread lacedon gains the missing mode 
  of movement at a speed equal to the other. If the base creature 
  lacks both modes of movement, the dread lacedon gains both 
  at a speed equal to one-half the base creature’s highest speed.
  Armor Class: Th e dread lacedon’s natural armor bonus improves 
  by +3 over that of the base creature.
  Attack: Th e dread lacedon retains all the base creature’s 
  attacks, and its weapon and armor 
  proﬁ ciencies. Th ese attacks retain the same 
  primary or secondary status they had for the 
  base creature. If the base creature possesses 
  at least one mouth but has no natural attack 
  with it, the dread lacedon gains a bite attack 
  with each mouth. Th e bite attack is primary 
  if the base creature has no natural attacks; 
  otherwise it is secondary. If the base creature possesses at 
  least one arm but has no natural attacks with it, the dread 
  lacedon gains a secondary claw attack with each such limb.
  Damage: If the dread lacedon gained bite or claw attacks from the 
  application of this template, the base damage for each is as 
  given on the following table.
  Damage
   
  Size 
  Bite Base Damage 
  Claw Base Damage
   
  Fine 
  1 
  —
   
  Diminutive 
  1d2 
  —
   
  Tiny 
  1d3 
  1
   
  Small 
  1d4 
  1d2
   
  Medium 
  1d6 
  1d3
   
  Large 
  1d8 
  1d4
   
  Huge 
  2d6 
  1d6
   
  Gargantuan 
  2d8 
  1d8
   
  Colossal 
  4d6 
  2d6
  Special Attacks: Th e dread lacedon retains all the base creature’s 
  special attacks and gains those described here.
  Command Lacedons and Ghouls (Su): A dread 
  lacedon can automatically command all normal 
  lacedons and ghouls within 30 feet as a free action. 
  Normal lacedons and ghouls never attack a dread 
  lacedon unless compelled.
  Control Water (Su): A dread lacedon can use control 
  water as the spell (caster level equals dread lacedon’s 
  character level) three times per day. It must be in the area 
  of water to be aﬀ ected in order to initiate the eﬀ ect, though 
  it need not remain there afterward. Dread lacedons often 
  use this ability to trap ships or ﬂ ood land.
  Dread Lacedon
  
  79
  79
  79
  79
  Creating a Normal Lacedon
  You can use this template to create a creature that closely mimics the standard lacedon from the MM. To do so, simply apply 
  the dread ghoul template as though creating a normal ghoul (see sidebar on page 76). Th en give the ghoul the aquatic subtype 
  and a swim speed equal to its land speed.
   
  Create Spawn (Su): In most cases, dread lacedons feast 
  on the bodies of the fallen, or sea creatures such as sharks 
  devour them. However, any creature killed by a dread 
  lacedon that lies undisturbed until the next midnight rises 
  as a dread lacedon at that time. Th e new dread lacedon is 
  under the control of its creator if the latter is within 30 feet 
  of it at the time it rises. A protection from evil or gentle repose 
  spell cast on the corpse prevents its conversion.
   
  Improved Grab (Ex): To use this ability, a dread lacedon must 
  hit with a natural attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold.
   
  Nauseating Flesh (Ex): A creature that damages a dread 
  lacedon with a bite attack, or swallows one whole, or 
  otherwise eats its ﬂ esh must succeed on a DC 20 Fortitude 
  save or be nauseated for 1 day. Success drops the duration 
  of the nausea to 1d4 rounds. Nausea can be negated by a 
  remove disease or purify food and drink eﬀ ect.
   
  Paralysis (Ex): A creature damaged by a dread lacedon’s 
  natural attack must succeed on a Fortitude save (DC 10 + 
  1/2 dread lacedon’s character level + dread lacedon’s Cha 
  modiﬁ er) or be paralyzed for 1d4+1 rounds.
  Special Qualities: Th e dread lacedon retains all the base creature’s 
  special qualities and gains the one described here.
   
  Turn Resistance (Ex): A dread lacedon has turn resistance +4.
  Abilities: Increase from the base creature as follows: Str +4, Dex 
  +4, Int +2, Wis +4, Cha +4. As an undead creature, a dread 
  lacedon has no Constitution score.
  Skills: Th e dread lacedon gains a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  Environment: Any aquatic, plus any land if the base creature has a 
  land or ﬂ y speed.
  Organization: Solitary, pair, gang (3–4), pack (5–12), or school 
  (13–24).
  Challenge Rating: Same as the base creature +1.
  Alignment: Always chaotic evil.
  Level Adjustment: Same as the base creature +4.
  Dread Lacedon Characters
  A dread lacedon favors whichever class the base creature does. 
  Th e GM may, if desired, impose some penalty on a dread lacedon 
  character who stays out of water for too long. For instance, a dread 
  lacedon character who stays on land long enough to dry out might 
  lose her control water, command lacedons and ghouls, and create 
  spawn abilities until she has been in water as long as she was out of it.
  - Sample Creature:  Dread Lacedon Cachalot Whale -
  Gargantuan Undead (Augmented Animal)
  Hit Dice: 12d12+3 (81 hp)
  Initiative: +3
  Speed: 40 ft., swim 40 ft. (8 squares)
  Armor Class: 21 (–4 size, +3 Dex, +12 natural), touch 9, ﬂ at-footed 18
  Base Attack/Grapple: +9/+35
  Attack: Bite +19 melee (4d6+14 plus paralysis)
  Full Attack: Bite +19 melee (4d6+14 plus paralysis) and tail slap 
  +14 melee (1d8+7 plus paralysis)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Command lacedons and ghouls, control water, 
  create spawn, improved grab, nauseating ﬂ esh, paralysis
  Special Qualities: Blindsight 120 ft., darkvision 60 ft., low-light 
  vision, turn resistance +4, undead traits
  Saves: Fort +8, Ref +11, Will +8
  Abilities: Str 39, Dex 17, Con —, Int 4, Wis 18, Cha 10
  Skills: Listen +14*, Spot +13*, Swim +22
  Feats: Alertness, Diehard, Endurance, Improved Natural Attack 
  (bite), Toughness
  Environment: Any aquatic
  Organization: Solitary, pair, gang (3–4), pack (5–12), or school 
  (13–24)
  Challenge Rating: 8
  Treasure: —
  Alignment: Always chaotic evil
  Advancement: 13–18 HD (Gargantuan); 19–36 HD (Colossal)
  Level Adjustment: —
  Here is an example of a dread lacedon using a cachalot whale as 
  the base creature.
  Th ese deadly behemoths of the deep are every sailor’s worst 
  nightmare. Cunning and cruel, dread lacedon cachalot whales hunt 
  ships and terrorize underwater settlements. Often accompanied by 
  a cadre of lacedon sharks and sailors, they can inspire fear in even 
  the most stalwart old salts.
  A dread lacedon cachalot whale is a gruesome caricature of its 
  living self. Old, broken harpoons protrude from its sickly, gray-
  green ﬂ esh, and its maw is ﬁ lled with long, sharp teeth. 
  Combat
  A dread lacedon cachalot whale usually strikes without warning 
  from deep underwater. When it ﬁ rst spots a ship, it creates a 
  whirlpool by lowering the water in that area. Th en it strikes at 
  the ship’s hull with its deadly bite to immobilize the vessel. If 
  accompanied by other lacedons, it orders them to board the stricken 
  ship and assault the crew while it continues to attack from below. If 
  any living crew members are foolish enough to confront the dread 
  lacedon cachalot whale in the water, it simply bites them in half.
  Dread Lacedon
  
  80
  80
  80
  80
  Command Lacedons and Ghouls (Su): See the dread lacedon 
  template.
  Control Water (Su): Caster level 12th; see the dread 
  lacedon template.
  Create Spawn (Su): See the dread lacedon template.
  Improved Grab (Ex): To use this ability, a dread 
  lacedon cachalot whale must hit with a bite or 
  tail slap attack. It can then attempt to start a 
  grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple 
  check, it establishes a hold.
  Nauseating Flesh (Ex): DC 20 Fortitude 
  save; see the dread lacedon template.
  Paralysis (Ex): DC 20 Fortitude save; see the 
  dread lacedon template.
  Blindsight (Ex): Dread lacedon cachalot 
  whales can “see” 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.
  Turn Resistance (Ex): See the dread lacedon 
  template.
  Undead Traits: A dread lacedon cachalot 
  whale is immune to mind-aﬀ ecting eﬀ ects, poison, sleep 
  eﬀ ects, paralysis, stunning, disease, death eﬀ ects, and any eﬀ ect 
  that requires a Fortitude save unless it also works on objects or is 
  harmless. It is not subject to critical hits, nonlethal damage, ability 
  damage to its physical ability scores, ability drain, energy drain, 
  fatigue, exhaustion, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. Darkvision 60 ft.
  Skills: A dread lacedon cachalot whale has a +4 racial bonus on Spot 
  and Listen checks. Th ese bonuses are lost if its blindsight is negated. 
  Th e dread lacedon cachalot whale gains a +8 racial bonus on any 
  Swim check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while swimming, provided 
  it swims in a straight line.
   Dread Lich
  Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in 
  the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal 
  lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal 
  liches who spent centuries researching arcane lore in search of the secret.
  Creating a Dread Lich
  “Dread lich” is an acquired template that can be added to any 
  living creature (referred to hereafter as the base creature) capable 
  of creating the required phylactery (see Phylactery, page 81), or to 
  any standard lich. 
  A dread lich uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: A dread lich can ﬂ y with perfect maneuverability at a speed 
  equal to the base creature’s highest speed. Th is ﬂ ight is a 
  supernatural ability.
  Armor Class: Th e dread lich’s natural armor bonus increases by +7 
  over that of the base creature.
  Attack: Th e dread lich retains all the base creature’s attacks, and 
  its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. Th e dread lich gains a primary touch attack that 
  it can use once per round if it did not already have one. A 
  dread lich armed with a weapon uses that or its touch in an 
  attack action, as it desires.
  Dread Lich
  
  81
  81
  81
  81
  Damage: A dread lich’s touch attack uses negative energy to deal 
  2d8+10 points of damage to living creatures. A Will save (DC 
  10 + 1/2 dread lich’s character level + dread lich’s Cha modiﬁ er) 
  reduces the damage by half. A dread lich with natural weapons 
  can use the touch attack or its natural weaponry, as it prefers. If 
  it chooses the latter, it deals 2d8+10 points of negative energy 
  damage in addition to the normal damage 
  for one natural weapon attack of its choice. 
  A dread lich’s touch attack is a supernatural 
  ability. Its natural attacks are considered magic 
  and evil-aligned for the purpose of overcoming 
  damage reduction.
  Special Attacks: If the base creature is a normal lich, 
  the dread lich loses all the special attacks it gained 
  from that template. Otherwise, the dread lich retains all 
  the base creature’s special attacks and gains those described 
  here.
   
  Command Undead (Su): A dread lich can rebuke and 
  command other undead as a 15th-level evil cleric. If the 
  dread lich has cleric levels, it commands and rebukes undead 
  as a 15th-level evil cleric or an evil cleric whose level equals 
  2 + the dread lich’s cleric class levels, whichever is greater.
   
  Empowered Spells (Ex): All of a dread lich’s spells from 
  the Necromancy school, spells with the evil descriptor, and 
  spell-like abilities are automatically aﬀ ected as if by the 
  Empower Spell feat. Such spells do not require higher-level 
  spell slots or increased casting times. Th e Empower Spell 
  feat cannot be used to further augment these spells.
   
  Fear Gaze (Su): Every creature within 60 feet of the dread 
  lich that looks at it must succeed on a Will save (DC 10 + 
  1/2 dread lich’s character level + dread lich’s Cha modiﬁ er) or 
  be aﬀ ected as though by fear (caster level equals dread lich’s 
  character level). As with most gaze attacks, the dread lich can 
  actively gaze at a speciﬁ c foe as a standard action, causing that 
  foe to make a new save against the gaze in addition to the 
  one it made on its turn in the initiative order. 
   
  Paralyzing Touch (Su): Any living creature the dread lich 
  touches must succeed on a Fortitude save (DC 10 + 1/2 
  dread lich’s character level + dread lich’s Cha modiﬁ er) or 
  be permanently paralyzed. Remove paralysis or any spell that 
  can remove a curse can free the victim (see the bestow curse 
  spell), but the eﬀ ect cannot be dispelled. Anyone paralyzed 
  by a dread lich seems dead, though a successful Spot check 
  (DC 20) or Heal check (DC 15) reveals that the victim is still 
  alive. Th is power works in conjunction with the dread lich’s 
  damaging touch (see above) and with natural melee attacks.
   
  Spells: Th e dread lich can cast spells as it did in life.
   
  Strong Spellweaving (Ex): A –4 penalty applies to any dispel 
  check made to dispel a spell cast by a dread lich.
  Special Qualities: Th e dread lich retains all the base creature’s 
  special qualities and gains those described here.
   
  Damage Reduction (Su): A dread lich has damage reduction 
  15/magic and good.
   
  Immunities (Ex): Dread liches are immune to cold, 
  electricity, polymorph (although polymorph eﬀ ects they use 
  on themselves work), and mind-aﬀ ecting eﬀ ects.
   Phylactery (Ex): An integral part of becoming a dread 
  lich is creating a magic phylactery in which to store its 
  life force. Unless the phylactery is located and destroyed, 
  the dread lich reforms next to its phylactery 1d4 days 
  after its apparent death. It does not matter how far away 
  the dread lich is from its phylactery, but the two must 
  be on the same plane. If the phylactery is on a diﬀ erent 
  plane, the dread lich reforms 1d4 days after the phylactery 
  is brought to the plane on which the dread lich was destroyed.
   
  Each dread lich must make its own phylactery—a task that 
  requires the Craft Wondrous Item feat. Th e base creature 
  must be able to cast spells or use spell-like abilities, and 
  its caster level must be at least 15th. Th e phylactery costs 
  200,000 gp and 8,000 XP to create and has a caster level 
  equal to that of its creator at the time of creation.
   
  Th e most common kind of phylactery is a Tiny mithral box 
  that has hardness 20, 40 hit points, and a break DC of 40. 
  Other types of phylacteries, such as rings, amulets, or similar 
  items, can also exist.
   
  Turn Resistance (Ex): A dread lich has turn resistance +4.
   
  Unlimited Darkvision (Ex): A dread lich has darkvision 
  with a range equal to that of the base creature’s normal 
  daylight vision or 120 feet, whichever is greater.
  Abilities: Increase from the base creature as follows: Str +4, Dex 
  +2, Int +4, Wis +4, Cha +4. As an undead creature, a dread 
  lich has no Constitution score.
  Skills: A dread lich receives a +8 racial bonus on Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot checks, and 
  a +4 insight bonus on Decipher Script, Knowledge (any), 
  Spellcraft, and Use Magic Device checks.
  Feats: Th e dread lich gains Combat Casting, Extra Turning, Greater 
  Spell Penetration, Spell Focus (necromancy), and Spell 
  Penetration as bonus feats if it does not already have them.
  Environment: Any.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +3.
  Alignment: Any nongood.
  Level Adjustment: Same as the base creature +7.
  Dread Lich Characters
  Only a willing evil creature can become a dread lich. A dread lich 
  favors whichever class the base creature does.
  Undead Outsiders?
  As stated in the MM, outsiders do not have souls separate from their bodies, so they cannot be raised or resurrected normally. 
  Th is statement could be interpreted to mean that such a creature cannot become undead and still retain its knowledge and 
  personality, and thus would not be eligible for the dread lich template. Even so, a powerful outsider such as a titan might have 
  discovered some way to bypass this problem in its quest to become a lich.
  Dread Lich
  
  82
  82
  82
  82
  Huge Undead (Augmented Outsider, Chaotic, Extraplanar)
  Hit Dice: 20d12 (130 hp)
  Initiative: +2
  Speed: 40 ft. in half-plate armor (8 squares), base speed 60 ft., ﬂ y 
  60 ft. (perfect)
  Armor Class: 45 (–2 size, +26 natural, +11 +4 half-plate armor), 
  touch 8, ﬂ at-footed 45
  Base Attack/Grapple: +20/+46
  Attack: Gargantuan +3 adamantine warhammer +39 melee 
  (4d6+30/x3) or +3 javelin +23 ranged (2d6+21) or slam +36 
  melee (1d8+18 plus 2d8+18 plus paralysis) or touch +36 
  melee (2d8+10 plus paralysis)
  Full Attack: Gargantuan +3 adamantine warhammer 
  +39/+34/+29/+24 melee (4d6+30/x3) or +3 javelin +23 
  ranged (2d6+21) or 2 slams +36 (1d8+18 plus 2d8+10 plus 
  paralysis) or touch +36 melee (2d8+10 plus paralysis)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Command undead, empowered spellcasting, fear 
  gaze, oversized weapon, paralyzing touch, spell-like abilities, 
  strong spellweaving
  Special Qualities: Damage reduction 15/magic and good, 
  immune to cold, electricity, mind-aﬀ ecting, and polymorph, 
  phylactery, spell resistance 32, turn resistance +4, unlimited 
  darkvision, undead traits
  Saves: Fort +12, Ref +14, Will +23
  Abilities: Str 47, Dex 14, Con —, Int 25, Wis 32, Cha 28 
  Skills: Balance +6, Bluﬀ  +21, Climb +24, Concentration +32, 
  Craft (any one) +30, Diplomacy +13, Disguise +9 (+11 
  acting), Heal +22, Hide –4, Intimidate +34, Jump +39, 
  Knowledge (any one) +34, Listen +42, Move Silently +4, 
  Perform (oratory) +32, Search +38, Sense Motive +42, 
  Spellcraft +23, Spot +42, Survival +11 (+13 following 
  tracks), Swim +18
  Feats: Awesome Blow, Cleave, Combat CastingB, Craft 
  Wondrous Item, Extra TurningB, Greater Spell 
  PenetrationB, Improved Bull Rush, Improved 
  Sunder, Power Attack, Quicken Spell-Like 
  Ability (chain lightning), Spell PenetrationB, 
  Spell Focus (necromancy)B
  Environment: Olympian Glades of Arborea
  Organization: Solitary or troupe (1, plus 2–4 
  vampires and 5–8 vampire spawn)
  Challenge Rating: 24
  Treasure: Double standard plus +4 half-plate 
  armor and Gargantuan +3 adamantine 
  warhammer
  Alignment: Always chaotic evil
  Advancement: 21–30 HD (Huge); 31–60 HD 
  (Gargantuan)
  Level Adjustment: —
  Here is an example of a dread lich using a titan as 
  the base creature.
  Th e rare evil titan that learns the secret of 
  lichdom in its youth cannot help but seek out 
  and follow that dark path. Huge and terrible, a 
  dread lich titan possesses the strength of a titan 
  and the spellcasting power of a dread lich.
  Dread lich titans seek to dominate all they survey. 
  No longer pleased by the bodily delights of the 
  living, they gain happiness only from cruelty, killing, and 
  power. Th e mere sight of a dread lich titan can cause 
  armies of mortal creatures to quail, and few heroes can hope to 
  match its spellcasting power.
  A dread lich titan looks like a gigantic humanoid with shrunken 
  and withered ﬂ esh that makes it seem almost skeletal. It stands 
  about 25 feet tall and weighs approximately 4,000 pounds.
  Dread lich titans speak Abyssal, Common, Celestial, Draconic, and 
  Giant.
  Combat
  A dread lich titan usually sends the lesser undead under its control 
  to engage foes in melee, then ﬂ ies high above to use its spell-like 
  abilities. If this strategy proves infeasible or its foes can ably attack 
  it in the air, the dread lich titan moves into melee and uses its 
  warhammer or slam attacks.
  A dread lich titan’s natural weapons, and any weapons it wields, are 
  treated as magic, evil-aligned, and chaotic-aligned for the purpose 
  of overcoming damage reduction.
  Command Undead (Su): See the dread lich template.
  Empowered Spells (Ex): See the dread lich template.
  Fear Gaze (Su): DC 28 Will save; see the dread lich template.
  Oversized Weapon (Ex): A dread lich titan wields a great, 
  two-handed warhammer (big enough for Gargantuan creatures) 
  without penalty.
  Paralyzing Touch (Su): DC 28 Fortitude save; see the dread lich 
  template.
  - Sample Creature:  Dread Lich Titan -
  Dread Lich
  
  83
  83
  83
  83
  Spell-Like Abilities: At will—bestow curse (DC 24), chain 
  lightning (DC 25), charm monster (DC 23), cure critical wounds 
  (DC 24), deeper darkness, ﬁ re storm (DC 26), greater dispel magic, 
  hold monster (DC 24), invisibility, invisibility purge, levitate, 
  persistent image (DC 24), polymorph (humanoid forms only, 
  duration 1 hour), unholy blight (DC 23); 3/day—etherealness, word 
  of chaos (DC 23), summon nature’s ally IX; 1/day— Bigby’s crushing 
  hand (DC 28), gate, maze, meteor swarm (DC 28). Caster level 
  20th.
  Strong Spellweaving (Ex): See the dread lich template.
  Immunities (Ex): See the dread lich template.
  Phylactery (Ex): See the dread lich template.
  Turn Resistance (Ex): See the dread lich template.
  Undead Traits: A dread lich titan is immune to mind-aﬀ ecting 
  eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, death 
  eﬀ ects, and any eﬀ ect that requires a Fortitude save unless it also 
  works on objects or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
  Unlimited Darkvision (Ex): See the dread lich template.
  Skills: See the dread lich template.
   Dread Mohrg
  Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. 
  Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures.
  Most of a dread mohrg’s ﬂ esh and organs have long ago sloughed oﬀ  its bones or been pecked away by scavengers, but its intestines 
  remain—still moist and bloody despite baking sun and drying wind. Th e creature’s guts squirm and writhe of their own accord, and even 
  snake up through its mouth. Its intestine-tongue is tipped with a sharp and hollow spike made of bone, which the dread mohrg uses to 
  lash out at living creatures. Creating a Dread Mohrg
  “Dread mohrg” is an acquired template that can be added to any 
  evil living creature with a mouth and a digestive tract that includes 
  intestines (referred to hereafter as the base creature). 
  A dread mohrg uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: If the base creature has a ﬂ y speed because it possesses 
  wings, its maneuverability is reduced by one step (minimum 
  clumsy).
  Armor Class: Th e organs (except for intestines), muscle, and 
  skin in a dread mohrg’s body shrink and dry, becoming 
  unnaturally tough. Th is alteration increases the dread 
  mohrg’s natural armor bonus by +9 over that of the base 
  creature. 
  Attack: Th e dread mohrg retains all the base creature’s attacks, and 
  its weapon and armor proﬁ ciencies. Th ese attacks retain the 
  same primary or secondary status they had 
  for the base creature. Th e dread mohrg gains 
  two primary slam attacks if it has no other 
  natural attacks. It also gains a primary tongue 
  attack for each head it possesses.
  Damage: Th e dread mohrg’s tongue attack deals 
  damage according to its size, as given on the 
  following table. If the dread mohrg gained slam attacks 
  from the application of this template, the base damage for 
  each is as given on the following table.
  Damage
   
  Size 
  Tongue Base Damage 
  Slam Base Damage
   
  Fine 
  1d2 
  1
   
  Diminutive 
  1d3 
  1d2
   
  Tiny 
  1d4 
  1d3
   
  Small 
  1d6 
  1d4
   
  Medium 
  1d8 
  1d6
   
  Large 
  2d6 
  1d8
   
  Huge 
  2d8 
  2d6
   
  Gargantuan 
  4d6 
  2d8
   
  Colossal 
  4d8 
  4d6
  Space/Reach: A dread mohrg has a reach 5 feet greater than the 
  base creature’s reach with its tongue attack only.
  Special Attacks: Th e dread mohrg retains all the base creature’s 
  special attacks and gains those described here.
   
  Command Mohrgs and Zombies (Su): A dread mohrg can 
  automatically command all normal mohrgs and zombies 
  within 30 feet as a free action. Normal mohrgs and zombies 
  never attack a dread mohrg unless compelled.
  Create Spawn (Su): Any creature killed by a dread 
  mohrg rises as a zombie in 1d4 days. Th e new zombie 
  unerringly seeks out its creator, attacking creatures 
  and objects that impede its progress. Th e dread mohrg 
  can give an order to any zombies under its control as 
  a free action at any distance, so long as the zombies 
  are within line of sight. A protection from evil or gentle 
  repose spell cast on the corpse prevents its conversion.
   
  Paralysis (Ex): A creature struck by a dread mohrg’s natural 
  attack must succeed on a Fortitude save (DC 10 + 1/2 dread 
  mohrg’s character level + dread mohrg’s Cha modiﬁ er) or be 
  paralyzed for 1d4+1 minutes.
  Dread Mohrg
  
  84
  84
  84
  84
  Creating a Normal Mohrg
  You can use this template to create a creature that closely mimics the standard mohrg from the MM. To do so, simply alter the 
  features of the dread mohrg template in the following ways.
  • 
  Th e mohrg’s tongue makes a melee touch attack that deals no damage and does not have reach. 
  • 
  Th e mohrg does not gain the command mohrgs and zombies, resistances, turn resistance, and unnatural aura abilities, the 
  bonus feats, or the racial skill bonuses.
  • 
  Th e mohrg gains the improved grab ability. 
  • 
  Th e CR increase is +1 instead of +2.
   
  Tongue Attack (Ex): A dread mohrg’s deadly “tongue” is 
  actually an end of its throat or intestines pushed up through 
  its mouth. Its tongue attack counts a piercing weapon. Th e 
  dread mohrg can paralyze with a successful touch attack and a 
  normal melee attack using its tongue. Making a touch attack to 
  paralyze a target does not provoke an attack of opportunity.
   
  Unnatural Aura (Su): Any creature of the animal type 
  within 30 feet of a dread mohrg automatically becomes 
  panicked and remains so until the distance between it and 
  the dread mohrg is at least 30 feet. See the DMG for a 
  description of the panicked condition.
  Special Qualities: Th e dread mohrg retains all the base creature’s 
  special qualities and gains those described here.
   
  Resistances (Ex): A dread mohrg gains resistance to cold 15, 
  electricity 15, and ﬁ re 15.
   
  Turn Resistance (Ex): A dread mohrg has turn resistance +4.
  Abilities: Increase from the base creature as follows: Str +10, 
  Dex +8. As an undead creature, a dread mohrg has no 
  Constitution score.
  Skills: A dread mohrg has a +8 racial bonus on Climb, Hide, 
  Listen, Move Silently, Spot, and Swim checks.
  Feats: A dread mohrg gains Improved Grapple and Multiattack as 
  bonus feats if it did not already have them.
  Environment: Any.
  Organization: Solitary, gang (1 mohrg and 2–12 zombies), or 
  mob (2–4 mohrgs and 4–24 zombies).
  Challenge Rating: Same as the base creature +2.
  Alignment: Always chaotic evil.
  Level Adjustment: Same as the base creature +5.
  Dread Mohrg Characters
  A dread mohrg favors whichever class the base creature does. 
  - Sample Creature:  7-Headed Dread Mohrg Cryohydra -
  Huge Undead (Augmented Magical Beast, Cold)
  Hit Dice: 7d12+3 (48 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares), swim 20 ft.
  Armor Class: 30 (–2 size, +5 Dex, +17 natural), touch 13, ﬂ at-
  footed 25
  Base Attack/Grapple: +7/+28
  Attack: 7 tongues +14 melee (2d8+9 plus paralysis) or 7 bites +15 
  melee (1d10+9)
  Full Attack: 7 bites +15 melee (1d10+9), and 7 tongues +8 melee 
  (2d8+5 plus paralysis)
  Space/Reach: 15 ft./10 ft. (15-foot reach with tongues)
  Special Attacks: Breath weapon, command mohrgs and zombies, 
  create spawn, paralysis, tongue attack, unnatural aura
  Special Qualities: Immunity to cold, darkvision 60 ft., fast healing 
  17, low-light vision, resistances (electricity 15, ﬁ re 15), scent, 
  turn resistance +4, undead traits
  Saves: Fort +5, Ref +10, Will +4
  Abilities: Str 29, Dex 20, Con —, Int 2, Wis 10, Cha 9
  Skills: Climb +17, Hide +5, Jump +3, Listen +15, Move Silently 
  +13, Spot +15, Swim +25
  Feats: Combat Reﬂ exesB, Iron Will, Improved GrappleB, 
  MultiattackB, Toughness, Weapon Focus (bite)
  Environment: Any
  Organization: Solitary, gang (1 plus 2–12 zombies), or mob (2–4 
  plus 4–24 zombies).
  Challenge Rating: 10
  Treasure: 1/10 coins; 50% goods; 50% items
  Alignment: Always chaotic evil
  Advancement: —
  Level Adjustment: —
  Here is an example of a dread mohrg using a seven-headed 
  cryohydra as the base creature.
  Th e dread mohrg cryohydra is a cunning killing machine that seeks 
  to slay all it encounters. Native to the colder climes, it was created 
  when a normal cryohydra slew an entire village of humans.
  Th e dragonlike skeleton of this disgusting creature is smeared with 
  the blood of its victims and the ichor from its own intestines. Its 
  viscera hang from its torso and drag along the ground, while its 
  throats loll out of its vicious jaws like ghastly tongues, promising a 
  terrible death to any creature struck by them.
  Combat
  Dread mohrg cryohydras can make bite attacks or tongue attacks 
  with all their heads at no penalty, even if they move or charge 
  during the round. A dread mohrg cryohydra can be killed either 
  by severing all its heads or by slaying its body. To sever a head, 
  an opponent must make a successful sunder attempt with a 
  slashing weapon. (Th e player should declare where the attack is 
  aimed before making the attack roll.) Making a sunder attempt 
  provokes an attack of opportunity unless the foe has the Improved 
  Dread Mohrg
  
  85
  85
  85
  85
  Sunder feat. An opponent can strike at a dread mohrg cryohydra’s 
  heads from any position in which it could strike at the creature’s 
  body because its heads writhe and whip about in combat. An 
  opponent can ready an action to attempt to sunder a dread mohrg 
  cryohydra’s head when the creature bites at it.
  Each of a seven-headed dread mohrg cryohydra’s heads has 6 hit 
  points. Losing a head deals damage to the body equal to half the 
  head’s full normal hit points. A dread mohrg cryohydra can no 
  longer make a bite or tongue attack with a severed head but takes 
  no other penalties. Each time a head is severed, two new heads 
  spring from the stump in 1d4 rounds. Each of these heads has 
  both a bite and a tongue attack. A seven-headed dread mohrg 
  cryohydra can never have more than fourteen heads at any one 
  time, and any extra heads it gains beyond its original number 
  fall oﬀ  within a day. To prevent a severed head from growing 
  back into two heads, at least 5 points of ﬁ re or acid damage 
  must be dealt to the stump (a touch attack to hit) before the 
  new heads appear. A ﬂ aming weapon (or similar eﬀ ect) deals its 
  energy damage to the stump in the same blow in which a head is 
  severed. Fire or acid damage from an area eﬀ ect (such as a ﬁ reball 
  spell or dragon breath) may burn multiple stumps in addition 
  to dealing damage to the dread mohrg cryohydra’s body. 
  A dread mohrg cryohydra does not die from losing its 
  heads until all its heads have been cut oﬀ  and the 
  stumps seared by ﬁ re or acid.
  A dread mohrg cryohydra’s body 
  can be slain just like any other 
  creature’s, but the creature 
  possesses fast healing and is 
  diﬃ  cult to defeat in this fashion. 
  Any attack that is not (or 
  cannot be) an attempt to 
  sunder a head aﬀ ects the 
  body. For example, area 
  eﬀ ects deal damage 
  to the body, not to the 
  heads. Targeted magical 
  eﬀ ects cannot sever heads (and 
  thus must be directed at the 
  body) unless they deal slashing 
  damage and could be used to 
  make sunder attempts.
  Breath Weapon (Su): A seven-headed dread 
  mohrg cryohydra can breathe a jet of frost 10 feet 
  high, 10 feet wide, and 20 feet long once every 1d4 
  rounds. All heads can breathe, 
  but they cannot attack in 
  the round that they breathe 
  unless under the inﬂ uence of 
  a haste spell or similar eﬀ ect. 
  Th e jet deals 21d6 points 
  of cold damage. A successful 
  DC 13 Reﬂ ex save halves the 
  damage.
  Command Mohrgs and Zombies 
  (Su): See the dread mohrg template.
  Create Spawn (Su): See 
  the dread mohrg 
  template.
  Paralysis (Ex): DC 12 
  Fortitude save; see the 
  dread mohrg template.
  Tongue Attack (Ex): See the dread mohrg template.
  Unnatural Aura (Su): See the dread mohrg template.
  Turn Resistance (Ex): See the dread mohrg template.
  Undead Traits: A seven-headed dread mohrg cryohydra is immune 
  to mind-aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, 
  disease, death eﬀ ects, and any eﬀ ect that requires a Fortitude save 
  unless it also works on objects or is harmless. It is not subject to 
  critical hits, nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, or death 
  from massive damage. It cannot be raised, and resurrection works 
  only if it is willing. Darkvision 60 ft.
  Skills: A seven-headed dread mohrg cryohydra has a +2 racial 
  bonus on Listen and Spot checks, thanks to its multiple heads, 
  and a +8 racial bonus on Climb, Hide, Listen, Move Silently, Spot, 
  and Swim checks. A dread mohrg cryohydra has an additional +8 
  racial bonus on any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  Feats: A seven-headed dread mohrg cryohydra’s Combat 
  Reﬂ exes feat allows it to use all its heads for attacks of 
  opportunity.
  Dread Mohrg
  
  86
  86
  86
  86
   Dread Mummy
  Cradled in the scorching sands beneath the relentless sun lie the tombs of kings and pharaohs. But those interred within these structures 
  do not always rest quietly—some rise from their sarcophagi and crypts to walk the land as mummies. A few, known as dread mummies, 
  become kings among the undead. Th ese lords of death learn to command their fellows and visit destruction upon those who dare to stir 
  their wrath.
  A dread mummy’s ﬂ esh atrophies after death, allowing its skin to shrink tightly against its bones. Although not all dread mummies are 
  wrapped in funerary cloth, many are.
   Creating a Normal Mummy
  You can use this template to create a creature that closely mimics the standard mummy from the MM. To do so, simply alter 
  the features of the dread mummy template in the following ways.
  • 
  Th e mummy gains no special attacks or special qualities except for mummy rot, damage reduction, and ﬁ re vulnerability. 
  • 
  Th e mummy gains the despair special ability, as described in the mummy entry in the MM.
  • 
  Instead of the changes given in the dread mummy template, change the base creature’s ability scores as follows: +14 Str, –4 
  Int (minimum 1), +4 Wis, +4 Cha.
  • 
  Th e CR increase is +1 instead of +3.
  Creating a Dread Mummy
  “Dread mummy” is an acquired template that can be added to any 
  living corporeal creature (referred to hereafter as the base creature). 
  A dread mummy uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice 
  to d12s.
  Armor Class: Th e dread mummy’s natural armor 
  bonus improves by +8 over that of the base 
  creature.
  Attack: Th e dread mummy retains all the base 
  creature’s attacks, and its weapon and armor 
  proﬁ ciencies. Th ese attacks retain the same primary or 
  secondary status they had for the base creature. Th e dread 
  mummy gains a primary slam attack if it has no other 
  natural attacks. 
  Damage: If the dread mummy gained a slam attack from the 
  application of this template, the base damage is as given on 
  the following table.
  Damage
   
  Size 
  Slam Base Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Attacks: Th e dread mummy retains all the base creature’s 
  special attacks and gains those described here.
   
  Breath of Death (Su): Once every 1d4 rounds, a dread mummy 
  can breathe a 30-foot cone of tomb gas, sand, and dust. 
  Each living creature in the area must succeed on a Fortitude 
  save (DC 10 + 1/2 dread mummy’s character level + dread 
  mummy’s Cha modiﬁ er) or gain 1d4 negative levels. A creature 
  killed by a dread mummy’s breath of death ability rises as a 
  dread zombie in 1d4 rounds. A dread zombie created 
  in this manner is under the command of its creator 
  and remains so until either it or the creator is destroyed.
  Command Undead (Su): As a free action, a dread 
  mummy can automatically command all normal 
  undead within 30 feet, except those with more 
  character levels or higher Charisma scores long than 
  the dread mummy. Undead that ﬁ t these parameters never 
  attack a dread mummy unless compelled.
   
  Create Spawn (Su): Any creature killed by a dread mummy’s 
  mummy rot ability turns to dust and blows away on the 
  wind. If the dread mummy that infected the creature with 
  the disease is not destroyed within 1 week, the dust reforms 
  next to it as a new dread mummy. A dread mummy created 
  in this manner is under the command of its creator and 
  remains so until either it or the creator is destroyed.
   
  Gaze of Despair (Su): Any creature within 100 feet of 
  a dread mummy that meets its gaze must succeed on a 
  Fortitude save (DC 10 + 1/2 dread mummy’s character level 
  + dread mummy’s Cha modiﬁ er) or be paralyzed for 1d4 
  rounds. Gaze of despair is a fear eﬀ ect. 
   
  Mummy Rot (Su): A creature hit by a mummy’s natural 
  attack must succeed on a Fortitude save (DC 10 + 1/2 dread 
  mummy’s character level + dread mummy’s Cha modiﬁ er) or 
  contract mummy rot. Th is disease has an incubation period of 
  1 minute, and it deals 1d6 points of Constitution damage and 
  1d6 points of Charisma damage with each failed save. 
  Dread Mummy
  
  87
  87
  87
  87
   Different Mummies
  If the idea of a dread mummy from a desert environment doesn’t appeal to you, you can alter a few aspects of this template to 
  give your dread mummy a diﬀ erent theme. Simply switch its spell-like abilities for diﬀ erent ones of the same or lower spell 
  level. For example, a bog dread mummy might be able to use control water, while a dread mummy created on the frozen peak of 
  a mountain might be able to use cone of cold.
   
  Mummy rot is a powerful curse, not a natural disease. A 
  character attempting to cast a conjuration (healing) spell on a 
  creature aﬄ  icted with mummy rot must succeed on a DC 20 
  caster level check, or the spell has no eﬀ ect on that creature. 
  Th e ﬁ rst step in eliminating mummy rot is to remove the 
  curse with a break enchantment or remove curse eﬀ ect (DC 20 
  caster level check for either). Th ereafter, no caster level check is 
  necessary to cast healing spells on the victim, and the mummy 
  rot can be magically cured just like any normal disease can. 
  A creature killed by a dread mummy’s mummy rot turns to 
  dust and blows away on the ﬁ rst gust of air unless both remove 
  disease and raise dead are cast on the remains within 6 rounds.
   
  Spell-Like Abilities: Th e dread mummy gains all of the 
  following spell-like abilities that a druid of a level equal 
  to the dread mummy’s character level could cast. At 
  will—animal messenger, calm animals, heat metal, summon 
  swarm; 2/day—commune with nature, control winds, dominate 
  animal, insect plague; 1/day—control weather, creeping doom, 
  earthquake, sunbeam. Caster level equals dread mummy’s 
  character level. Th e save DCs are Charisma-based.
  Special Qualities: Th e dread mummy retains all the base creature’s 
  special qualities and gains those described here.
   
  Damage Reduction (Ex): A dread mummy has damage 
  reduction 5/—.
   
  Fire Vulnerability (Ex): A dread mummy takes double 
  damage from ﬁ re unless a successful save allows it to take 
  half damage. On a successful save it takes half damage, and 
  on a failed save it takes double damage.
   
  Resistance to Cold (Ex): A dread mummy has cold resistance 10.
   
  Resistant to Blows (Ex): Dread mummies take only half 
  damage from melee and ranged weapons, natural weapons, and 
  falls. Apply this reduction before applying damage reduction.
   
  Turn Resistance (Ex): A dread mummy has turn resistance +4.
  Abilities: Change from the base creature as follows: Str +14, Dex 
  +4, Int +2, Wis +4, Cha +4. As an undead creature, a dread 
  mummy has no Constitution score.
  Environment: Any.
  Organization: Solitary, pair, or gang (3–4).
  Challenge Rating: Same as the base creature +3.
  Alignment: Any evil.
  Level Adjustment: Same as the base creature +7.
  Dread Mummy Characters
  A dread mummy favors whichever class the base creature does. 
  - Sample Creature:  Dread Mummy Harpy -
  Medium Undead (Augmented Monstrous Humanoid)
  Hit Dice: 7d12 (45 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), ﬂ y 80 ft. (average)
  Armor Class: 23 (+4 Dex, +9 natural), touch 14, ﬂ at-footed 19
  Base Attack/Grapple: +7/+14
  Attack: Club +14 melee (1d6+10)
  Full Attack: Club +14/+9 melee (1d6+10) and 2 claws +9 melee 
  (1d3+3) 
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath of death, captivating song, command 
  undead, create spawn, gaze of despair, mummy rot, spell-like 
  abilities
  Special Qualities: Damage reduction 5/—, darkvision 60 ft., ﬁ re 
  vulnerability, resistance (cold 10), resistant to blows, turn 
  resistance +4, undead traits
  Saves: Fort +2, Ref +9, Will +8
  Abilities: Str 24, Dex 19, Con —, Int 9, Wis 16, Cha 21
  Skills: Bluﬀ  +13, Intimidate +9, Jump +1, Listen +9, Perform 
  (oratory) +7, Spot +5
  Feats: Dodge, Flyby Attack, Persuasive 
  Environment: Any 
  Organization: Solitary, pair, or gang (3–4)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +10
  Here is an example of a dread mummy using a harpy as the base 
  creature.
  Dread mummy harpies often have their own agendas for unlife 
  after death. Many seek to dominate the living world about them, 
  while others plan to rule their own kingdoms of the undead.
  A dread mummy harpy’s withered body and dry skin give it away 
  as an undead creature. Yellowed ﬂ esh clings tightly to atrophied 
  muscles and bones that are as hard as stone. A dread mummy 
  harpy smells of hot sand and dry winds.
  A dread mummy harpy speaks whatever languages it did in life.
  Combat
  A dread mummy harpy prefers to use its captivating song to draw 
  creatures into the range of its gaze attack. Once several creatures 
  have been paralyzed, it wades into melee with the rest, using 
  summon swarm to deal with any that are not in range of its melee 
  attacks.
  Breath of Death (Su): DC 18 Fortitude save; see the dread 
  mummy template.
  Dread Mummy
  
  88
  88
  88
  88
  Captivating Song (Su): When a dread mummy harpy sings, every 
  creature (other than harpies) within a 300-foot spread must succeed 
  on a DC 18 Will save or become captivated. Captivating song is a 
  sonic, mind-aﬀ ecting, charm eﬀ ect. A creature that successfully 
  saves cannot be aﬀ ected again by the same dread mummy 
  harpy’s song for 24 hours. Th e save DC is Charisma-based. 
  A captivated victim walks toward the dread mummy harpy, 
  taking the most direct route available. If the path leads into 
  a dangerous area (through ﬂ ame, oﬀ  a cliﬀ , or the like), the 
  victim gets a second saving throw. Captivated creatures can 
  take no actions other than to defend themselves. (Th us, a 
  ﬁ ghter cannot run away or attack but takes no defensive 
  penalties.) A victim within 5 feet of the dread mummy harpy 
  stands there and oﬀ ers no resistance to the monster’s attacks. 
  Th e eﬀ ect continues for as long as the dread mummy harpy 
  sings and for 1 round thereafter. A bard’s countersong ability 
  allows the captivated creature to attempt a new Will save.
  Command Undead (Su): See the dread mummy template.
  Create Spawn (Su): See the dread mummy template.
  Gaze of Despair (Su): DC 18 Fortitude save; see the dread 
  mummy template.
  Mummy Rot (Su): DC 18 Fortitude save; see the dread 
  mummy template.
  Spell-Like Abilities: At will—animal messenger, calm animals 
  (DC 16), heat metal (DC 17), summon swarm. Caster level 7th.
  Fire Vulnerability (Ex): See the dread mummy template.
  Resistance to Cold (Ex): See the dread mummy template.
  Resistant to Blows (Ex): See the dread mummy template.
  Turn Resistance (Ex): See the dread mummy template.
  Undead Traits: A dread mummy harpy is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
  Skills: A dread mummy harpy has a +4 racial bonus on Bluﬀ  and 
  Listen checks.
   Dread Shadow
  Dread shadows exist in the terrible half-life of undead creatures. Like normal shadows, they are sentient pools of darkness and negative 
  energy that drain strength and life from living creatures. As the lords of their kind, however, dread shadows can command lesser shadows 
  and leap from darkness to darkness at will. A dread shadow makes no sound and seeks only to harm the living.
  A dread shadow looks like a darker version of the original creature. Its form is composed of shade and darkness.
  Creating a Dread Shadow
  “Dread shadow” is an acquired template that can be added to any 
  living, intelligent creature with a Charisma score of 15 or higher 
  (referred to hereafter as the base creature) that was killed by a 
  shadow or dread shadow. 
  A dread shadow uses all the base creature’s 
  statistics and special abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead 
  with the appropriate augmented subtype, plus 
  the incorporeal subtype if the base creature 
  did not already have it. Do not recalculate base attack 
  bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: A dread shadow loses all the base creature’s 
  speeds and gains a ﬂ y speed equal to the base 
  creature’s highest speed with perfect maneuverability.
  Armor Class: Th e base creature’s armor, shield, and 
  natural armor bonuses no longer apply, but the 
  dread shadow gains a deﬂ ection bonus to Armor 
  Dread Shadow
  
  89
  89
  89
  89
  Class equal to its Charisma bonus or +1, whichever is 
  higher. Dread shadows cannot use or carry equipment of 
  any kind.
  Attack: Th e dread shadow retains all the base creature’s natural 
  attacks, and its weapon and armor proﬁ ciencies. However, 
  all its attacks become incorporeal touch attacks, retaining 
  the same primary or secondary status they had for the base 
  creature. Th e dread shadow gains a primary incorporeal 
  touch attack if it has no other natural attacks. 
  A dread shadow uses its primary incorporeal touch attack when 
  making an attack action. Because an incorporeal creature 
  has no Strength score, its Dexterity modiﬁ er rather than its 
  Strength modiﬁ er applies to all its attack rolls.
  Full Attack: A dread shadow uses all its incorporeal touch attacks 
  during a full attack. 
  Damage: Th e dread shadow’s natural attacks no longer deal 
  normal damage. Instead, each incorporeal touch attack deals 
  Strength damage, as indicated on the following table.
  Damage
   
  Size 
  Strength Damage
   
  Fine to Tiny 
  1d4
   
  Small to Large 
  1d6
   
  Huge to Colossal 
  1d8
  Special Attacks: Th e dread shadow loses all special attacks that 
  require corporeal contact but gains those described here. 
  A dread shadow cannot cast spells that require material 
  components unless it has the Eschew Materials feat.
   
  Command Shadows (Su): A dread shadow can automatically 
  command all normal shadows within 30 feet as a free 
  action. Normal shadows never attack a dread shadow unless 
  compelled.
   
  Create Spawn (Su): Any creature with a Charisma score of 
  15 or higher that is killed by a dread shadow rises as a dread 
  shadow in 1d4 rounds. Any other creature slain by a dread 
  shadow instead rises as a normal shadow in 1d4 rounds. A 
  shadow or dread shadow created in this manner is under the 
  command of its creator and remains so until either it or the 
  creator is destroyed. A standard shadow from the MM can 
  be advanced in HD to represent a more powerful creature, 
  and this template can be used to create a normal shadow 
  (see the Creating a Normal Shadow sidebar).
   
  Strength Damage (Su): A creature struck by a dread 
  shadow’s incorporeal touch attack takes Strength damage 
  as given on the Damage table. A creature reduced to 0 
  Strength dies.
  Special Qualities: Th e dread shadow retains all the base creature’s 
  special qualities that do not require corporeal contact with 
  another creature and gains those described here.
   
  Shadow Slip (Su): At will, a dread shadow can use dimension 
  door as the spell (caster level 7th) as a move action. It must 
  move from a place of darkness or shadow to another place 
  or darkness or shadow that it can see. Using this ability does 
  not provoke an attack of opportunity.
   
  Turn Resistance (Ex): A dread shadow has turn resistance +3.
  Abilities: Change from the base creature as follows: Dex +4, 
  Int –4 (minimum 0), Wis +2, Cha +2. As an incorporeal 
  creature, a dread shadow lacks a Strength score, and as an 
  undead creature, it has no Constitution score.
  Environment: Any.
  Organization: Solitary, pair, gang (3–5), or swarm (6–11).
  Challenge Rating: Same as the base creature +2.
  Treasure: None. Dread shadows cannot use equipment.
  Alignment: Always chaotic evil.
  Level Adjustment: Same as the base creature +4.
  Dread Shadow Characters
  A dread shadow favors whichever class the base creature does. A GM 
  that allows players to play dread shadows despite their evil nature 
  should be aware that an incorporeal spellcaster can wreak havoc on a 
  campaign. A level adjustment of +5 or +6 might be more appropriate 
  for a character who is primarily a spellcaster. Since a dread shadow 
  cannot wield equipment, it may be unsuitable for use as a PC race.
   Creating a Normal Shadow
  You can use this template to create a creature that closely mimics the standard shadow from the MM. To do so, simply alter the 
  features of the dread shadow template in the following ways.
   
  • 
  Th e shadow does not gain the command shadow and shadow slip abilities. 
   
  • 
  Reduce the turn resistance to +2. 
   
  • 
  Th e shadow’s create spawn creates only normal shadows. 
   
  • 
  Th e CR increase is +1 instead of +2.
   Undead Outsiders?
  As noted in the MM, outsiders do not have souls separate from their bodies, so they cannot be raised or resurrected normally. 
  Th is statement could be interpreted to mean that they cannot become undead that retain their knowledge and personalities—
  especially incorporeal undead. If you want to adhere to that interpretation, you certainly can. Just keep in mind undead 
  outsiders are an equally viable option and could oﬀ er some great adventure plots.
  Dread Shadow
  
  90
  90
  90
  90
  Large Undead (Augmented Outsider, Evil, Extraplanar, 
  Incorporeal, Lawful)
  Hit Dice: 6d12 (39 hp)
  Initiative: +3
  Speed: Fly 50 ft. (perfect) (10 squares)
  Armor Class: 16 (–1 size, +3 Dex, +4 deﬂ ection), touch 16, 
  ﬂ at-footed 13
  Base Attack/Grapple: +6/—
  Attack: Incorporeal touch +8 melee (1d6 Str)
  Full Attack: 2 incorporeal touches +8 melee (1d6 Str) and 
  incorporeal touch +3 melee (1d6 Str)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Black cloud, command shadow, create spawn, 
  Strength damage
  Special Qualities: Darkvision 60 ft., spell resistance 19, 
  incorporeal traits, shadow slip, turn resistance +3, undead 
  traits
  Saves: Fort +5, Ref +8, Will +8
  Abilities: Str —, Dex 17, Con —, Int 7, Wis 16, 
  Cha 18
  Skills: Balance +12, Climb +9, Diplomacy +6, 
  Hide +8, Jump +9, Listen +12, Sense 
  Motive +12, Spot +12
  Feats: Dodge, Mobility, Spring Attack
  Environment: Any
  Organization: Solitary, pair, gang (3–5), or swarm 
  (6–11)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7–12 HD (Large); 13–18 HD 
  (Huge)
  Level Adjustment: +9
  Here is an example of a dread shadow using an 
  achaierai as the base creature.
  Dread shadow achaierai are horrid, demonic undead that prey 
  upon the living of any plane.
  A dread shadow achaierai is a15-foot-tall, hulking cloud of 
  sentient darkness. Its massive, round body consists almost entirely 
  of head and vicious shadow beak. Two leglike shadows trail oﬀ  into 
  dark tendrils, but its two front legs form terrible shadow talons 
  with which it tears at living forms.
  A dread shadow achaierai cannot speak intelligibly.
  Combat
  A dread shadow achaierai leads oﬀ  a combat with its black cloud 
  ability, hoping to incapacitate several victims. It then mercilessly 
  attacks any creatures not driven insane by its black cloud, hoping 
  to turn them into shadows.
  Black Cloud (Ex): Up to three times per day, a dread shadow 
  achaierai can release a choking, toxic black cloud in a 10-foot-
  radius around itself. Anyone other than an achaierai in the area 
  instantly takes 2d6 points of damage. Th e victim must also succeed 
  on a DC 17 Fortitude save or be aﬀ ected for 3 hours as though 
  by an insanity spell (caster level 16th). Th e save DC is Charisma-
  based.
  Command Shadow (Su): See the dread shadow template.
  Create Spawn (Su): See the dread shadow template.
  Strength Damage (Su): See the dread shadow template.
  Shadow Slip (Su): See the dread shadow template.
  Incorporeal Traits: A dread shadow achaierai is harmed only 
  by other incorporeal creatures, magic weapons, spells, spell-like 
  abilities, and supernatural abilities. It has a 50% chance to ignore 
  any damage from a corporeal source, except for force eﬀ ects or 
  attacks made with ghost touch weapons. It can pass through solid 
  objects, but not force eﬀ ects, at will. Its attacks ignore natural 
  armor, armor, and shields, but deﬂ ection bonuses and force eﬀ ects 
  work normally against them. An incorporeal creature always moves 
  silently and cannot be heard with Listen checks if it doesn’t wish 
  to be.
  Turn Resistance (Ex): See the dread shadow template.
  Undead Traits: A dread shadow achaierai is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
  - Sample Creature:  Dread Shadow Achaierai -
  Dread Shadow
  
  91
  91
  91
  91
   Dread Skeleton
  Th e similarity of dread skeletons to the mindless creatures so often animated by spellcasters leads many to underestimate them. A dread 
  skeleton looks much like a normal skeleton (or exoskeleton, depending on the nature of the base creature), but it retains many qualities of 
  the base creature that its lesser cousin does not. For example, a dread skeleton remorhaz still blurs the air with the heat from its body, and 
  a dread skeleton troglodyte continues to ﬁ ll the area around it with a terrible stench. Dread skeletons can speak and make vocal noises 
  and their living forms could.
  Most dread skeletons are motivated by hatred of the living and a desire to dominate all they survey. Th ey seek the death of the living 
  and even resent the existence of other thinking undead. Dread skeletons prefer to be the only free-willed creatures in the world, but they 
  suﬀ er the existence of others in order to attain their goal of dominance and gain more mindless skeleton servants.
  “Dread skeleton” is an acquired template that can 
  be added to any living creature with a skeleton 
  or exoskeleton (referred to hereafter as the base 
  creature). 
  A dread skeleton uses all the base creature’s 
  statistics and special abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: Th e skeleton retains the base creature’s speeds. If the base 
  creature has a ﬂ y speed based on the possession of wings, 
  the dread skeleton’s ﬂ ight becomes a supernatural ability 
  rather than a natural one.
  Armor Class: Th e base creature’s natural armor 
  bonus is replaced by a new one based on 
  the dread skeleton’s size, as given on the 
  following table.
  Armor Class
   
  Size 
  Natural Armor Bonus
   
  Tiny or smaller 
  +0
   
  Small 
  +1
   
  Medium 
  +2
   
  Large 
  +3
   
  Huge 
  +4
   
  Gargantuan 
  +6
   
  Colossal 
  +10
  Attack: Th e dread skeleton retains all the base 
  creature’s attacks using limbs that have 
  bones, teeth, or exoskeletons, and it also 
  retains the base creature’s weapon and armor 
  proﬁ ciencies. Attacks with boneless limbs 
  such as tentacles are lost. Th e dread skeleton’s 
  attacks retain the same primary or secondary 
  status they had for the base creature. If the 
  base creature possesses at least one arm but 
  has no natural attacks with it, the dread 
  skeleton gains a claw attack with each such 
  limb. Th e claws are primary attacks if the 
  base creature has no other natural attacks, or 
  secondary attacks otherwise.
  Damage: If the dread skeleton gained claw attacks 
  from the application of this template, the 
  Creating a Dread Skeleton
  base damage for each is as given on the following 
  table.
  Damage
   
  Size 
  Claw Base Damage
   
  Fine 
  1
   
  Diminutive 
  1
   
  Tiny 
  1d2
   
  Small 
  1d3
   
  Medium 
  1d4
   
  Large 
  1d6
   
  Huge 
  1d8
   
  Gargantuan 
  2d6
   
  Colossal 
  2d8
  Dread Skeleton
  
  92
  92
  92
  92
  Special Attacks: Th e dread skeleton retains all the base creature’s 
  special attacks and gains those described here.
   
  Command Skeletons (Su): A dread skeleton can 
  automatically command all normal skeletons within 30 
  feet as a free action. Normal skeletons never attack a dread 
  skeleton unless compelled.
   
  Unnatural Aura (Su): Any creature of the animal type 
  within 30 feet of a dread skeleton automatically becomes 
  panicked and remains so until the distance between it and 
  the dread skeleton is at least 30 feet. See the DMG for a 
  description of the panicked condition.
  Special Qualities: Th e dread skeleton retains all the base 
  creature’s special qualities and gains those described here.
   
  Damage Reduction (Ex): A dread skeleton has damage 
  reduction 10/bludgeoning.
   
  Immunity to Cold (Ex): Dread skeletons are immune to cold.
  Medium Undead (Augmented Magical Beast)
  Hit Dice: 4d12 (26 hp)
  Initiative: +8
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (+4 Dex, +2 natural), touch 14, ﬂ at-footed 12
  Base Attack/Grapple: +4/+4
  Attack: Bite +4 melee (1d6) 
  Full Attack: Bite +4 melee (1d6) and 2 claws –1 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Command skeletons, unnatural aura
  Special Qualities: Blink, damage reduction 10/bludgeoning, 
  darkvision 60 ft., dimension door, immunity to cold, low-
  light vision, scent, turn resistance +2, undead traits
  Saves: Fort +4, Ref +8, Will +4
  Abilities: Str 10, Dex 19, Con —, Int 6, Wis 13, Cha 11
  Skills: Hide +5, Jump +4, Listen +5, Sense Motive +3, Spot +5, 
  Survival +4
  Feats: Improved InitiativeB, Iron Will, Run, TrackB
  Environment: Any
  Organization: Solitary plus 1d10 skeletons
  Challenge Rating: 3
  Treasure: None
  Alignment: Always evil (any)
  Advancement: 5–7 HD (Medium); 8–12 HD (Large)
  Level Adjustment: +5
  Here is an example of a dread skeleton using a blink dog as the 
  base creature.
  Dread skeleton blink dogs lack a living blink dog’s humanlike 
  intelligence, but they are still cunning foes. Th ey use their blink 
  and dimension door abilities to great eﬀ ect in combat. 
  A dread skeleton blink dog looks like the animate skeleton of a 
  large dog. Its horriﬁ c appearance is even more startling when it 
  vanishes and suddenly reappears nearby.
  Combat
  A dread skeleton blink dog attacks fearlessly, using its blink 
  ability to avoid retaliation. It prefers to face foes that use slashing 
  or piercing weapons, leaving the troublesome bludgeon-wielding 
  enemies to its commanded skeletons.
  Command Skeleton (Su): See the dread skeleton template.
  Unnatural Aura (Su): See the dread skeleton template.
  Blink (Su): A dread skeleton blink dog can use blink as the 
  spell (caster level 8th), and can initiate or end the eﬀ ect as a free 
  action.
  Dimension Door (Su): Once per round as a free action, a dread 
  skeleton blink dog can teleport as though using dimension door 
  (caster level 8th). Th e ability aﬀ ects only the dread skeleton 
  blink dog, which never appears within a solid object and can act 
  immediately after teleporting.
  Turn Resistance (Ex): See the dread skeleton template.
  Undead Traits: A dread skeleton blink dog is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, or death 
  from massive damage. It cannot be raised, and resurrection works 
  only if it is willing. Darkvision 60 ft.
  Low-Level Liches
  Using the dread skeleton template is a great way to create surprising encounters. Players are familiar with skeletons and won’t 
  expect one to pose much of a threat. But because the template allows the dread skeleton to have the base creature’s special attacks 
  and special qualities, a dread skeleton can surprise players by breathing ﬁ re or casting a spell. Such a tactic is sure to send characters 
  (especially low-level ones) scurrying for cover with thoughts of liches on their minds. It’s a great way to keep players on their toes 
  and make an undead encounter exciting, mysterious, and scary—without actually pitting the PCs against too powerful a threat.
   
  Turn Resistance (Ex): A dread skeleton has turn resistance +2.
  Abilities: Change from the base creature as follows: Dex +2, Int 
  –4 (minimum 0). As an undead creature, a dread skeleton 
  has no Constitution score.
  Feats: A dread skeleton gains Improved Initiative as a bonus feat.
  Environment: Any.
  Organization: Solitary or gang (1 dread skeleton plus 1d10 
  skeletons).
  Challenge Rating: Same as the base creature +1.
  Alignment: Always evil (any).
  Level Adjustment: Same as the base creature +3.
  Dread Skeleton Characters
  A dread skeleton favors whichever class the base creature does.
  - Sample Creature:  Dread Skeleton Blink Dog -
  Dread Skeleton
  
  93
  93
  93
  93
   Dread Spectre
  Like ghosts, dread spectres are the incorporeal spirits of living beings that continue to act after death. Th ey haunt the places they 
  frequented in life, seeking to grant their loved ones the same tortured existence that they now endure.
  A dread spectre appears much as it did in life, except that its face is twisted into a mask of hatred and despair.
   Creating a Normal Spectre
  You can use this template to create a creature that closely mimics the standard spectre from the MM. To do so, simply alter the 
  features of the dread spectre template in the following ways.
  • 
  Th e spectre does not gain the command spectre or frightful presence abilities.
  • 
  Th e spectre’s create spawn ability creates only normal spectres.
  • 
  Reduce the turn resistance to +2.
  • 
  Replace the template’s sunlight vulnerability special quality with sunlight powerlessness, as detailed for the spectre in 
  the MM.
  • 
  Th e CR increase is +2 instead of +3.
  Creating a Dread Spectre
  “Dread spectre” is an acquired template that can be added to any 
  living, intelligent creature killed by a spectre or a dread spectre 
  (referred to hereafter as the base creature). 
  A dread spectre uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype, plus the incorporeal 
  subtype if the base creature did not already have it. Do not 
  recalculate base attack bonuses, saves, or skill points. Size is 
  unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: A dread spectre loses all the base creature’s speeds and 
  gains a ﬂ y speed equal to double the base creature’s highest 
  speed, with perfect maneuverability.
  Armor Class: Th e base creature’s armor, shield, and natural armor 
  bonuses no longer apply, but the dread spectre gains a 
  deﬂ ection bonus to Armor Class equal to its Charisma 
  bonus or +1, whichever is higher. Dread 
  spectres cannot use or carry equipment of 
  any kind.
  Attack: Th e dread spectre retains all the base 
  creature’s natural attacks, and its weapon and 
  armor proﬁ ciencies. However, all its attacks 
  become incorporeal touch attacks, retaining 
  the same primary or secondary status they had for the base 
  creature. Th e dread spectre gains a primary incorporeal 
  touch attack if it has no other natural attacks. 
   
  A dread spectre uses its primary incorporeal touch attack 
  when making an attack action. Because an incorporeal 
  creature has no Strength score, its Dexterity modiﬁ er rather 
  than its Strength modiﬁ er applies to all its attack rolls.
  Full Attack: A dread spectre uses all its incorporeal touch attacks 
  during a full attack. 
  Damage: Th e dread spectre’s incorporeal touch attacks deal 
  normal damage unmodiﬁ ed by Strength and energy drain 
  (see Energy Drain, below). If the dread spectre gained 
  an incorporeal touch attack from the application of this 
  template, its damage is as given on the following table. 
  Damage
  Size 
  Incorporeal Touch Damage
   
  Fine 
  1d2
   
  Diminutive 
  1d3
   
  Tiny 
  1d4
   
  Small 
  1d6
   
  Medium 
  1d8
   
  Large 
  2d6
   
  Huge 
  2d8
   
  Gargantuan 
  4d6
   
  Colossal 
  4d8
  Special Attacks: Th e dread spectre loses all special attacks that 
  require corporeal contact but gains those described here. A 
  dread spectre cannot cast spells that require material 
  components unless it has the Eschew Materials feat.
  Command Spectres (Su): A dread spectre can 
  automatically command all normal spectres within 30 
  feet as a free action. Normal spectres never attack a 
  dread spectre unless compelled.
  Create Spawn (Su): Any creature with a Charisma 
  score of 16 or higher that is killed by a dread spectre rises 
  as a dread spectre in 1d4 rounds. Any other creature slain 
  by a dread spectre instead rises as a normal spectre in 1d4 
  rounds. A spectre or dread spectre created in this manner 
  is under the command of its creator and remains so until 
  either it or the creator is destroyed. A standard spectre 
  from the MM can be advanced in HD to represent a more 
  powerful creature, and this template can be used to create 
  a normal spectre (see the Creating a Normal Spectre 
  sidebar).
   
  Energy Drain (Su): Any creature struck by a dread spectre’s 
  incorporeal touch attack gains 2 negative levels. Th e 
  Dread Spectre
  
  94
  94
  94
  94
  Fortitude save to remove a negative level has a DC of 10 
  +1/2 dread spectre’s character level + dread spectre’s Cha 
  modiﬁ er. For each such negative level bestowed the dread 
  spectre gains 5 temporary hit points.
   
  Frightful Presence (Ex): Any creature within 60 feet 
  that witnesses a dread spectre’s attack must succeed on a 
  Will save (DC 10 + 1/2 dread spectre’s character level + 
  dread spectre’s Cha modiﬁ er) or become frightened for 
  5d6 rounds. Th is ability aﬀ ects only creatures with fewer 
  character levels than the dread spectre. A creature that 
  successfully saves is immune to that dread spectre’s frightful 
  presence for 1 day.
   
  Unnatural Aura (Su): Any creature of the animal type 
  within 30 feet of a dread spectre automatically becomes 
  panicked and remains so until the distance between it and 
  the dread spectre is at least 30 feet. See the DMG for a 
  description of the panicked condition.
  Special Qualities: Th e dread spectre retains all the base 
  creature’s special qualities that do not require corporeal 
  contact with another creature and gains those described 
  here.
   
  Daylight Vulnerability (Ex): A dread spectre is not 
  powerless in natural daylight and does not ﬂ ee from it like 
  a normal spectre, but it does take a –4 penalty on all attack 
  rolls, checks, and saves when in natural sunlight (but not 
  within the radius of a daylight spell).
   
  Turn Resistance (Ex): A dread spectre has turn resistance +4.
  Abilities: Increase from the base creature as follows: Dex +6, Int 
  +4, Wis +4, Cha +4. As an incorporeal creature, a dread 
  spectre lacks a Strength score, and as an undead creature, it 
  has no Constitution score.
  Environment: Any.
  Organization: Solitary, pair, or gang (3–5).
  Challenge Rating: Same as the base creature +3.
  Treasure: None. Dread spectres cannot use equipment.
  Alignment: Always neutral evil.
  Level Adjustment: Same as the base creature +7.
  Dread Spectre Characters
  A dread spectre favors whichever class the base creature does. A GM 
  that allows players to play dread spectres despite their evil nature 
  should be aware that an incorporeal spellcaster can wreak havoc on a 
  campaign. A level adjustment of +8 or +9 might be more appropriate 
  for a character who is primarily a spellcaster. Since a dread spectre 
  cannot wield equipment, it may be unsuitable for use as a PC race.
  - Sample Creature:  Dread Spectre Nymph -
  Medium Undead (Augmented Fey, Incorporeal)
  Hit Dice: 6d12 (39 hp)
  Initiative: +3
  Speed: Fly 60 ft. (perfect) (12 squares)
  Armor Class: 22 (+6 Dex, +6 deﬂ ection), touch 22, ﬂ at-footed 16
  Base Attack/Grapple: +3/—
  Attack: Incorporeal touch +9 melee (1d8 plus energy drain)
  Full Attack: Incorporeal touch +9 melee (1d8 plus energy drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blinding beauty, command spectres, create 
  spawn, energy drain, frightful presence, spell-like abilities, 
  spells, stunning glance, unnatural aura
  Special Qualities: Darkvision 60 ft., damage reduction 10/cold 
  iron, daylight vulnerability, low-light vision, turn resistance 
  +4, undead traits, unearthly grace, wild empathy +12
  Saves: Fort +8, Ref +17, Will +16
  Abilities: Str —, Dex 23, Con —, Int 20, Wis 21, Cha 23
  Skills: Concentration +15, Diplomacy +8, Escape Artist +15, 
  Handle Animal +15, Heal +14, Hide +15, Listen +14, Move 
  Silently +15, Ride +8, Sense Motive +14, Spot +14
  Feats: Combat Casting, Dodge, Weapon Finesse
  Environment: Any
  Organization: Solitary
  Challenge Rating: 10
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 7–12 HD (Medium)
  Level Adjustment: +14
  Here is an example of a dread spectre using a nymph as the base 
  creature.
  A dread spectre nymph’s beauty is both ethereal and deadly. Few 
  survive an encounter with one, and those who do rarely ﬁ nd joy in 
  beauty ever again. 
  A dread spectre nymph possesses a haunting loveliness far more 
  powerful than the beauty it had in life. Its appearance blinds, stuns, 
  and terriﬁ es living creatures, making their visions of its beauty 
  brief indeed. 
  Dread spectre nymphs speak Sylvan and Common.
  Combat
  A dread spectre nymph usually attempts to surprise foes by 
  appearing suddenly from a solid object. It then tries to stun any 
  creature not blinded by its beauty with its terrible glance. If more 
  than one foe remains sighted and mobile, the dread spectre nymph 
  casts damaging spells; otherwise, it uses its energy draining touch 
  to slay enemies.
  Blinding Beauty (Su): Th is ability aﬀ ects all humanoids within 
  30 feet of a dread spectre nymph. Anyone who looks directly 
  at it must succeed on a DC 19 Fortitude save or be blinded 
  permanently as though by the blindness spell. A dread spectre 
  nymph can suppress or resume this ability as a free action. Th e save 
  DC is Charisma-based.
  Command Spectre (Su): See the dread spectre template.
  Create Spawn (Su): See the dread spectre template.
  Energy Drain (Su): DC 19 Fortitude save to remove; see the 
  dread spectre template.
  Frightful Presence (Ex): DC 19 Will save; see the dread spectre 
  template.
  Spell-Like Abilities: 1/day—dimension door. Caster level 7th.
  Spells: A dread spectre nymph casts divine spells as a 7th-level 
  druid.
  Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 
  0—create water, detect magic, ﬂ are, guidance, light, resistance; 1st—
  calm animal, entangle (3), longstrider; 2nd—cat’s grace, chill metal, 
  heat metal (2); 3rd—call lightning (3), sleet storm; 4th—ice storm.
  Dread Spectre
  
  95
  95
  95
  95
  Stunning Glance (Su): As a standard action, a dread spectre 
  nymph can glance at a particular creature within 30 feet. 
  Th e target creature must succeed on a DC 19 Fortitude 
  save or be stunned for 2d4 rounds. Th e save DC is 
  Charisma-based.
  Unnatural Aura (Su): See the dread spectre template.
  Daylight Vulnerability (Ex): See the dread spectre 
  template.
  Turn Resistance (Ex): See the dread spectre template.
  Undead Traits: A dread spectre nymph is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to 
  critical hits, nonlethal damage, ability damage to its 
  physical ability scores, ability drain, energy drain, fatigue, 
  exhaustion, or death from massive damage. It cannot 
  be raised, and resurrection works only if it is willing. 
  Darkvision 60 ft.
  Unearthly Grace (Su): A dread spectre nymph adds 
  its Charisma modiﬁ er to all its saving throws (already 
  reﬂ ected in the statistics block above).
  Wild Empathy (Ex): Th is power works like the druid’s 
  wild empathy class feature, except a dread spectre nymph has 
  a +12 bonus on the check. Its unnatural aura limits the use of 
  this skill to distances greater than 30 feet.
   Dread Wight
  Dread wights are the animate remains of creatures that were terribly violent and hateful in life. Th ey exist only to continue their reign of 
  terror against others, causing fear, pain, sorrow, and death whenever they can.
  A dread wight has the features it did in life, but they are emaciated and wizened. Its face is constantly twisted into a rictus grin of cruelty, 
  and an intense hatred of the living burns in its eyes. Its weak-looking form disguises an unnatural strength and speed that makes its life-
  draining powers stunningly deadly.
  Creating a Dread Wight
  “Dread wight” is an acquired template that can be added to any 
  living corporeal creature (referred to hereafter as the base creature). 
  A dread wight uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Armor Class: Th e dread wight’s natural armor bonus improves by 
  +4 over that of the base creature.
  Attack: Th e dread wight retains all the base creature’s attacks, and its 
  weapon and armor proﬁ ciencies. Th ese attacks retain the same 
  primary or secondary status they had for the 
  base creature. Th e dread wight gains a primary 
  slam attack if it has no other natural attacks. 
  Damage: If the dread wight gained a slam attack 
  from the application of this template, its base 
  damage is as given on the following table.
  Damage
   
  Size 
  Slam Base Damage
   
  Fine 
  —
   
  Diminutive 
  1
   
  Tiny 
  1
   
  Small 
  1d3
   
  Medium 
  1d4
   
  Large 
  1d6
   
  Huge 
  1d8
   
  Gargantuan 
  2d6
   
  Colossal 
  2d8
  Special Attacks: Th e dread wight retains all the base creature’s 
  special attacks and gains those described here.
  Command Wights (Su): A dread wight can 
  automatically command all normal wights within 
  30 feet as a free action. Normal wights never attack a 
  dread wight unless compelled.
  Dread Wight
  
  96
  96
  96
  96
  Creating a Normal Wight
  You can use this template to create a creature that closely mimics the standard wight from the MM. To do so, simply alter the 
  features of the dread wight template in the following ways.
  • 
  Th e wight does not gain the blindsense, command wights, or turn resistance abilities.
  • 
  Th e wight’s create spawn ability creates only normal wights.
  • 
  Replace the template’s ability score adjustments with the following: +2 Str, +2 Dex, +2 Wis, +4 Cha.
   
  Create Spawn (Su): Any creature killed by a dread wight’s 
  energy drain ability rises as a dread wight in 1d4 rounds. A 
  dread wight created in this manner is under the command of its 
  creator and remains so until either it or the creator is destroyed.
   
  Energy Drain (Ex): A creature struck by a dread wight’s natural 
  attack gains one negative level. Th e DC for the Fortitude 
  save to remove the negative level is 10 + 1/2 the dread wight’s 
  character level + the dread wight’s Cha modiﬁ er.
  Special Qualities: Th e dread wight retains all the base creature’s 
  special qualities and gains those described here.
   
  Blindsense (Ex): A dread wight can locate creatures within a 
  60-foot radius.
   
  Turn Resistance (Ex): A dread wight has turn resistance +4.
  Abilities: Increase from the base creature as follows: Str +2, Dex 
  +4, Int +2, Wis +2, Cha +4. As an undead creature, a dread 
  wight has no Constitution score.
  Skills: A dread wight has a +8 racial bonus on Move Silently checks.
  Environment: Any.
  Organization: Solitary, pair, gang (3–5), or pack (6–11).
  Challenge Rating: Same as the base creature +2.
  Alignment: Always lawful evil.
  Level Adjustment: Same as the base creature +5.
  Dread Wight Characters
  A dread wight favors whichever class the base creature does.
  - Sample Creature: - 
   Dread Wight Gargoyle
  Medium Undead (Augmented Monstrous Humanoid, Earth)
  Hit Dice: 4d12+3 (26 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares), ﬂ y 60 ft. (average)
  Armor Class: 22 (+4 Dex, +8 natural), touch 14, ﬂ at-footed 18
  Base Attack/Grapple: +4/+7
  Attack: Claw +7 melee (1d4+3 plus energy drain)
  Full Attack: 2 claws +7 melee (1d4+3 plus energy drain) and bite 
  +5 melee (1d6+1 plus energy drain) and gore +5 melee 
  (1d6+1 plus energy drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Command wights, create spawn, energy drain
  Special Qualities: Blindsense 60 ft., damage reduction 10/magic, 
  darkvision 60 ft., freeze, turn resistance +4, undead traits
  Saves: Fort +1, Ref +8, Will +5
  Abilities: Str 17, Dex 18, Con —, Int 8, Wis 13, Cha 11
  Skills: Hide +9*, Jump +7, Listen +5, Move Silently +12, Spot +5
  Feats: Multiattack, Toughness
  Environment: Any
  Organization: Solitary, pair, gang (3–5), or pack (6–11)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: 5–6 HD (Medium); 7–12 HD (Large)
  Level Adjustment: +10
  Here is an example of a dread wight using a gargoyle as the base 
  creature.
  Dread wight gargoyles lie in wait for prey in large cemeteries or 
  pretend to be statues decorating tombs and temples that attract 
  pilgrims—despite the danger of encountering clerics in such 
  places. Th ey are more than happy to vent their rage on any living 
  creature, priest or not, that comes within range.
  Dread Wight
  
  97
  97
  97
  97
  A dread wight gargoyle looks much like it did in life, except that it 
  is far thinner. Its eyes glow with an unnatural, feral light.
  Dread wight gargoyles speak Common and Terran.
  Combat
  A dread wight gargoyle usually rushes into melee to strike a foe 
  with as many of its energy-draining attacks as possible, trusting 
  its thick hide to protect it from reprisal. A dread wight gargoyle’s 
  natural weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction.
  Command Wights (Su): See the dread wight template.
  Create Spawn (Su): See the dread wight template.
  Energy Drain (Ex): DC 12 Fortitude save; see the dread wight 
  template.
  Blindsense (Ex): See the dread wight template.
  Freeze (Ex): A dread wight gargoyle can hold itself so still that it 
  appears to be a statue. An observer must succeed on a DC 20 Spot 
  check to notice that it is really alive.
  Turn Resistance (Ex): See the dread wight template.
  Undead Traits: A dread wight gargoyle is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
  Skills: A dread wight gargoyle has a +2 racial bonus on Hide, 
  Listen, and Spot checks, and a +8 racial bonus on Move Silently 
  checks. *Th e Hide bonus increases by +8 when the dread wight 
  gargoyle is concealed against a background of stone.
   Dread Vampire
  Princes of darkness and queens of the night, dread vampires lurk in the dark places of the world, emerging by night to plague the living. 
  Dread vampires possess many of the characteristics of normal vampires, but they lack many traditional vampire weaknesses. Th ey laugh at 
  garlic and holy symbols, mirrors reﬂ ect their visages normally, and they go where they please without need for invitation. Dread vampires 
  have even been known to pluck wooden stakes from their hearts and drive them through the chests of their attackers.
  Dread vampires resemble normal vampires and have many of the same abilities. Only when a creature not normally subject to vampirism 
  exhibits a vampire’s powers or when a vampire proves invulnerable to the tactics that vampire hunters usually employ can a dread vampire 
  be positively identiﬁ ed as such. Th is knowledge, however, often comes too late.
  Wholly evil and powerfully corrupt, dread vampires can master a host of lesser vampires and weak-minded creatures. Each dread vampire has its 
  own goals and personality, but most seek to dominate the world around them and lord their power over living slaves that they can use as desired.
  Creating a Dread Vampire
  “Dread vampire” is an acquired template that can be added to any 
  living creature with an Intelligence score of 3 or higher (referred to 
  hereafter as the base creature). 
  A dread vampire uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: If the base creature has both a climb speed and a land 
  speed, the lower of the two increases to match the higher. 
  If it lacks one of those speeds, the dread vampire gains the 
  missing mode of movement at a speed equal to the other. If 
  the base creature lacks both modes of movement, the dread 
  vampire gains both at a speed equal to one-half the base 
  creature’s highest speed.
   
  Th e dread vampire also gains a ﬂ y speed equal to one-half the 
  base creature’s highest speed if it cannot already 
  ﬂ y. Its maneuverability class becomes perfect. 
   
  If the base creature has a swim speed, the 
  dread vampire retains it and is not vulnerable 
  to immersion in running water (see page 99).
  Armor Class: Th e dread vampire’s natural armor bonus improves 
  by +8 over that of the base creature.
  Attack: Th e dread vampire retains all the base creature’s attacks, 
  and its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. Th e dread vampire gains a primary slam attack if it 
  has no other natural attacks. 
  Damage: If the dread vampire gained a slam attack from the 
  application of this template, its base damage is as given on the 
  following table. If the dread vampire retained the base creature’s 
  slam attack, the base damage is the same as it was for the base 
  creature or as given on the table, whichever is better.
  Damage
  Size 
  Slam Base Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   Small 1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   Gargantuan 
  2d8
   
  Colossal 
  4d6
  Dread Vampire
  
  98
  98
  98
  98
  Special Attacks: Th e dread vampire retains all the base creature’s 
  special attacks and gains those described here.
   
  Blood Drain (Ex): A dread vampire can suck blood from a 
  living victim with its fangs by making a successful grapple 
  check. If it pins the foe, it drains blood, dealing 1d6 points 
  of Constitution drain each round it maintains the pin.
   
  Children of the Night (Su): A dread vampire can command 
  the lesser creatures and undead of the world and can 
  summon them three times per day as a standard action. 
  Each creature summoned must have an Intelligence score 
  of 2 or lower and must be of the animal, vermin, or undead 
  type. Th e dread vampire can summon any combination of 
  creatures so long as their encounter level is less than the 
  dread vampire’s Challenge Rating. Summoned creatures 
  arrive in 2d6 rounds and serve the dread vampire for up to 1 
  hour.
   
  Th e speciﬁ c creatures that the dread vampire summons 
  should be appropriate for it or its environment. For instance, 
  a dread vampire dwarf living near caves might summon 
  a bat swarm (of the swarm subtype), or a dread vampire 
  drow might summon monstrous spiders. A dread vampire 
  elf in a forest might summon wolves or dire wolves, while 
  in a cemetery it might call up skeletons and zombies. A 
  dread vampire triton might call forth sharks, and a 
  dread vampire giant eagle might summon eagles. 
  Th e summoned creatures can have templates 
  applied so long as the alterations imposed by 
  such templates do not make the creatures 
  ineligible for summoning with this 
  ability. 
   
  Create Spawn (Su): Dread vampires 
  can create spawn only if their 
  victims are kept in coﬃ  n homes, a special 
  receptacle, until they rise. A coﬃ  n home can 
  be any container capable of accommodating the 
  corpse. Th is container is often a coﬃ  n because 
  ignorant family members of a dread vampire’s 
  victims often bury their lost loved ones in the 
  traditional manner. When a dread vampire wants 
  to make a speciﬁ c creature its spawn, however, it 
  often places the body in a speciﬁ cally designed 
  receptacle, such as an iron box. If a dread 
  vampire’s or vampire’s coﬃ  n home is ever 
  destroyed, it cannot reform and is destroyed 
  when it reaches 0 hit points.
   
  Under these conditions, a humanoid 
  or monstrous humanoid slain by a 
  dread vampire’s energy drain attack 
  rises as a vampire (see the 
  vampire template in the 
  MM) 24 hours after 
  death. Any creature with 
  an Intelligence score 
  of 3 or higher whose 
  Constitution score 
  reaches 0 from a dread 
  vampire’s blood drain 
  attack returns as 
  dread vampire 24 
  hours after death. 
  A vampire or dread 
  vampire created in 
  this manner is under 
  the command of its creator and remains so until either it or 
  the creator is destroyed. At any given time, a dread vampire 
  may have enslaved vampires or dread vampires totaling no 
  more than three times its own character level; any spawn 
  it creates that would exceed this limit rise as free-willed 
  vampires or dread vampires. A dread vampire enslaved to 
  its creator may create and enslave spawn of its own; thus, a 
  master dread vampire can indirectly control a large number 
  of lesser vampires. A dread vampire may voluntarily free an 
  enslaved vampire or dread vampire in order to enslave a new 
  one, but once freed, the former spawn cannot be enslaved 
  again.
   
  Dominate (Su): A dread vampire can crush an opponent’s 
  will just by looking into its eyes. Th is ability is similar to a 
  gaze attack, except that it requires a standard action, and 
  a creature that merely looks at the dread vampire is not 
  aﬀ ected. Anyone the dread vampire targets must succeed 
  on a Will save (DC 10 + 1/2 dread vampire’s character level 
  + dread vampire’s Cha modiﬁ er) or fall instantly under its 
  inﬂ uence as though by a dominate monster spell (caster level 
  equals dread vampire’s character level). Th e ability has a 
  range of 30 feet.
   
  Energy Drain (Su): Any living creature hit by a dread 
  vampire’s slam attack gains 2 negative levels. If the dread 
  vampire has additional natural melee attacks, any one 
  natural weapon (dread vampire’s choice 
  at the time of creation) can cause 
  energy drain with a successful hit. 
  Energy drain is usable only once 
  per round.
   
  Spell-Like Abilities: 
  3/day—darkness, fog cloud; 1/
  day—deeper darkness. Caster level 
  equals dread vampire’s character level.
  Special Qualities: Th e dread vampire 
  retains all the base creature’s special qualities 
  and gains those described here.
  Alternate Form (Su): As a standard action, 
  a dread vampire can assume the shape of 
  any kind of creature it can summon with 
  its children of the night ability. Th e dread 
  vampire can even become a swarm (a 
  creature of the swarm subtype), with all 
  the creatures in the swarm constituting its 
  body. Th is ability is similar to a polymorph 
  spell (caster level 12th), except that the 
  dread vampire does not regain hit 
  points for changing form and can 
  assume only one form per use of 
  the ability. While in its alternate 
  form, the dread vampire loses 
  its dominate ability, but it 
  retains all other special 
  attacks and special qualities 
  granted by the template and 
  gains the natural attacks and 
  extraordinary abilities of its 
  new form. Th e dread vampire 
  can remain in that form until 
  it assumes another or until 
  the next sunrise.
   Blindsight (Ex): Using 
  its keen sense of hearing, a 
  Dread Vampire
  
  99
  99
  99
  99
  dread vampire can discern the area around it without sight, 
  in a manner similar to a bat. A dread vampire has blindsight 
  to a range of 30 feet.
   
  Damage Reduction (Su): Because a dread vampire’s undead 
  body is tough, it gains damage reduction 10/good and 
  silver. A dread vampire’s natural weapons, and any weapons 
  it wields, are treated as magic for overcoming damage 
  reduction.
   
  Darkvision (Ex): A dread vampire has darkvision to a range 
  of 120 feet.
   
  Fast Healing (Ex): A dread vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically assumes 
  gaseous form and attempts to escape. It must reach its coﬃ  n 
  home within 2 hours or be utterly destroyed. (It can travel 
  up to 9 miles in 1 hour.) Once at rest in its coﬃ  n home, 
  it is helpless. It regains 1 hit point after 1 hour, then it is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round.
   
  Gaseous Form (Su): As a standard action, a dread vampire 
  can assume gaseous form at will. Th is ability works like the 
  gaseous form spell (caster level 5th), except that the dread 
  vampire can remain gaseous indeﬁ nitely and has a ﬂ y speed 
  of 40 feet with perfect maneuverability.
   
  Immunity to Cold (Ex): A dread vampire is immune to cold.
   
  Resistances (Ex): A dread vampire has resistance 10 to acid, 
  electricity, and sonic.
   
  Scent (Ex): A dread vampire can detect approaching 
  enemies and sniﬀ  out hidden foes by sense of smell alone. 
  See the MM for details of this quality.
   
  Sunlight Vulnerability (Ex): A dread vampire hates the sun 
  and takes 5 points of damage per round of direct exposure 
  to sunlight. It does not beneﬁ t from its fast healing when 
  exposed to sunlight.
   
  Supernatural Movement (Su): If the dread gained the ability 
  to ﬂ y, climb, or move overland from the application of this 
  template, those modes of movement are supernatural in 
  nature and are suppressed in an antimagic ﬁ eld.
   
  Turn Resistance (Ex): A dread vampire has turn resistance +6.
   
  Uncanny Climber (Su): A dread vampire can climb with 
  its hands (or upper limbs) free and even walk about on the 
  ceiling as if aﬀ ected by a spider climb spell. In addition, it 
  can use the accelerated climb action to cover any distance 
  up to four times its climb speed, with each check allowing 
  it to climb a distance equal to its climb speed. Climbing 
  a distance equal to or less than its climb speed is a move-
  equivalent action.
   
  Water Vulnerability (Ex): Running water (including the 
  sea) deals 5 points of damage per round that the dread 
  vampire is in contact with it, and its fast healing ability does 
  not function during this time. Unlike its weaker cousins, 
  however, a dread vampire can cross running water without 
  the protection of its coﬃ  n home.
  Abilities: Increase from the base creature as follows: Str +8, Dex 
  +6, Int +4, Wis +4, Cha +6. As an undead creature, a dread 
  vampire has no Constitution score.
  Skills: A dread vampire receives a +10 racial bonus on Bluﬀ , Hide, 
  Listen, Move Silently, Search, Sense Motive, and Spot 
  checks. Th e dread vampire also receives a +8 racial bonus on 
  Climb checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.
  Feats: A dread vampire gains Alertness, Combat Reﬂ exes, 
  Improved Grapple, Improved Initiative, Lightning Reﬂ exes, 
  and Track as bonus feats if it meets the prerequisites and 
  does not already have them.
  Environment: Any, usually same as the base creature.
  Organization: Solitary, pair, gang (3–5), or troop (1–2 plus 2–5 
  spawn).
  Challenge Rating: Same as the base creature +3.
  Treasure: Double standard.
  Alignment: Any evil.
  Level Adjustment: Same as the base creature +9.
  Dread Vampire Characters
  Dread vampires are always evil, so characters with classes requiring 
  other alignments lose the corresponding class features. A cleric 
  loses his ability to turn undead but gain the ability to rebuke 
  undead. Th is ability does not aﬀ ect the dread vampire’s controller 
  or any other vampires that master controls. Dread vampire clerics 
  without patron deities have access to the Chaos, Destruction, Evil, 
  and Trickery domains.
  - Sample Creature:  Dread Vampire Night Hag -
  Medium Undead (Augmented Outsider, Evil, Extraplanar)
  Hit Dice: 8d12 (52 hp)
  Initiative: +8
  Speed: 20 ft. (4 squares), climb 20 ft., ﬂ y 10 ft. (perfect)
  Armor Class: 33 (+4 Dex, +19 natural), touch 14, ﬂ at-footed 29
  Base Attack/Grapple: +8/+20
  Attack: Bite +16 melee (2d6+8 plus disease and energy drain)
  Full Attack: Bite +16 melee (2d6+8 plus disease and energy drain) 
  and slam +11 melee (1d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blood drain, children of the night, create spawn, 
  disease, dominate, dream haunting, energy drain, spell-like 
  abilities
  Special Qualities: Alternate form, blindsight 30 ft., damage 
  reduction 10/cold iron, good, magic, and silver, darkvision 
  120 feet, fast healing 5, gaseous form, immunities (ﬁ re, 
  cold, charm, sleep, fear), resistances (acid 10, electricity 10, 
  sonic 10), scent, spell resistance 25, sunlight vulnerability, 
  supernatural movement, turn resistance +6, uncanny climber, 
  undead traits, water vulnerability
  Saves: Fort +8*, Ref +14*, Will +12*
  Abilities: Str 27, Dex 18, Con —, Int 15, Wis 19, Cha 18
  Skills: Bluﬀ  +25, Climb +16, Concentration +15, Diplomacy +8, 
  Disguise +4 (+6 acting), Hide +14, Intimidate +17, Jump +2, 
  Listen +27, Move Silently +14, Ride +15, Search +12, Sense 
  Motive +25, Spellcraft +13, Spot +27
  Feats: Alertness, Combat Casting, Combat Reﬂ exesB, Improved 
  GrappleB, Improved InitiativeB, Lightning Reﬂ exesB, 
  Mounted Combat, TrackB
  Dread Vampire
  
  100
  100
  100
  100
  Environment: Any
  Organization: Solitary, pair, gang (3–5), or troop (1–2 plus 2–5 spawn)
  Challenge Rating: 12
  Treasure: Double standard
  Alignment: Always neutral evil
  Advancement: 9–16 HD (Medium)
  Level Adjustment: —
  Th is example uses a night hag as the base creature.
  Dread vampire night hags relish their undeath. In life, they were 
  cruel creatures that hungered for the souls of the innocent. Th e 
  dread vampire state allows them to continue this activity and 
  commit even more foul acts with impunity.
  Undeath accentuates the night hag’s already hideous appearance. 
  Pinpricks of unwholesome light glimmer in its eyes, and its 
  mouth—already ﬁ lled with gnarled and needlelike teeth—bears 
  the two fearsome fangs of a vampire. Its skin is warty and bruise-
  blue, just as it was in life, but it often loses its hair in undeath, 
  revealing a scabby and malformed skull.
  A dread vampire night hag often spends the daylight hours on the 
  Ethereal Plane, stalking and watching its chosen victims from safety. 
  At night, it either rides a dreaming victim or becomes material and 
  attacks with its vicious bite. A dread vampire night hag often keeps its 
  coﬃ  n home in a hidden place on the Ethereal Plane, 
  guarded by its servitor vampires and dread 
  vampires. So long as the dread vampire night 
  hag possesses its heartstone, it can ﬂ ee to the 
  Ethereal Plane even while gaseous.
  Dread vampire night hags speak 
  Abyssal, Celestial, Common, 
  and Infernal.
  Combat
  A dread vampire night 
  hag ﬁ ghts well even 
  while gaseous. While 
  in that state, it can use 
  its spell-like abilities on 
  foes and can travel faster 
  than it can either on foot 
  or in ﬂ ight. When not in 
  gaseous form, the dread 
  vampire night hag begins 
  combat by employing its 
  bite attack against weak-
  looking foes.
  A dread vampire’s 
  natural weapons, and 
  any weapons it wields, 
  are treated as evil-aligned 
  and magic for the 
  purpose of overcoming 
  damage reduction.
  Blood Drain (Ex): See the dread vampire template.
  Children of the Night (Su): See the dread vampire template.
  Create Spawn (Su): See the dread vampire template.
  Disease (Ex): Demon fever—bite, Fortitude DC 18, incubation 
  period 1 day, damage 1d6 Con. Each day after the ﬁ rst, on a 
  failed save, an aﬄ  icted creature must immediately succeed on 
  another DC 18 Fortitude save or take 1 point of Constitution 
  drain. Th e save DC is Constitution-based.
  Dominate (Su): DC 18 Will save negates; see the dread vampire 
  template.
  Dream Haunting (Su): A dread vampire night hag can visit the 
  dreams of chaotic or evil individuals by using a special periapt 
  known as a heartstone to become ethereal, then hovering over 
  the creature. Once it invades someone’s dreams, it rides on the 
  victim’s back until dawn. Th e sleeper suﬀ ers from tormenting 
  dreams and takes 1 point of Constitution drain upon awakening. 
  Only another ethereal being can stop these nocturnal intrusions 
  by confronting and defeating the dread vampire night hag.
  Energy Drain (Su): See the dread vampire template.
  Spell-Like Abilities: At will—detect chaos, detect evil, detect good, 
  detect law, detect magic, magic missile, polymorph (self only), ray of 
  enfeeblement (DC 15), sleep (DC 15); 3/day—darkness, fog cloud; 
  1/day—deeper darkness. Caster level 8th. A night hag can use 
  etherealness at will (caster level 16th) so long as it possesses its 
  heartstone (see below). Th e save DCs are Charisma-
  based.
  Alternate Form 
  (Su): See the dread 
  vampire template.
  Blindsight (Ex): 30 
  feet; see the dread 
  vampire template.
  Fast Healing (Ex): 
  See the dread vampire 
  template.
  Gaseous Form (Su): See the 
  dread vampire template.
  Immunity to Cold (Ex): See 
  the dread vampire template.
  Resistances (Ex): See the dread 
  vampire template.
  Scent (Ex): See the dread 
  vampire template.
  Sunlight Vulnerability (Ex): See 
  the dread vampire template.
  Supernatural Movement (Su): 
  See the dread vampire template.
   Undead Outsiders?
  As stated in the MM, outsiders do not have souls separate from their bodies, so they cannot be raised or resurrected normally. 
  Th is statement could be interpreted to mean that such a creature cannot become undead and still retain its knowledge and 
  personality, and thus would not be eligible for the dread vampire template. Even so, a powerful outsider such as a night hag 
  might have discovered some way to bypass this problem in its quest to become a vampire.
  Dread Vampire
  
  101
  101
  101
  101
  Turn Resistance (Ex): See the dread vampire template.
  Uncanny Climber (Ex): See the dread vampire template.
  Undead Traits: A dread vampire night hag is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, or death 
  from massive damage. It cannot be raised, and resurrection works 
  only if it is willing. Darkvision 60 ft.
  Water Vulnerability (Ex): See the dread vampire template.
  Skills: A dread vampire night hag has a +10 racial bonus on 
  Bluﬀ , Hide, Listen, Move Silently, Search, Sense Motive, and 
  Spot checks. It also receives a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, even if 
  rushed or threatened.
  Heartstone
  Every night hag carries a periapt known as a heartstone, which 
  instantly cures any disease contracted by the holder. *In addition, 
  a heartstone provides a +2 resistance bonus on all saving throws 
  (included in the statistics block). A dread vampire night hag 
  that loses this charm can no longer use etherealness until it can 
  manufacture another (which takes one month). Creatures other 
  than the hag can beneﬁ t from the heartstone’s powers, but it 
  shatters after ten uses (any disease cured or saving throw aﬀ ected 
  counts as a use) by a creature other than its creator, and it does 
  not bestow etherealness on a bearer that is not a night hag. If sold, 
  an intact heartstone brings 1,800 gp.
   Dread Wraith Sovereign
  Ancient and evil beyond measure, dread wraith sovereigns dwell in the hearts of lost cities and in abandoned graveyards. No living things 
  dwell near such places, but a dread wraith sovereign often holds court over a host of the undead, both those it created and those that 
  bowed to its rule. Th e dread wraith sovereign can sense nearby life and seeks to snuﬀ  it out wherever it might be.
  Th e spectral ﬁ gure of a dread wraith sovereign looks much like it did in life, but its form and features are constantly shrouded in darkness. 
  A dread wraith sovereign can be distinguished from a normal wraith or a dread wraith by the gloom accompanying it and the unnatural 
  chill that ﬁ lls the air wherever it passes. 
   Using the Dread Wraith Sovereign Template
  Th e dread wraith sovereign template is fairly straightforward, but the high ability score adjustments might give some GMs 
  pause. Th is portion of the template is designed to make the dread wraith sovereign at least as powerful as a standard dread 
  wraith. Th ese ability score adjustments give the dread wraith sovereign an excellent chance to hit foes, a very high AC, 
  and special attacks with high save DCs. While these adjustments should work out ﬁ ne for a creature with a relatively high 
  Challenge Rating and high Hit Dice, they can make for dangerously unpredictable combats when applied to weaker creatures.
  Consider the dread wraith sovereign kobold. It has laughably few hit points, but an AC of 38 makes it diﬃ  cult for a 3rd-level 
  character to hit even with the beneﬁ t of a true strike spell. At the same time, however, a single magic missile that penetrates its 
  spell resistance ends the encounter with this CR 3 monster. 
  You can solve the problem by not applying the template to low-HD monsters or by decreasing the ability score adjustments. As 
  noted in the introduction to this book, however, you should always carefully consider the eﬀ ects of a high CR adjustment on a 
  low-HD creature.
  Creating a Dread Wraith Sovereign
  “Dread wraith sovereign” is an acquired template that can be added 
  to any living creature with 10 or more Hit Dice killed by a dread 
  wraith sovereign (referred to hereafter as the base creature). 
  A dread wraith sovereign uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: Th e creature’s type changes to 
  undead with the appropriate augmented 
  subtype, plus the incorporeal subtype if the 
  base creature did not already have it. Do not 
  recalculate base attack bonuses, saves, or skill 
  points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: A dread wraith sovereign loses all the base creature’s speeds 
  and gains a ﬂ y speed equal to double the base creature’s 
  highest speed, with perfect maneuverability.
  Armor Class: Th e base creature’s armor, shield, 
  and natural armor bonuses no longer apply, but 
  the dread wraith sovereign gains a deﬂ ection bonus 
  to Armor Class equal to its Charisma bonus or +1, 
  whichever is higher. Dread wraith sovereigns cannot 
  use or carry equipment of any kind.
  Dread Wraith Sovereign
  
  102
  102
  102
  102
   Creating a Normal Wraith or a Dread Wraith
  You can use this template to create a creature that closely mimics the standard wraith or the dread wraith from the MM. In 
  both cases, apply the dread wraith template but ignore the 10 or more HD restriction for eligible creatures. 
  Mimicking the Wraith
  To create a creature similar to the standard wraith, simply alter the features of the dread wraith sovereign template as follows.
  • 
  Th e wraith does not gain the command wraiths, unnatural chill, lifesense, cold resistance, daylight vulnerability, spell 
  resistance, or turn resistance abilities.
  • 
  Reduce by two steps the damage for the natural attack that the template grants to creatures lacking natural attacks.
  • 
  Reduce the amount of Constitution drain to 1d6.
  • 
  Reduce the unnatural aura to a range of 30 feet.
  • 
  Th e wraith gains the daylight powerlessness ability, as described in the MM.
  • 
  Th e create spawn ability creates only wraiths. 
  • 
  Replace the template’s ability adjustments with the following: Dex +6, Int +4, Wis +4, Cha +4.
  • 
  Th e CR adjustment is +1 instead of +3.
  Mimicking the Dread Wraith
  To create a creature similar to the dread wraith, simply alter the features of the dread wraith sovereign template as follows.
  • 
  Th e dread wraith does not gain the command wraiths, unnatural chill, cold resistance, daylight vulnerability, spell 
  resistance, and turn resistance abilities
  • 
  Reduce the unnatural aura to a range of 30 feet.
  • 
  Th e dread wraith gains the daylight powerlessness ability, as described in the MM.
  • 
  Th e create spawn ability creates only dread wraiths. 
  • 
  Th e CR adjustment is +2 instead of +3.
  Attack: Th e dread wraith sovereign retains all the base creature’s 
  natural attacks, and its weapon and armor proﬁ ciencies. 
  However, all its attacks become incorporeal touch attacks, 
  retaining the same primary or secondary status they had for 
  the base creature. Th e dread wraith sovereign gains a primary 
  incorporeal touch attack if it has no other natural attacks. 
   
  A dread wraith sovereign uses its primary incorporeal touch 
  attack when making an attack action. Because an incorporeal 
  creature has no Strength score, its Dexterity modiﬁ er rather 
  than its Strength modiﬁ er applies to all its attack rolls.
  Full Attack: A dread wraith sovereign uses all its incorporeal 
  touch attacks during a full attack. 
  Damage: Th e dread wraith sovereign’s incorporeal touch 
  attacks deal normal damage unmodiﬁ ed by Strength and 
  Constitution drain (see Constitution Drain). If the dread 
  wraith sovereign gained an incorporeal touch attack from 
  the application of this template, its damage is as given on 
  the following table. Any damage dealt by the dread wraith 
  sovereign’s natural attacks ignores damage reduction.
  Damage 
   
  Size 
  Incorporeal Touch Damage
   
  Fine 
  1
   
  Diminutive 
  1d3
   
  Tiny 
  1d4
   
  Small 
  1d6
   
  Medium 
  1d8
   
  Large 
  2d6
   
  Huge 
  2d8
   
  Gargantuan 
  4d6
   
  Colossal 
  4d8
  Special Attacks: Th e dread wraith sovereign loses all special 
  attacks that require corporeal contact but gains those 
  described here. A dread wraith sovereign cannot cast spells 
  requiring material components unless it has the Eschew 
  Materials feat.
   
  Command Wraiths (Su): A dread wraith sovereign can 
  automatically command all normal wraiths and dread wraiths 
  within 30 feet as a free action. Normal wraiths and dread 
  wraiths never attack a dread wraith sovereign unless compelled.
   
  Constitution Drain (Su): A dread wraith sovereign’s 
  incorporeal touch attack deals 1d8 points of Constitution 
  drain unless the creature struck succeeds on a Fortitude 
  save (DC 10 + 1/2 dread wraith sovereign’s character level + 
  dread wraith sovereign’s Cha modiﬁ er). 
   
  Create Spawn (Su): Any creature slain by a dread wraith 
  sovereign’s Constitution drain or incorporeal touch attack 
  rises as a dread wraith (see the MM) in 1d4 rounds. A 
  dread wraith created in this manner is under the command 
  of its creator and remains so until either it or the creator is 
  destroyed. When a dread wraith sovereign is killed, one of its 
  dread wraith spawn that had 10 or more character levels in 
  life becomes a dread wraith sovereign (created by applying 
  the template to the original base creature as it was in life).
   
  Unnatural Aura (Su): Any creature of the animal type within 
  100 feet of a dread wraith sovereign automatically becomes 
  panicked and remains so until the distance between it and the 
  dread wraith sovereign is at least 100 feet. See the DMG for a 
  description of the panicked condition.
   
  Unnatural Chill (Su): Th e area around a dread wraith sovereign 
  is noticeably colder than the ambient temperature. Each 
  creature within 30 feet of a dread wraith sovereign takes 2d6 
  points of cold damage and must succeed on a Fortitude save 
  Dread Wraith Sovereign
  
  103
  103
  103
  103
  (DC 10 + 1/2 dread wraith sovereign’s character level + dread 
  wraith sovereign’s Cha modiﬁ er) or be paralyzed. Th e damage 
  and the saving throw are repeated each round that the creature 
  remains within range. A creature that takes cold damage or is 
  paralyzed from the unnatural chill is automatically shaken (see 
  the DMG for a description of this condition) for 1 minute. 
  Incorporeal creatures are immune to this eﬀ ect. Th e shaken 
  condition is a mind-aﬀ ecting fear eﬀ ect. 
  Special Qualities: Th e dread wraith sovereign retains all the base 
  creature’s special qualities that do not require corporeal 
  contact with another creature and gains those described here.
   
  Daylight Vulnerability (Ex): A dread wraith sovereign is not 
  powerless in natural daylight and does not ﬂ ee from it like 
  a normal wraith does, but it does take a –4 penalty on all 
  attack rolls, checks, and saves when in natural sunlight (but 
  not within the radius of a daylight spell).
   
  Immunity to Cold (Ex): Dread wraith sovereigns are 
  immune to cold damage.
   
  Lifesense (Su): Th e dread wraith sovereign can locate living 
  creatures within 60 feet, just as if it possessed the blindsight 
  ability. It also senses the strength of their life forces 
  automatically, as if it had cast deathwatch (caster level equals 
  dread wraith sovereign’s character level).
   
  Spell Resistance (Su): A dread wraith sovereign has spell 
  resistance equal to 12 plus its character level unless the base 
  creature has better spell resistance.
   
  Turn Resistance (Ex): A dread wraith sovereign has turn 
  resistance +4.
  Abilities: Increase from the base creature as follows: Dex +20, Int 
  +6, Wis +8, Cha +14. As an incorporeal creature, a dread 
  wraith sovereign lacks a Strength score, and as an undead 
  creature, it has no Constitution score.
  Feats: A dread wraith sovereign gains Alertness and Improved 
  Initiative as bonus feats if it does not already have them.
  Environment: Any.
  Organization: Solitary, pair, gang (3–5), or court (2–5 plus 2–5 
  dread wraiths and 6–12 wraiths).
  Challenge Rating: Same as the base creature +3.
  Treasure: None. Dread wraith sovereigns cannot use equipment.
  Alignment: Always lawful evil.
  Level Adjustment: Same as the base creature +12.
  Dread Wraith Sovereign Characters
  A dread wraith sovereign favors whichever class the base creature 
  does. A GM who allows players to play dread wraith sovereigns 
  despite their evil nature should be aware that an incorporeal 
  spellcaster can wreak havoc on a campaign. A level adjustment 
  of +13 or +14 might be more appropriate for a character who is 
  primarily a spellcaster. Since a dread wraith sovereign cannot wield 
  equipment, it may be unsuitable for use as a PC race.
  - Sample Creature:  Dread Wraith Sovereign Trumpet Archon -
  Medium Undead (Archon, Augmented Outsider, Extraplanar, 
  Incorporeal, Good, Lawful)
  Hit Dice: 12d12 (78 hp)
  Initiative: +17
  Speed: Fly 180 ft. (36 squares) (perfect)
  Armor Class: 33 (+13 Dex, +10 deﬂ ection), touch 33, ﬂ at-footed 20
  Base Attack/Grapple: +12/+12
  Attack: Incorporeal touch attack +25 melee (1d8 plus 
  Constitution drain)
  Full Attack: Incorporeal touch attack +25 melee (1d8 plus 
  Constitution drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Command wraiths, Constitution drain, create 
  spawn, spell-like abilities, spells, unnatural aura, unnatural chill
  Special Qualities: Aura of menace, damage reduction 10/evil, 
  daylight vulnerability, darkvision 60 ft., immunities (cold, 
  electricity, petriﬁ cation), incorporeal traits, lifesense, magic 
  circle against evil, outsider traits, spell resistance 29, teleport, 
  tongues, turn resistance +4, undead traits
  Saves: Fort +8, Ref +21, Will +15
  Abilities: Str —, Dex 37, Con —, Int 22, Wis 24, Cha 30
  Skills: Concentration +25, Diplomacy +27, Escape Artist +28, Handle 
  Animal +25, Knowledge (any one) +21, Listen +24, Move 
  Silently +28, Perform (wind instruments) +25, Ride +30, Sense 
  Motive +22, Spot +24, Use Rope +13 (+15 with bindings)
  Feats: AlertnessB, Blind-Fight, Cleave, Combat Reﬂ exes, 
  Improved Initiative, Power Attack
  Environment: Any
  Organization: Solitary, pair, gang (3–5), or court (2–5 plus 2–5 
  dread wraiths and 6–12 wraiths)
  Challenge Rating: 17
  Treasure: None
  Alignment: Always lawful evil
  Advancement: 13–18 HD (Medium); 19–36 HD (Large)
  Level Adjustment: —
  Here is an example of a dread wraith sovereign using a trumpet 
  archon as the base creature.
  When a trumpet archon falls to the touch of a dread wraith sovereign, 
  gods and angels weep. Dread wraith sovereign trumpet archons are 
  heinous undead beings composed in equal parts of sacrilege, cruelty, 
  and hate. Th ey desire nothing more than to see good temples deﬁ led 
  and the servants of good brought low. Dread wraith sovereign trumpet 
  archons take special delight in killing and transforming other celestial 
  beings into wraiths or other undead creatures. 
  A dread wraith sovereign trumpet archon looks like a 6-foot-tall 
  ﬁ gure composed of shadows. On its hooded head, it wears a tall 
  crown of ﬂ ickering shadows. Two great wings of blackness spread 
  out from its shoulders.
  Dread wraith sovereign trumpet archons are powerful spellcasters, 
  but they are also deadly in melee. Evil-aligned magic weapons 
  and attacks have the greatest chance of damaging them, but they 
  still have the same protections against evil creatures that they had 
  in life. Th ey have no trumpets because they are incorporeal and 
  cannot manipulate objects.
  Dread wraith sovereign trumpet archons speak Celestial, Infernal, 
  and Draconic, but they can speak with almost any creature because 
  of their tongues ability.
  Combat
  A dread wraith sovereign trumpet archon often hides within a 
  solid object and casts spells on itself while its spawn and controlled 
  wraiths attack. When it emerges, it casts spells that help its 
  Dread Wraith Sovereign
  
  104
  104
  104
  104
   Undead Outsiders?
  As noted in the MM, outsiders do not have souls separate from their bodies, so they cannot be raised or resurrected normally. 
  Th is statement could be interpreted to mean that they cannot become undead that retain their knowledge and personalities—
  especially incorporeal undead. If you want to adhere to that interpretation, you certainly can. Just keep in mind that undead 
  outsiders are an equally viable option and could oﬀ er some great adventure plots. 
  minions and harm its foes, such as mass inﬂ ict critical wounds and 
  desecrate. A dread wraith sovereign trumpet archon rarely has to 
  engage in melee and typically does so only to create spawn from 
  those already wounded by the wraiths it commands.
  Command Wraiths (Su): See the dread wraith sovereign template.
  Constitution Drain (Su): DC 26 Fortitude save negates; see the 
  dread wraith sovereign template. 
  Create Spawn (Su): See the dread wraith sovereign template.
  Spell-Like Abilities: At will—detect evil, continual ﬂ ame, 
  message. Caster level 12th.
  Spells: A dread wraith sovereign trumpet archon can cast 
  divine spells as a 14th-level cleric. It has access to any two of 
  the following domains: Air, Destruction, Law, or War. Th e save 
  DCs are Wisdom-based.
  Typical Cleric Spells Prepared (6/8/8/7/6/5/5/4; DC 20 + spell 
  level): 0—detect magic (4), light (2); 1st—bane (3), command (2), 
  detect good, hide from undead, inﬂ ict light wounds*; 2nd—aid, 
  calm emotions, desecrate (2), eagle’s splendor, owl’s wisdom, shatter*, 
  silence (2); 3rd—deeper darkness, dispel magic (2), locate object, 
  searing light (2), magic circle against chaos*; 4th—dimensional 
  anchor, dismissal, inﬂ ict critical wounds (2), order’s wrath*, 
  spell immunity (a dread wraith sovereign trumpet archon 
  often chooses magic missile); 5th—ﬂ amestrike, mass inﬂ ict 
  light wounds*, scrying, unhallow, wall of stone; 6th—antilife 
  shell, create undead, greater dispel magic (2), harm, hold monster*; 
  7th—blasphemy, disintegrate, mass inﬂ ict serious wounds (2).
  *Domain spell. Domains: Destruction and Law.
  Unnatural Aura (Su): See the dread wraith sovereign template.
  Unnatural Chill (Su): DC 26 Fortitude save; see the dread wraith 
  sovereign template.
  Aura of Menace (Su): Any hostile creature within a 20-foot radius 
  of a dread wraith sovereign trumpet archon must succeed on a DC 
  28 Will save or take a –2 penalty on attack rolls, AC, and saves 
  for 24 hours or until it successfully hits the dread wraith sovereign 
  trumpet archon that generated the aura. A creature that has 
  resisted or broken the eﬀ ect cannot be aﬀ ected again by the same 
  dread wraith sovereign trumpet archon’s aura for 24 hours. Th e 
  save DC is Charisma-based and includes a +2 racial bonus.
  Daylight Vulnerability (Ex): See the dread wraith sovereign template.
  Incorporeal Traits: A dread wraith sovereign trumpet archon 
  is harmed only by other incorporeal creatures, magic weapons, 
  spells, spell-like abilities, and supernatural abilities. It has a 50% 
  chance to ignore any damage from a corporeal source, except for 
  force eﬀ ects or attacks made with ghost touch weapons. It can 
  pass through solid objects, but not force eﬀ ects, at will. Its attacks 
  ignore natural armor, armor, and shields, but deﬂ ection bonuses 
  and force eﬀ ects work normally against them. An incorporeal 
  creature always moves silently and cannot be heard with Listen 
  checks if it doesn’t wish to be.
  Lifesense (Su): See the dread wraith sovereign template.
  Magic Circle against Evil (Su): A dread wraith sovereign trumpet 
  archon is constantly surrounded by a magic circle against evil eﬀ ect 
  (caster level 14th). (Th e defensive beneﬁ ts from this eﬀ ect are not 
  included in the statistics block above.)
  Spell Resistance (Ex): See the dread wraith sovereign template.
  Teleport (Su): At will, a dread wraith sovereign trumpet archon 
  can use greater teleport, as the spell (caster level 14th), except that 
  it can transport only itself and up to 50 pounds of objects.
  Tongues (Su): Th e dread wraith sovereign trumpet archon can 
  speak with any creature that has a language, as though using a 
  tongues spell (caster level 14th). Th is ability is always active.
  Turn Resistance (Ex): See the dread wraith sovereign template.
  Undead Traits: A dread wraith sovereign trumpet archon is 
  immune to mind-aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, 
  stunning, disease, death eﬀ ects, and any eﬀ ect that requires a 
  Fortitude save unless it also works on objects or is harmless. It 
  is not subject to critical hits, nonlethal damage, ability damage 
  to its physical ability scores, ability drain, energy drain, fatigue, 
  exhaustion, or death from massive damage. It cannot be raised, and 
  resurrection works only if it is willing. Darkvision 60 ft.
  Dread Wraith Sovereign
  
  105
  105
  105
  105
   Dread Zombie
  Th ough they resemble the mindless undead that ﬁ ll out the ranks of armies commanded by evil necromancers and the clerics of dark 
  gods, dread zombies (sometimes known as zombie lords) are ﬁ t to command such troops themselves. Dread zombies are created when 
  the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. 
  Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an 
  unexpected cost—the loss of some of the intelligence it had in life. Th ese undead recognize and mourn their lost mental acuity, and this 
  knowledge translates into a sick hunger for living brains.
  A dread zombie looks like the walking corpse of a living creature. Maggots writhe beneath its papery skin, and worms crawl through its 
  muscles. Its eyes, however, are not the foggy, ﬂ uid-ﬁ lled orbs of a normal zombie—they shine with a lifelike and evil intelligence.
  Mmm, Brains. . . 
  If you’d like zombies in your game to be brain-eating monsters, but you don’t want them all to be dread zombies, simply use the 
  standard zombie template from the MM, but give the zombie the brain consumption ability from the dread zombie template. 
  Although this attack can cause instantaneous death, it’s diﬃ  cult for a normal zombie to use because it requires at least two 
  successful grapple attempts on separate rounds, giving the victim several chances to escape or stave oﬀ  pinning. Th us, giving this 
  ability to a standard zombie does not increase its CR.
  Creating a Dread Zombie
  “Dread zombie” is an acquired template that can be added to any 
  living creature (referred to hereafter as the base creature). 
  A dread zombie uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: Th e dread zombie retains the base creature’s speeds. If the 
  base creature has a ﬂ y speed based on the possession of 
  wings, its maneuverability is reduced by one step (minimum 
  clumsy). Dread zombies cannot run.
  Armor Class: Th e base creature’s natural armor bonus increases 
  according to its size, as given on the following table.
  Armor Class
   
  Size 
  Increase
   
  Tiny or smaller 
  +0
   
  Small 
  +1
   
  Medium 
  +2
   
  Large 
  +3
   
  Huge 
  +4
   
  Gargantuan 
  +7
   
  Colossal 
  +11
  Attack: Th e dread zombie retains all the base creature’s attacks, 
  and its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. Th e dread zombie gains a primary slam attack if it 
  has no other natural attacks. If the base creature possesses at 
  least one mouth but has no natural attack with it, the dread 
  zombie gains a secondary bite attack with each mouth.
  Damage: If the dread zombie gained slam or bite attacks from the 
  application of this template, the base damage for each is as 
  given on the following table.
  Damage
   
  Size 
  Base Slam Damage 
  Base Bite Damage
   
  Fine 
  1 
  —
   
  Diminutive 
  1d2 
  1
   
  Tiny 
  1d3 
  1d2
   
  Small 
  1d4 
  1d3
   
  Medium 
  1d6 
  1d4
   
  Large 
  1d8 
  1d6
   
  Huge 
  2d6 
  1d8
   
  Gargantuan 
  2d8 
  2d6
   
  Colossal 
  4d6 
  2d8
  Special Attacks: Th e dread zombie retains all the base creature’s 
  special attacks and gains those described here.
   
  Brain Consumption (Ex): When the dread zombie makes 
  a successful grapple check to deal damage with its bite 
  attack against a pinned or helpless living foe, the latter must 
  succeed on a Fortitude save (DC 10 + 1/2 dread zombie’s 
  character level + dread zombie’s Str modiﬁ er) or die 
  as the dread zombie consumes its brain. Creatures 
  immune to critical hits and those with multiple heads 
  are not killed by this attack. 
  Command Zombies (Su): A dread zombie can 
  automatically command all normal zombies within 
  30 feet as a free action. Normal zombies never 
  attack a dread zombie unless compelled.
   
  Unnatural Aura (Su): Any creature of the animal type 
  within 30 feet of a dread zombie automatically becomes 
  panicked and remains so until the distance between it and 
  the dread zombie is at least 30 feet. See the DMG for a 
  description of the panicked condition.
  Special Qualities: Th e dread zombie retains all the base creature’s 
  special qualities and gains those described here.
   
  Turn Resistance (Ex): A dread zombie has turn resistance 
  +2.
  Dread Zombie
  
  106
  106
  106
  106
  Abilities: Change from the base creature as follows: +4 Str, –2 
  Dex, –4 Int (minimum 0), –4 Cha (minimum 1). A dread 
  zombie has no Constitution score.
  Feats: A dread zombie gains Toughness as a bonus feat.
  Environment: Any.
  Organization: Solitary or gang (1 plus 1–10 zombies).
  Challenge Rating: Same as the base creature +1.
  Alignment: Always neutral evil.
  Level Adjustment: Same as the base creature +3.
  Dread Zombie Characters
  A dread zombie favors whichever class the base creature does. 
  - Sample Creatures:  Dread Zombie Aasimar Warrior -
  Medium Undead (Augmented Outsider, Native)
  Hit Dice: 1d12+3 (9 hp)
  Initiative: +3
  Speed: 20 ft. in scale mail (4 squares) (can’t run); base speed 30 ft. 
  (can’t run)
  Armor Class: 17 (–1 Dex, +2 natural +4 scale mail, +2 heavy 
  shield), touch 9, ﬂ at-footed 17
  Base Attack/Grapple: +1/+4
  Attack: Longsword +4 melee (1d8+3/19–20) or slam +4 melee 
  (1d6+3) or light crossbow +0 ranged (1d8/19–20)
  Full Attack: Longsword +4 melee (1d8+3/19–20) and bite 
  –1 melee (1d4+1) or slam +4 melee (1d6+3) and 
  bite –1 melee (1d4+1) or light crossbow +0 ranged 
  (1d8/19–20) 
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Brain consumption, command 
  zombies, daylight, unnatural aura
  Special Qualities: Darkvision 60 ft., resistances 
  (acid 5, cold 5, electricity 5), turn resistance +2, 
  undead traits
  Saves: Fort +2, Ref –1, Will +0
  Abilities: Str 17, Dex 9, Con —, Int 6, Wis 11, Cha 6
  Skills: Jump –9, Knowledge (religion) –1, Listen +3, 
  Ride +1, Spot +3
  Feats: Improved Initiative, ToughnessB
  Environment: Any
  Organization: Solitary or gang (1 plus 1–10 
  zombies)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment: +4
  Here is an example of a dread zombie using 
  an aasimar as the base creature.
  A dread zombie aasimar relishes its corrupted form and unnatural 
  power. Filled with loathing for the virtue that was once its heritage, 
  it seeks out symbols of goodness and peace to deﬁ le. Dread zombie 
  aasimars particularly enjoy consuming the brains of good clerics 
  and paladins.
  Th e transformation into a dread zombie completely negates the 
  beauty that once marked the aasimar. Its bald head is covered in 
  rotting skin the color of mud, and its ﬂ esh hangs loosely from its 
  bones.
  Combat
  A dread zombie aasimar begins by attacking with its crossbow at 
  range. In melee, it prefers to attack with its sword and its bite.
  Brain Consumption (Ex): DC 13 Fortitude save; see the dread 
  zombie template. 
  Command Zombie (Su): See the dread zombie template.
  Daylight (Sp): A dread zombie aasimar can use daylight once per 
  day (caster level 1st or equal to dread zombie aasimar’s class levels, 
  whichever is higher).
  Unnatural Aura (Su): See the dread zombie template.
  Turn Resistance (Ex): See the dread zombie template.
  Undead Traits: A dread zombie aasimar is immune to mind-
  aﬀ ecting eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, 
  death eﬀ ects, and any eﬀ ect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to critical 
  hits, nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  it is willing. Darkvision 60 ft.
  Skills: A dread zombie aasimar has a +2 racial bonus on Listen 
  and Spot checks.
  Dread Zombie
  
  107
  107
  107
  107
  “Dream creature” is an acquired template that can be added to 
  any creature that sleeps and whose Charisma, Intelligence, and 
  Wisdom scores are each at least 3 (referred to hereafter as the base 
  creature). A dream creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: Size and type are unchanged, but the creature 
  gains the chaotic subtype if the base creature did not already 
  have it.
  Special Attacks: Th e dream creature retains all the base creature’s 
  special attacks and gains those described here.
   
  Dream Spellcasting (Su): A dream creature’s eﬀ ective caster 
  level for ﬁ gment, glamer, and pattern spells increases by +2 
  over that of the base creature.
   
  Lulling Gaze (Su): Any creature within 20 feet that meets 
  the dream creature’s gaze must succeed on a Will save (DC 
  10 + 1/2 dream creature’s character level + 
  dream creature’s Cha modiﬁ er) or take a –5 
  penalty on Spot checks and a –2 penalty on 
  Will saves against sleep eﬀ ects for as long as it 
  remains within range. A new save is required 
  each round until the creature either fails or is 
  no longer within range. A dream creature can 
  suppress or resume this ability as a free action.
   
  Sleep Song (Su): As a full-round action, a dream creature 
  can sing a lullaby that puts nearby creatures to sleep. Any 
  creature within 100 feet of the dream creature that can 
  hear its song must succeed on a Will save (DC equals the 
  dream creature’s Perform [sing] check result) or fall asleep 
  as though aﬀ ected by a sleep spell for a number of rounds 
  equal to the dream creature’s character level. A creature that 
  successfully saves cannot be aﬀ ected by the same dream 
  creature’s sleep song again for 24 hours. Dream creatures are 
  immune to their own and other dream creatures’ sleep songs. 
  Sleep song is a sonic, mind-aﬀ ecting, sleep eﬀ ect.
   
  Waking Dreams (Su): A dream creature can cause the 
  area within 100 feet of its position to become hazy and 
  dreamlike at will. Th is eﬀ ect penetrates solid objects 
  and even crosses the boundary with the Ethereal Plane. 
  Distances and speeds in the aﬀ ected area become hard to 
  judge. Bright areas seem dark, and dark areas appear to have 
  some hazy illumination. Colors blend into one another 
  in strange and unpredictable ways, and creatures seem to 
  take on the features of objects or other creatures. Every 
  creature in the aﬀ ected area takes a –4 penalty on all attack 
  rolls, checks, and saves as long as it remains in the area. A 
   Dream Creature
  Dream creatures are beings that dream in their waking moments and bring sleep to creatures that would otherwise be awake. Th ey have 
  the power to weave dreams into the world about them and to travel out of their bodies when sleeping.
  Only a creature in a comatose slumber can become a dream creature. A grave injury, complete loss of reason, or an intellect damaged by 
  a monster or poison might be the cause of the coma, but the comatose creature always moves in its sleep during the transformation to a 
  dream creature. When it awakens, its consciousness lies somewhere between slumberous thought and reality.
  Dream creatures often appear distracted, and daydreaming is common. When they use their power to merge the waking and dreaming 
  worlds, however, their minds gain a crystal clarity and focus that is reﬂ ected on their countenances. Guided by the strange and mutable 
  thought patterns of dreamers, dream creatures are chaotic by nature, but other than their powers and distracted demeanors, they have 
  little in common with each other.
  Creating a Dream Creature
  creature outside the area taking any action that would aﬀ ect 
  creatures within or on the other side of the area also takes a 
  –4 penalty on any associated roll or check. Waking dreams 
  is an illusion (ﬁ gment) eﬀ ect with no save, but creatures 
  that are immune to illusion eﬀ ects are immune to this eﬀ ect. 
  True seeing and similar eﬀ ects allow a creature to act in the 
  aﬀ ected area without taking the penalty. Dream creatures 
  are immune to the penalties caused by their own waking 
  dreams and those of other dream creatures.
  Special Qualities: A dream creature retains all the special qualities 
  of the base creature and gains those described here.
   
  Damage Reduction (Su): Th e dream creature gains damage 
  reduction 5/cold iron.
  Dream Travel (Su): Once per day, a dream creature can go to 
  sleep and travel about ethereally. Th is ability works like the 
  ethereal jaunt spell, except that the dream creature 
  leaves its material body behind, and it can remain 
  ethereal so long as its body sleeps.
  At any point in time, the dream creature may go 
  to sleep with the intent of traveling ethereally. 
  When it does so, an ethereal version of it like that 
  resulting from an ethereal jaunt spell rises from 
  its sleeping body. Th is version of the dream creature 
  can then travel about the Ethereal Plane, roaming material 
  areas ethereally, and act as it wills. If its sleeping body 
  takes damage, is subjected to a harmful spell or eﬀ ect, or is 
  awakened by a loud noise or vigorous motion, the ethereal 
  form vanishes and the dream creature awakes with the 
  knowledge of what its ethereal self experienced. Th e same 
  result occurs if the ethereal form leaves the Ethereal Plane 
  (by its own will or by force), or “dies” (either from damage 
  or from some magical eﬀ ect). Beneﬁ cial spell eﬀ ects cast 
  on the body of the sleeping dream creature beneﬁ t its 
  ethereal form as well, but negative eﬀ ects that aﬀ ect the 
  ethereal form do not aﬀ ect the sleeping body of the dream 
  creature, nor do they aﬀ ect the dream creature after it has 
  awakened. If the ethereal form would become material 
  through some action or eﬀ ect, it vanishes and the sleeping 
  dream creature awakens.
   
  Low-Light Vision (Ex): A dream creature sees twice and a 
  human in torchlight, moonlight, starlight, and other low-
  light conditions.
   
  Pierce the Veil (Ex): Dream creatures automatically succeed 
  on saving throws against ﬁ gment, glamer, and pattern eﬀ ects 
  and spells.
  Dream Creature
  
  108
  108
  108
  108
   
  Sleep Vulnerability (Ex): A dream creature takes a –2 
  penalty on saves against sleep eﬀ ects. Furthermore, it counts 
  as a creature with 2 fewer Hit Dice than it actually possesses 
  for the purpose of determining the number and HD of 
  creatures a sleep spell can aﬀ ect.
  Abilities: Change from the base creature as follows: Wis +2, Cha +4.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +1.
  Alignment: Often chaotic neutral.
  Level Adjustment: —
  Dream Creature Characters
  A dream creature favors whichever class the base creature does. 
  Th e dream template does not provide a level adjustment because 
  the abilities granted by the template make the balancing act of lost 
  Hit Dice and a high level adjustment too diﬃ  cult. 
  - Sample Creature:  Dream Rakshasa -
  Medium Outsider (Chaotic, Native)
  Hit Dice: 7d8+21 (52 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 21 (+2 Dex, +9 natural), touch 12, ﬂ at-footed 19
  Base Attack/Grapple: +7/+8
  Attack: Claw +8 melee (1d4+1)
  Full Attack: 2 claws +8 melee (1d4+1) and bite +3 melee (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Detect thoughts, dream spellcasting, lulling gaze, 
  sleep song, spells, waking dreams
  Special Qualities: Change shape, damage reduction 5/cold 
  iron, damage reduction 15/good and piercing, darkvision 
  60 ft., dream travel, low-light vision, pierce the veil, sleep 
  vulnerability, spell resistance 27
  Saves: Fort +8, Ref +7, Will +7
  Abilities: Str 12, Dex 14, Con 16, Int 13, Wis 15, Cha 21
  Skills: Bluﬀ  +19*, Concentration +13, Diplomacy +9, 
  Disguise +19 (+21 acting)*, Intimidate +7, 
  Jump +5, Listen +14, Move Silently +12, 
  Perform (oratory) +15, Perform 
  (sing) +7, Sense Motive +12, 
  Spellcraft +11, Spot +12
  Feats: Alertness, Combat 
  Casting, Dodge
  Environment: Warm marshes
  Organization: Solitary
  Challenge Rating: 11
  Treasure: Standard coins; 
  double goods; 
  standard items
  Alignment: Often 
  chaotic evil
  Advancement: By 
  character class
  Level Adjustment: 
  —
  Here is an example of 
  a dream creature using 
  a rakshasa as the base 
  creature.
  Dream rakshasas are 
  dedicated to destroying 
  the minds of others 
  through the terrors of 
  their own dreams.
  A dream rakshasa is 
  about the same height 
  and weight as a human. 
  It rarely appears in its normal 
  form—that of a humanoid tiger with backward hands— unless it 
  is using its waking dreams ability.
  Dream rakshasas speak Common, Infernal, and Undercommon.
  Combat
  In close combat, a dream rakshasa often uses its waking dreams 
  ability in combination with its change shape ability to take the 
  form of one of its enemies. It may further confuse the issue 
  by employing spells such as mirror image, major image, and 
  displacement. While its opponents are trying to discern the truth, it 
  uses its lulling gaze, and then ﬁ nally its sleep song.
  A dream rakshasa’s natural attacks, and any weapons it wields, are 
  treated as chaotic-aligned for overcoming damage reduction.
  Detect Th oughts (Su): A dream rakshasa can continuously use 
  detect thoughts as the spell (caster level 18th; Will DC 18 negates). 
  It can suppress or resume this ability as a free 
  action. Th e save DC is Charisma-based.
  Spells: A dream rakshasa casts 
  spells as a 7th-level sorcerer. 
  Spells marked with an 
  asterisk (*) are caster level 
  9th because of the dream 
  rakshasa’s dream spellcasting 
  ability.
  Typical Sorcerer Spells 
  Known (6/7/7/5; save 
  DC 13 + spell level): 
  0—detect magic, light, 
  mage hand, message, read 
  magic, resistance, touch 
  of fatigue; 1st—charm 
  person, mage armor, magic 
  missile, shield, silent image*; 
  2nd—hypnotic pattern*, 
  mirror image*, scorching ray; 
  3rd—displacement*, major 
  image*.
  Change Shape (Su): A dream 
  rakshasa can assume any 
  humanoid form or revert to its 
  own form as a standard action. 
  In humanoid form, it loses 
  its claw and bite attacks, 
  although it often equips itself 
  with weapons and armor 
  instead. A dream rakshasa 
  remains in one form until it 
  chooses to assume a new one. 
  A change in form cannot be dispelled, but the dream 
  Dream Creature
  
  109
  109
  109
  109
  rakshasa reverts to its natural form when killed. A true seeing spell 
  reveals its natural form.
  Dream Spellcasting (Su): See the dream creature template.
  Lulling Gaze (Su): DC 18 Will save; see the dream creature template.
  Sleep Song (Su): Will save (DC equals dream rakshasa’s Perform 
  [sing] check result), see the dream creature template.
  Waking Dreams (Su): See the dream creature template.
  Dream Travel (Su): See the dream creature template.
  Pierce the Veil (Ex): See the dream creature template.
  Sleep Vulnerability (Ex): See the dream creature template.
  Skills: A dream rakshasa has a +4 racial bonus on Bluﬀ  and 
  Disguise checks. *When using change shape, a dream rakshasa 
  gains an additional +10 circumstance bonus on Disguise checks. If 
  it is reading an opponent’s mind, its circumstance bonus on Bluﬀ  
  and Disguise checks increases by an additional +4.
   Dust Creature
  Th ough native to both the Elemental Plane of Earth and the Elemental Plane of Air, dust creatures sometimes migrate to the Material 
  Plane and take up residence there. Th ough this tendency to move about indicates a somewhat adventurous nature, dust creatures exhibit 
  little of the curiosity about other beings that most highly mobile creatures have. In fact, they tend to be brusque and aloof with creatures 
  not of the earth or air subtype.
  Dust creatures come in as many colors as sand. Th e typical specimen has a body of multiple hues, covered in whorls of sand that mimic 
  the blowing dust they can summon and control. 
  Creating a Dust Creature
  “Dust creature” is an inherited template that can be added to any 
  living, corporeal creature with the earth or air subtype (referred 
  to hereafter as the base creature). 
  A dust creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  Size and Type: Th e creature’s type changes to 
  elemental with the appropriate augmented 
  subtype, plus the air, earth, and extraplanar 
  subtypes if the base creature did not already 
  have them. Do not recalculate base attack bonuses, saves, 
  or skill points. Size is unchanged.
  Hit Dice: Change all racial Hit Dice to d8s.
  Special Attacks: Th e dust creature retains all the base creature’s 
  special attacks and gains those described here.
   
  Exude Dust (Su): At will as a free action, a dust creature 
  can exude a cloud of dust that surrounds its body. Th is 
  cloud functions like an obscuring mist spell, except all dust 
  creatures can see through it normally. Any other creature 
  caught within in the cloud must succeed on a Reﬂ ex save 
  (DC 10 + 1/2 dust creature’s character level + dust creature’s 
  Con modiﬁ er) or be blinded by the stinging dust. Success 
  indicates that the creature closed or otherwise covered its 
  eyes before the dust could aﬀ ect them. Th e creature must 
  keep its eyes closed or covered while within the dust cloud 
  or risk blindness. A creature that enters the dust cloud with 
  its eyes closed or covered need not make a save against 
  blindness unless it opens its eyes while within the dust 
  cloud. A creature blinded by a dust creature’s cloud of dust 
  regains its sight 1d4 rounds after its last exposure to a dust 
  cloud with its eyes open. Blinding exposure of even 
  a single eye blinds all eyes supernaturally.
  Sand Blast (Su): At will as a standard action, a dust 
  creature can emit an abrasive jet of dust-ﬁ lled wind 
  that damages objects and other creatures. Th is 
  wind takes the form of a 5-foot-wide, 20-foot-
  long line that causes 1d4 points of slashing damage 
  per 2 character levels of the dust creature (minimum 1d4). 
  Any creature caught within the area may attempt a Reﬂ ex 
  save (DC 10 + 1/2 dust creature’s character level + dust 
  creature’s Con modiﬁ er) for half damage.
  Special Qualities: A dust creature retains all the special qualities 
  of the base creature and gains those described here.
   
  Air Breather (Ex): A dust creature can breathe air even if 
  the base creature breathed only water.
   
  Air Mastery (Ex): Any airborne creature takes a –1 penalty 
  on attack and damage rolls against a dust creature.
   
  Airborne (Su): At will, a dust creature can walk on air 
  as though with an air walk spell. In addition, it always 
  falls as if aﬀ ected by a feather fall spell. When falling, the 
  dust creature can be moved on the wind as noted in the 
  description of the air walk spell.
  Abilities: Change from the base creature as follows: Str –4 
  (minimum 1), Dex +2, Con +2, Cha –2 (minimum 1).
  Changing the Dust Creature Template
  Th e dust creature template does not have to change the creature’s type. If you’d like to make a dust creature native to the 
  Material Plane, ignore the template’s instruction to change the creature’s type and Hit Dice. You could also make a dust 
  creature that’s native to some other dusty Outer or Inner Plane, or it might simply be a native of the Material Plane.
  Dust Creature
  
  110
  110
  110
  110
  Skills: A dust creature gains a +4 racial bonus on Move Silently 
  checks. 
  Languages: If the dust creature can speak, it gains the ability to 
  speak Auran and Terran in addition to any other languages 
  the base creature knows.
  Environment: Same as the base creature, plus the Elemental 
  Plane of Air and the Elemental Plane of Earth.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +3.
  Dust Creature Characters
  A dust creature favors whichever class the base creature does. Dust 
  creatures tend to have abrasive personalities, but they can become 
  valuable members of adventuring groups.
  - Sample Creature:  Dust Stone Giant -
  Large Elemental (Air, Augmented Giant, Earth, Extraplanar)
  Hit Dice: 14d8+70 (133 hp)
  Initiative: +3
  Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
  Armor Class: 26 (–1 size, +3 Dex, +11 natural, +3 hide), touch 12, 
  ﬂ at-footed 23
  Base Attack/Grapple: +10/+20
  Attack: Greatclub +15 melee (2d8+9) or slam +15 melee (1d4+6) 
  or rock +13 ranged (2d8+6)
  Full Attack: Greatclub +15/+10 melee (2d8+9) or 2 slams +15 
  melee (1d4+6) or rock +13 ranged (2d8+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Exude dust, rock throwing, sand blast
  Special Qualities: Air breather, air mastery, airborne, darkvision 
  60 ft., elemental traits, low-light vision, rock catching
  Saves: Fort +14, Ref +7, Will +7
  Abilities: Str 23, Dex 17, Con 21, Int 10, Wis 12, Cha 9
  Skills: Climb +9, Hide +7*, Jump +9, Move Silently +4, 
  Spot +12
  Feats: Combat Reﬂ exes, Iron Will, 
  Point Blank Shot, Power 
  Attack, Precise Shot
  Environment: Temperate 
  mountains, Elemental 
  Plane of Air, and 
  Elemental Plane of 
  Earth
  Organization: Solitary, pair, 
  gang (3–5), band (6–9 plus 
  35% noncombatants), hunting/raiding/
  trading party (6–9 plus 1 elder), or tribe 
  (21–30 plus 35% noncombatants plus 1–3 
  elders and 3–6 dire bears)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +7
  Here is an example of a dust creature using a 
  stone giant as the base creature.
  Dust stone giants often migrate to desert 
  areas of the Material Plane. Th ey prefer 
  to live in seclusion, but a few have been 
  known to interact peacefully with 
  other stone giants.
  A dust stone giant resembles the lean, 
  muscular giants of the Material Plane 
  from which it takes its name. Its body 
  is composed of compacted sand and 
  dust, and its hard, hairless ﬂ esh is abrasive 
  and dun-colored. It has gaunt facial features and 
  deep, sunken brown eyes that make it seem imperious.
  Combat
  Dust stone giants ﬁ ght from a distance whenever possible. Th ey 
  take stones high into the air and bombard foes from within the 
  concealment provided by the dust clouds they can create. If they 
  can’t avoid melee, dust stone giants try to keep foes within their 
  dust clouds while they hammer at them with greatclubs and sand 
  blasts. 
  Exude Dust (Su): DC 22 Reﬂ ex save; see the dust creature 
  template.
  Rock Th rowing (Ex): A dust stone 
  giant can hurl rocks weighing 40 to 
  50 pounds each (Small objects) up 
  to ﬁ ve range increments (180 feet 
  per range increment). It uses both 
  hands when throwing a rock.
  Sand Blast (Su): DC 22 Reﬂ ex save; 
  see the dust creature template.
  Dust Creature
  
  111
  111
  111
  111
  Air Breather (Ex): See the dust creature template.
  Air Mastery (Ex): See the dust creature template.
  Airborne (Su): See the dust creature template.
  Elemental Traits: A dust stone giant has immunity to poison, 
  sleep eﬀ ects, paralysis, and stunning. It is not subject to critical hits 
  or ﬂ anking. It cannot be raised, reincarnated or resurrected (though a 
  limited wish, wish, miracle, or true resurrection spell can restore life). 
  Darkvision 60 ft.
   Element-Infused Creature
  Nature gods and the lords of the elements sometimes grant their champions special powers, infusing them with the essence of one of 
  the four elemental planes. Th e powers in control of the elements grant this gift only rarely, since its strength can remain in a bloodline 
  for many generations. In fact, element-infused creatures occasionally become races unto themselves. Some sages argue deep dwarves owe 
  their origins to earth-infused dwarves, and aquatic elves owe theirs to water-infused elves.
  Element-infused creatures of diﬀ erent elemental types have little in common, but infused with the same element often share certain 
  features. A water-infused creature generally has webbed appendages and blue skin, hair, or scales, and a ﬁ re-infused creature may have red 
  or orange skin, hair, or scales. An air-infused creature usually looks much like an albino version of its kind, and an earth-infused creature’s 
  dark body is typically pebbled and rough.
  Creating an Element-Infused Creature
  “Element-infused creature” is an acquired or inherited template that 
  can be added to any creature (referred to hereafter as the base creature). 
  An element-infused creature uses all the base creature’s statistics 
  and special abilities except as noted here.
  Size and Type: Size and type are unchanged, but 
  the creature gains the subtype of the element 
  that infuses it (air, earth, ﬁ re, or water). Do 
  not recalculate base attack bonuses, saves, or 
  skill points. 
  Speed: An element-infused creature retains the 
  base creature’s speeds and gains a new speed 
  according to the element that infuses it, as given in the 
  following sections. If the base creature already possessed 
  the mode of movement that the element would grant, the 
  element-infused creature retains the higher speed.
   
  Air: An air-infused creature gains a ﬂ y speed (perfect 
  maneuverability) equal to its highest speed. If the base 
  creature already has a ﬂ y speed, it increases to match the 
  base creature’s highest speed, with perfect maneuverability.
  Earth: An earth-infused creature gains a burrow speed equal 
  to its highest speed. It can burrow through rock at 
  half speed, and it does not leave a tunnel behind when 
  it burrows.
  Water: A water-infused creature gains a swim speed equal to 
  its highest speed if the base creature does not already 
  have one.
  Special Attacks: An element-infused creature retains all the base 
  creature’s special attacks and gains those described here.
   
  Elemental Attack: An elemental-infused creature gains special 
  attacks according to the element that infuses it, as given below.
  Air: Breath Weapon (Su): Once every 1d4 rounds, an air-infused 
  creature can breathe a 60-foot-long cone of wind that 
  mimics a terrible windstorm. Every creature within 
  this area that is not ﬂ ying must succeed on a Balance 
  or Strength check (DC 10 + 1/2 air-infused creature’s 
  character level + air-infused creature’s Cha modiﬁ er) 
  or fall prone. A ﬂ ying creature that fails is instead 
  blown away from the air-infused creature, moving a 
  distance equal to 5 feet per point by which it failed the 
  check. If the creature encounters a large object (such 
  as a wall) during this movement, it takes 1d6 points 
  of damage per 5 feet the object prevented it from 
  moving.
  Fire: Breath Weapon (Su): A ﬁ re-infused creature can breathe a 
  30-foot-long cone of ﬁ re once every 1d4 rounds. Every 
  creature in the area must succeed on a Reﬂ ex saving 
  throw (DC 10 + 1/2 ﬁ re-infused creature’s character 
  level + ﬁ re-infused creature’s Con modiﬁ er) or take 
  1d6 points of ﬁ re damage per 2 character levels the 
  ﬁ re-infused creature possesses (minimum 1d6 points). 
  A successful Reﬂ ex save halves this ﬁ re damage.
   
  Heat (Su): Each of a ﬁ re-infused creature’s natural 
  attacks and melee attacks with metallic weapons deals 
  an extra +1d6 points of ﬁ re damage.
  Water: Quench (Sp): A water-infused creature can use quench 
  three times per day (caster level equals water-infused 
  creature’s character level).
   
  Waterball (Su): While water is within its reach, a water-
  infused creature can pick up a cohesive ball of water 
  and throw it at a distant target as a ranged attack. If 
  the water-infused creature can make multiple ranged 
  attacks during a round, it can devote as many of them 
  Rock Catching (Ex): Once per round, a dust stone giant that would 
  normally be hit by a Small, Medium, or Large rock can make a Reﬂ ex 
  save to catch it as a free action. Th e DC is 15 for a Small rock, 20 for 
  a Medium one, and 25 for a Large one. (If the projectile provides a 
  magical bonus on attack rolls, the DC increases by that amount.) Th e 
  dust stone giant must be ready for and aware of the attack in order 
  to make a rock catching attempt. A dust stone giant gains a +4 racial 
  bonus on its Reﬂ ex save when attempting to catch a thrown rock.
  Skills: *A dust stone giant gains a +8 racial bonus on Hide checks 
  in rocky terrain.
  Element-Infused Creature
  
  112
  112
  112
  112
  as it wishes to waterball attacks, so long as it has a ready 
  source of water within reach. Waterballs can be thrown 
  underwater or through a border between air and water 
  with no penalties to range or on the attack roll. 
   
  A waterball is considered a thrown weapon with 
  a range increment of 20 feet. It deals nonlethal 
  damage based on the water-infused creature’s size, 
  according to the following table. As with other 
  thrown weapons, the water-infused creature’s full 
  Strength bonus applies to the damage roll. 
   
  A waterball can be used to snuﬀ  out a nonmagical 
  ﬁ re instead of attacking a creature. To use it in this 
  way, the water-infused creature must succeed on a 
  ranged touch attack against the source of the ﬁ re. 
  Th e size of ﬁ re that can be snuﬀ ed depends on 
  the size of the creature throwing the waterball, as 
  given in the chart below. Waterballs do not retain 
  their cohesiveness when not grasped or thrown by a 
  water-infused creature. 
  Waterball
   
  Creature Size 
  Waterball Damage 
  Fire Size
   
  Fine 
  1 
  Candle
   
  Diminutive 
  1d2 
  Candle
   
  Tiny 
  1d4 
  Candle
   
  Small 
  1d6 
  Torch
   
  Medium 
  1d8 
  Torch
   
  Large 
  2d6 
  Campﬁ re
   
  Huge 
  2d8 
  Bonﬁ re
   
  Gargantuan 
  4d6 
  Bonﬁ re 
   
  Colossal 
  4d8 
  Burning house 
   
  At the GM’s discretion, other liquids can be thrown 
  in a similar matter, but the water-infused creature 
  must touch the liquid and take any damage it deals if 
  not immune to its particular dangers.
  Special Qualities: An element-infused creature retains all the 
  base creature’s special qualities and gains those described 
  here.
   
  Elemental Body (Ex): Element-infused creatures’ bodies 
  gain some of the qualities of elementals. Each time an 
  element-infused creature is exposed to a poison, paralysis, 
  sleep, or stunning eﬀ ect, it has a 25% chance to avoid it. 
  In addition, there is a 25% chance that a sneak attack or 
  critical hit deals no extra damage.
   
  Elemental Quality (Su): Th e exact elemental qualities 
  bestowed depend on the element that infuses the base 
  creature, as follows.
  Air: Air Born (Ex): When in ﬂ ight, an air-infused creature 
  gains a +1 morale bonus on attack and damage rolls 
  with ranged attacks.
   
  Gaseous From (Su): Th e air-infused creature can use 
  gaseous form, as the spell (caster level equals air-infused 
  creature’s character level), on itself once per day.
  Earth: Earth’s Armor (Ex): Th e element-infused creature’s 
  natural armor bonus improves by +2 over that of the 
  base creature.
   
  Grounded (Ex): While in contact with the earth, an 
  earth-infused creature gains a +1 morale bonus on 
  attack and damage rolls for melee attacks.
   
  Tremorsense (Ex): An earth-infused creature can 
  automatically sense the location of anything within 
  20 feet that is in contact with the ground.
  Fire: Fire Healing (Ex): A ﬁ re-infused creature regains 
  1 hit point for each full round that it remains in 
  contact with ﬁ re. When struck by a magical ﬁ re 
  eﬀ ect, the ﬁ re-infused creature heals 1 point of 
  damage per 10 points of damage that the ﬁ re eﬀ ect 
  would otherwise deal.
   
  Firewalk (Su): A ﬁ re-infused creature can climb an 
  object on ﬁ re as though it had a climb speed equal 
  to its highest speed. Furthermore, it can ﬂ y at its 
  highest speed with perfect maneuverability so long 
  as it remains in contact with ﬁ re, and it can walk on 
  ﬂ ames at its highest speed, as though walking on air 
  via the air walk spell.
  Water: Water Born (Ex): While in contact with water, a 
  water-infused creature gains a +2 circumstance 
  bonus on Listen and Spot checks. Rainfall or 
  a puddle suﬃ  ces for water contact, but smaller 
  quantities of water do not.
   
  Water Breathing (Su): Once per day, a water-infused 
  creature can use water breathing, as the spell (caster 
  level equals water-infused creature’s character level).
  Abilities: An elemental-infused creature’s ability scores change 
  from the base creature’s according to the element that 
  infuses it, as given in the following table.
  Abilities
   
  Element 
  Str 
  Dex Con 
  Int 
  Wis 
  Cha
   
  Air 
  –4* 
  +4 
  –2* 
  –2* 
  +2 
  +2
   
  Earth 
  +4 
  –2* 
  +2 
  –2* 
  +2 
  –4*
   
  Fire 
  –2* 
  +2 
  –2* 
  +4 
  –4* 
  +2
   
  Water 
  +2 
  –2* 
  +4 
  –4* 
  +2 
  –2*
  *Minimum 1.
  Skills: If the element-infused creature gained a swim speed from 
  the application of the template, it gains a +8 racial bonus 
  on any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight 
  line.
  Feats: An element-infused creature gains a bonus feat based on 
  the element that infuses it, as given here, assuming that 
  the base creature does not already have it.
  Air: Lightning Reﬂ exes.
  Earth: Iron Will.
  Fire: Quick Draw.
  Water: Great Fortitude.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +3.
  Element-Infused Characters
  An element-infused creature favors whichever class the base 
  creature does.
  Element-Infused Creature
  
  113
  113
  113
  113
   Feral Dragon
  Seemingly all scales, wings, fangs, and claws, feral dragons exist as pale reﬂ ections of true dragons. Some are actually cousins of true 
  dragons, in the same way that apes are cousins to humankind. Others are degenerate descendents of dragons as they existed in an older 
  age. Rapacious and voracious, feral dragons are awful carnivores that hunt beasts and sentient creatures alike. Th ey love bright, shiny 
  objects and often devastate caravans and entire settlements to steal even small amounts of treasure.
  Like true dragons, feral dragons come in several hues, both chromatic and metallic, and can breathe great gouts of ﬁ re, ice, acid, or other 
  energy. Th ough they are fully as perceptive as true dragons, they lack the intelligence and spellcasting ability of their more advanced 
  cousins. 
  Large Giant (Fire)
  Hit Dice: 6d8+30 (57 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (–1 size, +3 Dex, +5 natural), 
  touch 12, ﬂ at-footed 14
  Base Attack/Grapple: +4/+13
  Attack: Claw +8 melee (1d6+5 plus 1d6 
  ﬁ re)
  Full Attack: 2 claws +8 melee (1d6+5 plus 
  1d6 ﬁ re) and bite +3 melee (1d6+2 
  plus 1d6 ﬁ re)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Breath weapon, heat, 
  rend 2d6+7 plus 1d6 ﬁ re
  Special Qualities: Darkvision 90 ft., 
  elemental body, ﬁ re healing, 
  ﬁ rewalk, immunity to ﬁ re, 
  low-light vision, regeneration 
  5, scent, vulnerability to cold 
  Saves: Fort +10, Ref +5, Will 
  +1
  Abilities: Str 21, Dex 16, 
  Con 21, Int 10, Wis 
  5, Cha 8
  Skills: Listen +3, Spot +4
  Feats: Alertness, Iron Will, 
  Quick DrawB, Track
  Environment: Cold 
  mountains
  Organization: Solitary, 
  pair, or gang (3–4)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Usually 
  chaotic evil
  Advancement: By 
  character class
  Level Adjustment: +8
  Here is an example of an 
  element-infused creature 
  using a troll as the base creature and ﬁ re as the element.
  Although more intelligent than normal trolls, ﬁ re-infused trolls 
  often act on instinct and without much thought. Th ey prey on any 
  living creatures they can ﬁ nd.
  A ﬁ re-infused troll can easily be recognized by its bright orange 
  and yellow skin. Its hair is red in youth but becomes a smoky gray 
  with age. A ﬁ re-infused troll stoops less than a normal troll, and its 
  shoulders are less broad, but it possesses surprising agility. 
  Combat
  A ﬁ re-infused troll knows that acid is its worst enemy, so it tends 
  to focus on foes not wielding weapons—especially those holding 
  glass or ceramic vials. It typically breathes ﬂ ame to 
  set the battleground 
  alight, granting it 
  greater mobility 
  and healing.
  Breath Weapon 
  (Su): DC 18 Reﬂ ex 
  half, 3d6 ﬁ re damage; 
  see the element-
  infused creature 
  template.
  Heat (Su): See the 
  element-infused creature 
  template.
  Rend (Ex): If a ﬁ re-infused 
  troll hits with both claw 
  attacks, it latches onto the 
  opponent’s body and tears 
  the ﬂ esh. Th is attack 
  automatically deals an 
  additional 2d6+7 points of 
  damage plus 1d6 points of 
  ﬁ re damage.
  Elemental Body (Ex): See 
  the element-infused creature 
  template.
  Fire Healing (Ex): See the 
  element-infused creature template.
  Firewalk (Su): See the element-
  infused creature template.
  Regeneration (Ex): Acid deals normal damage to a troll. If a troll 
  loses a limb or body part, the lost portion regrows in 3d6 minutes. 
  Th e creature can reattach the severed member instantly by holding 
  it to the stump.
  - Sample Creature:  Fire-Infused Troll -
  Feral Dragon
  
  114
  114
  114
  114
  Using the Feral Dragon Template
  Th e feral dragon template was designed to give players the chance to ﬁ ght big dragons at lower levels than normal. Both players 
  and GMs can use these creatures to enjoy dragonslayer scenarios akin to those in European myth and popular culture. Feral 
  dragons are still tough monsters for their CRs, but characters facing them can worry more about how dangerous a combatant 
  their foe is and less about whether or not it uses scrying to learn their plans and prepares to use spells against them.
  Creating a Feral Dragon
  “Feral dragon” is an inherited template that can be added to any 
  true dragon (referred to hereafter as the base creature). 
  A feral dragon uses all the base creature’s statistics 
  and special abilities except as noted here.
  Armor Class: Th e feral dragon’s natural armor bonus is 
  equal to the base creature’s –2 (minimum +0). If 
  the base creature had no natural armor bonus, 
  this feature of the template causes no change.
  Special Attacks: Th e feral dragon loses all the base 
  creature’s supernatural and spell-like special attacks except 
  its breath weapons. It also loses the ability to cast spells. It 
  retains all the base creature’s other special attacks.
  Special Qualities: Th e feral dragon loses the base creature’s 
  damage reduction and spell resistance (if any), and all its 
  supernatural and spell-like special qualities. It retains all 
  other special qualities the base creature had.
  Abilities: Change from the base creature as follows: Str +4, Dex 
  –4 (minimum 1), Con +4, Int –15 (minimum 1), Wis –4 
  (minimum 1).
  Skills: Recalculate the feral dragon’s skill points for its racial 
  Hit Dice according to the following formula (6 + new Int 
  modiﬁ er) x (HD +3). Th en spend its skill points afresh. Th e 
  skills named in the descriptive text for the base creature and 
  the true dragon description in the MM are class 
  skills for the feral dragon; all others are cross-class.
  Feats: A feral dragon has the same number of feats 
  as the base creature does, though they should be 
  chosen with an eye toward which ones are most 
  useful with its diminished abilities.
  Challenge Rating: A feral dragon’s challenge rating 
  equals its racial Hit Dice divided by 2 or the base creature’s 
  CR –4, whichever is greater. 
  Treasure: Double standard.
  Alignment: Usually neutral, but feral dragons often grow closer 
  to the base creature’s alignment as they age and gain 
  Intelligence.
  Level Adjustment: —
  Feral Dragon Characters
  Feral dragons make poor player characters. Th eir powerful forms 
  and weak minds make them too unbalanced for successful play.
  - Sample Creature: Very Old  Feral Red Dragon -
  Gargantuan Dragon (Fire)
  Hit Dice: 31d12+310 (511 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares), ﬂ y 200 ft. (clumsy)
  Armor Class: 32 (–4 size, –2 Dex, +28 natural), touch 4, ﬂ at-
  footed 32
  Base Attack/Grapple: +31/+58
  Attack: Bite +42 melee (4d6+15)
  Full Attack: Bite +42 melee (4d6+15) and 2 claws +37 melee 
  (2d8+7) and 2 wings +37 melee (2d6+7) and tail slap +37 
  melee (2d8+22)
  Space/Reach: 20 ft./15 ft. (bite 20 ft.)
  Special Attacks: Breath weapon, frightful presence, tail sweep
  Special Qualities: Blindsense 60 ft., darkvision 120 ft., 
  immunities (ﬁ re, paralysis, sleep), low-light vision, 
  vulnerability to cold
  Saves: Fort +27, Ref +17, Will +23
  Abilities: Str 41, Dex 6, Con 31, Int 7, Wis 19, Cha 22
  Skills: Diplomacy +10, Intimidate +40, Jump +19, Listen +38, 
  Sense Motive +38, Spot +38
  Feats: Awesome Blow, Cleave, Flyby Attack, Great Cleave, 
  Improved Bull Rush, Improved Initiative, Iron Will, 
  Lightning Reﬂ exes, Power Attack, Snatch, Wingover
  Environment: Warm mountains
  Organization: Solitary, pair, or family (1–2 plus 2–5 oﬀ spring)
  Challenge Rating: 17
  Treasure: Double standard
  Alignment: Usually chaotic evil
  Advancement: Very old 32–33 HD; ancient 35–36 HD; wyrm 
  38–39 HD; great wyrm 41+ HD
  Level Adjustment: —
  A feral red dragon can be diﬃ  cult to distinguish from its more 
  intelligent and powerful brethren. Th e massive very old feral 
  dragon weighs nearly 100 tons and looks almost exactly like a true 
  red dragon, except for the lack of an intelligent gleam in its eyes. 
  Feral red dragons are greedy but dimwitted. Th ey possess 
  amazing powers of perception but often lack the wit to put what 
  they learn to good use. Th ough they are canny ﬁ ghters, they lack 
  any sense of subtlety, exploding into violence whenever the whim 
  takes them.
  Combat
  A very old feral red dragon overconﬁ dently attacks smaller prey 
  and often singles out well-armed and armored foes to rend apart 
  ﬁ rst, hoping that its companions will ﬂ ee in terror so that it can 
  pick them oﬀ  one by one. Th e creature uses little strategy at ﬁ rst, 
  Feral Dragon
  
  115
  115
  115
  115
  often beginning its attacks by crushing as many foes as possible 
  and then using its many melee attacks to kill those that remain 
  standing. A very old feral red dragon has lived long enough to 
  realize that faraway foes can do signiﬁ cant harm, so it often 
  reserves its breath weapon for distant enemies, especially if they 
  prove able to cast spells.
  Breath Weapon (Su): 60-ft. cone, damage 
  18d10 ﬁ re, Reﬂ ex DC 35 half.
  Crush (Ex): Area 20 ft. by 20 ft.; a 
  Medium or smaller opponent takes 
  4d6+22 points of bludgeoning damage 
  and must succeed on a DC 35 Reﬂ ex 
  save or be pinned.
  Frightful Presence (Ex): 270-ft. radius, HD 
  30 or fewer, Will DC 31 negates.
  Snatch (Ex): Claw against Medium or 
  smaller creature for 2d8+6 
  points of damage per round, 
  bite against Large or 
  smaller creature for 4d6+15 
  points of damage per 
  round, or 8d6+30 if the 
  dragon does not move; 
  snatched creature can be 
  ﬂ ung 90 feet for 9d6 points 
  of damage.
  Tail Sweep (Ex): Half-circle 30 feet in 
  diameter, Small or smaller opponent takes 
  2d6+22 points of bludgeoning damage, 
  Reﬂ ex DC 35 half.
   Flesh Plant
  Whether created by magic, summoned from another plane, or spawned by an evolutionary process gone terribly awry, ﬂ esh plants are 
  awful and moving mounds of ﬂ esh that take the familiar forms of plants.
  A ﬂ esh plant is nothing short of horrible to see. Its skin-covered bones resemble twigs, and its ropy intestines climb like vines through its 
  body. Veined ﬂ aps of skin stiﬀ ened by cartilage look for all the world like a hideous cross between ears and leaves. 
  Like plants drawing water, ﬂ esh plants feed by sucking blood from the ground or from the corpses of creatures they have killed. A toxin that 
  prevents blood from clotting allows ﬂ esh plants to cause bleeding wounds that can cripple prey. A single strike is often suﬃ  cient, and a ﬂ esh 
  plant may “hunt” by surprising a creature with a single attack and then tracking the victim’s blood and scent trail to the spot where it expired. 
  Flesh plants are often shocked when creatures do not ﬂ ee after their attacks, and they sometimes lose a round to confusion in battle.
  Creating a Flesh Plant
  “Flesh plant” is an inherited template that can be added to any 
  plant (referred to hereafter as the base creature). 
  A ﬂ esh plant uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to aberration with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Speed: Each of the ﬂ esh plant’s speeds increases by +10 feet over 
  the corresponding speeds of the base creature. If the base 
  creature lacks a land speed, the ﬂ esh plant gains a land speed 
  of 10 feet.
  Armor Class: A ﬂ esh plant’s body is made of muscle, soft organs, 
  and cartilage. Th e base creature’s natural armor bonus is 
  replaced by a new one based on its size, as given on the 
  following table.
  Armor Class
   
  Size 
  Natural Armor Bonus
   
  Medium or smaller 
  +0
   
  Large 
  +2
   
  Huge 
  +5
   
  Gargantuan 
  +9
   
  Colossal 
  +14
  Flesh Plant
  
  116
  116
  116
  116
  Using the Flesh Plant Template
  Th e ﬂ esh plant template oﬀ ers a way to create strange and hideous monsters, especially in combination with other templates. 
  When creating a ﬂ esh plant, consider its origins and how it might ﬁ t into an ecology. Flesh plants need not have anything to 
  do with a forest or normal plants. A ﬂ esh shambling mound, for instance, is a horrifying and alien creature that could come 
  from another plane, especially with the addition of the half-ﬁ end or ﬁ endish template from the MM.
  Special Attacks: Th e ﬂ esh plant retains all the base creature’s 
  special attacks and gains those described here.
   
  Blood Letting (Ex): If a ﬂ esh plant’s natural attack deals 
  damage to a living creature, the resulting wound continues 
  to bleed, dealing 2 points of damage each round until a DC 
  15 Heal check is made or magical healing restores at least 1 
  hit point. Cumulative attacks do not cause cumulative blood 
  loss; only the ﬁ rst such wound is aﬀ ected by blood letting. 
  A creature immune to poisons is immune to the toxin that 
  causes the continued bleeding. Th is toxin is not considered a 
  plant poison.
  Special Qualities: Th e ﬂ esh plant retains all the base 
  creature’s special qualities and gains those 
  described here.
   
  Fast Healing (Ex): A ﬂ esh plant regains 2 hit 
  points per round.
   
  Scent (Ex): A ﬂ esh plant’s entire body is 
  one big olfactory sense organ that can detect 
  approaching enemies and prey, and sniﬀ  out hidden foes by 
  the creature’s sense of smell alone. See the MM for details 
  of this quality. Flesh plants often utilize this ability to track 
  bleeding creatures they have struck.
   
  Tremorsense (Ex): A ﬂ esh plant can automatically sense the 
  location of anything within 20 feet that is touching the ground.
  Abilities: Increase from the base creature as follows: Str +4, Dex 
  +4, Con +4. If the base creature lacks an Intelligence score, 
  the ﬂ esh plant gains an Intelligence score of 1. 
  Skills: If the base creature has a bonus on Hide checks based on its 
  resemblance to natural plants or the ability to camouﬂ age 
  itself with color in a natural environment, the ﬂ esh plant loses 
  that bonus. If it gained an Intelligence score of 1 from the 
  application of this template, it gains a number of skill points 
  equal to 3 + racial HD, with which it must purchase skills. 
  Hide, Listen, Spot, and Survival are class skills for such 
  a creature; all other skills are cross-class skills.
  Challenge Rating: Same as the base creature +1.
  Alignment: Usually neutral.
  Level Adjustment: Same as the base creature +3.
  Flesh Plant Characters
  A ﬂ esh plant character favors whichever class the base creature 
  does. If the base creature’s favored class is unspeciﬁ ed, the ﬂ esh 
  plant favors the barbarian class.
  - Sample Creature:  Flesh Treant -
  Huge Aberration (Augmented Plant)
  Hit Dice: 7d8+49 (80 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 14 (–2 size, +1 Dex, +5 natural), touch 9, ﬂ at-footed 
  13
  Base Attack/Grapple: +5/+24
  Attack: Slam +14 melee (2d6+11 plus blood letting)
  Full Attack: 2 slams +14 melee (2d6+11 plus blood letting)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Animate trees, blood letting, double damage 
  against objects, trample 2d6+16
  Special Qualities: Damage reduction 10/slashing, darkvision 60 ft., 
  fast healing 2, scent, tremorsense 20 ft., vulnerability to ﬁ re
  Saves: Fort +12, Ref +3, Will +7
  Abilities: Str 33, Dex 12, Con 25, Int 12, Wis 16, Cha 12
  Skills: Diplomacy +3, Hide –7, Intimidate +6, Knowledge (nature) 
  +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 
  aboveground)
  Feats: Improved Sunder, Iron Will, Power Attack
  Environment: Temperate forests
  Organization: Solitary or grove (4–7)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan)
  Level Adjustment: +8
  Here is an example of a ﬂ esh plant using a treant as the base 
  creature.
  With its thick, muscular body and hundreds of bony limbs, a 
  ﬂ esh treant manages to look both powerful and fragile. Its many 
  arms spread into thousands of twiggy ﬁ ngers, each bearing 
  dozens of skin-covered cartilage ﬁ ns that appear red because of 
  the many tiny, blood-ﬁ lled veins close to the surface. When a 
  ﬂ esh treant has fed well, blood travels visibly up through its body, 
  reddening the trunk and pulsing up through the lowest limbs 
  and “leaves” to its top. At a great distance, a well-fed ﬂ esh treant 
  might even be mistaken for a tree whose leaves are changing to 
  autumn colors, but even a casual inspection reveals its hideous 
  nature.
  Flesh treants are too large to hide successfully from prey, so they 
  employ group hunting techniques. Using animated trees to ﬂ ush 
  prey toward them, ﬂ esh treants spread out in a line to strike at 
  forest creatures as they ﬂ ee by. Any creatures not killed outright 
  by their crushing limbs are tracked through the woods by the 
  trail of blood left behind.
  Flesh treants greatly fear ﬁ re and have little protection from it in 
  their woodland homes. To prevent a forest ﬁ re from claiming its 
  life, a ﬂ esh treant often animates trees and pulls up smaller plants 
  Flesh Plant
  
  117
  117
  117
  117
  to create a ﬁ rebreak around a favored living area. Such areas are 
  often devoid of life larger than insects, since even birds learn to 
  fear the lairs of ﬂ esh treants.
  Flesh treants speak Common and Sylvan.
  Combat
  Flesh treants strike at foes with their crushing limbs ﬁ rst, hoping 
  to deliver bleeding wounds that they can use to track their prey 
  should it escape. Creatures that wield ﬁ re or show the ability 
  to stop blood loss are dealt with unmercifully. Flesh treants use 
  animated trees to trample and crush 
  such foes, remaining as far away 
  as possible.
  Animate Trees (Sp): A 
  ﬂ esh treant can animate 
  trees within 180 feet at 
  will, controlling up 
  to two trees at a 
  time. It takes 1 
  full round for a 
  normal tree to 
  uproot itself. 
  Th ereafter, 
  it moves at a 
  speed of 10 
  feet and 
  ﬁ ghts as a 
  treant in 
  all respects. 
  Animated trees lose their 
  ability to move if the 
  ﬂ esh treant that animated them is 
  incapacitated or moves out of range. Th is 
  ability is otherwise similar to liveoak (caster 
  level 12th). Animated trees have the same 
  vulnerability to ﬁ re that a treant 
  has. Flesh treants use this ability 
  to frighten creatures toward 
  them or to hem in foes.
  Blood Letting (Ex): See the 
  ﬂ esh plant template.
  Double Damage against Objects 
  (Ex): A ﬂ esh treant or animated tree 
  that makes a full attack against an object 
  or structure deals double damage.
  Fast Healing (Ex): A ﬂ esh plant regains 2 hit points per round.
  Scent (Ex): A ﬂ esh plant’s body is a sensory organ that can 
  detect approaching enemies and sniﬀ  out hidden foes by sense of 
  smell alone. See the MM for details of this quality. Flesh plants 
  often utilize this ability to track bleeding creatures they have 
  struck.
  Trample (Ex): Reﬂ ex DC 24 half. Th e save DC is Strength-
  based.
  Tremorsense (Ex): A ﬂ esh plant can automatically sense the 
  location of anything within 20 feet that is in contact with the 
  ground.
  Flesh Plant
  
  118
  118
  118
  118
   Force Creature
  Force is a rare and powerful kind of magic used in only a select few spells and magic items. Sages have likened it to raw magic—energy 
  without native form or substance. Spellcasters who understand its nature harness this raw material and weave it into shapes that can be 
  used as weapons, defenses, or tools. But despite the limitless potential of force energy, relatively few spells make use of it. Th is unusual 
  lack might be due in part to the inﬂ uence of force creatures.
  Force creatures are elemental-like beings composed of animate magic force. Th ey look like semi-translucent, glowing, blue creatures 
  roughly the same size and shape as their more common cousins. Sages speculate that they originate from some realm of magical force, 
  but if so, no planar explorer has yet discovered the place and lived to tell of it. 
  Force creatures often appear in places where force magic is used frequently. Th ough language is often not a problem, force creatures are 
  diﬃ  cult to interact with, since they seem to be nearly emotionless.
  Creating a Force Creature
  “Force creature” is an inherited template that can be applied to 
  any living, corporeal creature (referred to hereafter as the base 
  creature). 
  A force creature uses all of the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to aberration with 
  the appropriate augmented subtype. Do not 
  recalculate base attack bonuses, saves, or skill 
  points. Size is unchanged.
  Hit Dice: Change all racial Hit Dice to d8s.
  Armor Class: Th e base creature’s natural armor 
  bonus no longer applies, but the force 
  creature gains a deﬂ ection bonus to Armor Class 
  equal to the base creature’s natural armor bonus (+0 if it 
  has none) + the force creature’s Cha modiﬁ er. A force 
  creature’s minimum deﬂ ection bonus is +0.
  Attack: Th e force creature retains 
  all the base creature’s 
  attacks, and its 
  weapon and armor 
  proﬁ ciencies. 
  Th ese attacks 
  retain the same 
  primary or 
  secondary status 
  they had for the 
  base creature. Th e 
  force creature gains 
  a primary slam 
  attack if it has 
  no other natural 
  attacks. 
  Damage: All of a force 
  creature’s natural 
  attacks deal force 
  damage (like 
  that of a magic 
  missile) rather than 
  bludgeoning, 
  piercing, or 
  slashing 
  damage. Th us, 
  the force 
  creature can hit 
  incorporeal creatures, and the damage dealt by its natural 
  attacks is not diminished by damage reduction. 
  If the force creature gained a slam attack from the application of this 
  template, its base damage is as given on the following table. 
  Th is damage is always force damage.
  Damage
   Size Slam Base Damage (Force)
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Attacks: Th e force 
  creature retains all the base 
  creature’s special attacks and 
  gains those described here.
  Draw Force (Su): 
  Although vulnerable 
  to force attacks (see 
  Spell Vulnerability, page 
  119), a force creature can 
  use dispel magic to negate all 
  magical eﬀ ects with the force 
  descriptor within 30 feet of it. 
  To do so, it makes a dispel 
  check as though it were a 
  caster of a level equal to 
  its character level. For 
  each level of the force 
  eﬀ ect so dispelled, the 
  force creature heals 
  1d8 points of damage. 
  Th is ability is usable 
  at will and requires a 
  standard action.
  Force Aura (Ex): 
  Th e force creature 
  is surrounded at 
  all times by a force 
  Force Creature
  
  119
  119
  119
  119
  aura that emits a dull, blue light about as bright as a 
  candle. Any opponent that hits the force creature with a 
  natural weapon or an unarmed attack takes 1d6 points of 
  force damage from this aura. When so struck, the aura 
  momentarily ﬂ ares brighter at the point of impact.
   
  Force Strength (Ex): A force creature gains a +4 bonus on 
  checks made to trip opponents during an overrun and on 
  Strength checks made to bull rush foes or break items.
  Special Qualities: Th e force creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Breathless (Ex): Because force creatures do not need 
  to breathe, they are immune to all inhaled substances, 
  including toxins and nauseating gas.
   
  Damage Resistance (Ex): A force creature takes half 
  damage from all attacks and eﬀ ects that deal hit point 
  damage. 
   
  Spell Vulnerability (Ex): If the base creature has spell 
  resistance, disintegration and force eﬀ ects automatically 
  bypass it. Such eﬀ ects also bypass the force creature’s 
  damage resistance ability.
  Skills: A force creature gains a +20 racial bonus on Jump checks. 
  Since it continuously emits a dull blue light, however, it 
  takes a –5 circumstance penalty on Hide checks when 
  attempting to hide in conditions other than bright light. 
  Th is penalty can be diminished or negated if the force 
  creature’s body is covered by a material that blocks light. 
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +6.
  Force Characters
  A force creature favors whichever class the base creature does.
  - Sample Creature:  Force Gelatinous Cube -
  Huge Aberration (Augmented Ooze)
  Hit Dice: 4d8+32 (50 hp)
  Initiative: –5
  Speed: 15 ft. (3 squares)
  Armor Class: 3 (–2 size, –5 Dex), touch 3, ﬂ at-footed 3
  Base Attack/Grapple: +3/+11
  Attack: Slam +1 melee (1d6 force plus 1d6 acid)
  Full Attack: Slam +1 melee (1d6 force plus 1d6 acid)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Acid, draw force, engulf, force aura, force 
  strength, paralysis
  Special Qualities: Blindsight 60 ft., breathless, damage 
  resistance, immunity to electricity, mindless, spell 
  vulnerability, transparent
  Saves: Fort +9, Ref -4, Will –4
  Abilities: Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Skills: —
  Feats: —
  Environment: Underground
  Organization: Solitary
  Challenge Rating: 4
  Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 
  50% items (no nonmetal or nonstone)
  Alignment: Always neutral
  Advancement: 5–12 HD (Huge); 13–24 HD (Gargantuan)
  Level Adjustment: —
  Here is an example of a force creature using a gelatinous cube as 
  the base creature.
  Force gelatinous cubes are drawn to places where cubes of force 
  have been used, or where forcecage spells have been cast. Some 
  sages believe that such magic actually creates force gelatinous 
  cubes, or that the energy of such a spell gone awry might coalesce 
  a force gelatinous cube. Th e force gelatinous cube’s apparent 
  desire to engulf and encase creatures seems to support this idea, 
  but its resemblance to a normal gelatinous cube begs a diﬀ erent 
  answer to its origins.
  A force gelatinous cube is diﬃ  cult to see, but its presence can 
  be inferred by the dim blue radiance that suﬀ uses any chamber 
  it occupies. Upon close inspection, a force gelatinous cube looks 
  like a clear cube of dimly glowing blue gel, about 15 feet on a 
  side.
  Combat
  A force gelatinous cube attacks by slamming its body into its 
  prey. It is capable of lashing out with a pseudopod of force, but it 
  usually prefers to engulf its foes.
  Acid (Ex): A force gelatinous cube’s acid does not harm metal or 
  stone.
  Draw Force (Su): Caster level 4th; see the force creature 
  template
  Engulf (Ex): Although it moves slowly, a force gelatinous cube 
  can simply mow down Large or smaller creatures as a standard 
  action. It cannot make a slam attack during a round in which 
  it engulfs. Th e gelatinous cube merely has to move over the 
  opponents, aﬀ ecting as many as it can cover. Each opponent 
  may attempt either an attack of opportunity or a DC 13 Reﬂ ex 
  saving throw to avoid being engulfed. Success indicates that the 
  opponent is pushed back or aside (opponent’s choice) as the 
  cube moves forward. Engulfed creatures are subject to the cube’s 
  paralysis and acid, and are considered to be grappled and trapped 
  within its body. Th e save DC is Strength-based and includes a +1 
  racial bonus.
  Force Aura (Ex): See the force creature template.
  Force Strength (Ex): See the force creature template.
  Paralysis (Ex): A force gelatinous cube secretes an anesthetizing 
  slime. A target hit by a cube’s melee or engulf attack must 
  succeed on a DC 20 Fortitude save or be paralyzed for 3d6 
  rounds. Th e cube can automatically engulf a paralyzed opponent. 
  Th e save DC is Constitution-based.
  Breathless (Ex): See the force creature template.
  Damage Resistance (Ex): See the force creature template.
  Mindless (Ex): Force gelatinous cubes are mindless and 
  therefore immune to mind-aﬀ ecting eﬀ ects.
  Spell Vulnerability (Ex): See the force creature template.
  Transparent (Ex): A force gelatinous cube is diﬃ  cult to see 
  despite its blue glow, and it takes a DC 15 Spot check to locate 
  it. Creatures that fail to notice a force gelatinous cube and walk 
  into it are automatically engulfed.
  Force Creature
  
  120
  120
  120
  120
   Fortune-Blessed Creature
  Whether blessed by the gods or simply born lucky, some creatures seem to live charmed lives. Th ese are the fortune-blessed creatures—
  those that seem able to beat the odds time and time again.
  Fortune-blessed creatures look like normal specimens of their kinds, but many exhibit an attitude that appears to be foolish 
  overconﬁ dence. Fortune-blessed creatures tend to be risk-takers, and they frequently act without thinking. More often than not, however, 
  their rash natures get them out of whatever trouble they get into.
  Creating a Fortune-Blessed Creature
  “Fortune-blessed” is an acquired or inherited template that can be 
  added to any creature (referred to hereafter as the base creature). 
  A fortune-blessed creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: Size and type are unchanged, but 
  the creature gains the chaotic subtype if the 
  base creature did not already have it. 
  Armor Class: Th e fortune-blessed creature gains a 
  +2 luck bonus to AC.
  Special Attacks: Th e fortune-blessed creature retains all the base 
  creature’s special attacks and gains those described here.
   
  Augmented Criticals (Su): Th e critical threat range of each 
  of a fortune-blessed creature’s attacks doubles. Th is doubling 
  follows the standard rules for doubling critical ranges and 
  does not stack with other doubling eﬀ ects, such as keen edge 
  or the Improved Critical feat.
   
  Lucky Strike (Su): As a free action once per encounter, the 
  fortune-blessed creature can apply a true strike eﬀ ect to a 
  single attack.
  Special Qualities: Th e fortune-blessed creature retains all the 
  base creature’s special qualities and gains those described 
  here.
  Favored (Ex): A fortune-blessed creature gains a 
  +2 luck bonus on all opposed checks and saves, and 
  a +1 luck bonus on all attack rolls.
  Turn of Fate (Su): Once per day, a fortune-blessed 
  creature can reroll any failed roll it has just made. It 
  must accepted the results of the second roll.
  Skills: A fortune-blessed creature gains a +2 luck bonus 
  on all skill checks. Th is bonus stacks with the luck bonus it 
  gains on opposed checks.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +5.
  Fortune-Blessed Characters
  A fortune-blessed creature favors whichever class the base 
  creature does.
  - Sample Creature:  Harrigan Tumwater, -
  4th-Level Fortune-Blessed Gnome Rogue Small Humanoid 
  (Chaotic, Gnome)
  Hit Dice: 4d6+8 (22 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (+1 size, +3 masterwork studded leather, +1 
  masterwork buckler, +2 luck), touch 16, ﬂ at-footed 17
  Base Attack/Grapple: +3/+1
  Attack: Masterwork rapier +7 melee (1d4/15–20) or masterwork 
  shortbow +6 ranged (1d4/19–20/x3)
  Full Attack: Masterwork rapier +7 melee (1d4/15–20) or 
  masterwork shortbow +6 ranged (1d4/19–20/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Augmented criticals, lucky strike, sneak attack 
  +2d6, spell-like abilities
  Special Qualities: Evasion, favored, gnome traits, low-light vision, 
  trapﬁ nding, trap sense +1, turn of fate, uncanny dodge
  Saves: Fort +6, Ref +9, Will +3
  Abilities: Str 10, Dex 14, Con 15, Int 10, Wis 9, Cha 8
  Skills: Balance +6, Bluﬀ  +6, Craft (alchemy) +4, Diplomacy 
  +10, Disguise +0 (+2 acting), Escape Artist +9, Hide +13, 
  Intimidate +2, Jump –2, Listen +8, Open Lock +9, Sense 
  Motive +6, Sleight of Hand +12, Spot +6, Tumble +9, Use 
  Rope +6 (+8 with bindings)
  Feats: Quick Draw, Weapon Finesse
  Environment: Temperate hills 
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard; see possessions below
  Alignment: Chaotic neutral
  Advancement: By character class
  Level Adjustment: +4
  Harrigan Tumwater is a gambler who wagers money and lives with 
  equal fervor. He exhibits an annoying overconﬁ dence that other 
  gamblers can’t help but despise. Harrigan loves to use his luck and 
  his talent with sleight of hand to win any bet, whatever the odds. 
  If accused of cheating, Harrigan often turns the confrontation 
  into a ﬁ ght, trusting his luck and his skill with a blade to see him 
  through. His silver tongue and his skill with locks and chains has 
  kept him out of prison thus far.
  Harrigan is a dashing gnome in studded leather, armed with a 
  rapier and a shortbow.
  Combat
  Harrigan Tumwater enjoys melee and is often the ﬁ rst to draw a 
  weapon. A lucky blow with his rapier against a surprised foe has 
  often ended a ﬁ ght before it began.
  Harrigan’s natural attacks, and any attacks with weapons, count as 
  chaotic-aligned for the purpose of overcoming damage reduction.
  Augmented Criticals (Su): See the fortune-blessed creature template.
  Lucky Strike (Su): See the fortune-blessed creature template.
  Fortune-Blessed Creature
  
  121
  121
  121
  121
  Sneak Attack (Ex): Harrigan deals +2d6 extra points of damage on 
  any successful attack against ﬂ at-footed or ﬂ anked targets, or 
  against a target that has been denied its Dexterity bonus for any 
  reason. Th is damage applies to point-blank ranged attacks as 
  well. Creatures with concealment, 
  creatures without discernable 
  anatomies, and creatures immune 
  to critical hits are all immune 
  to sneak attacks. Harrigan may 
  choose to deliver nonlethal 
  damage with his sneak attack, 
  but only when using a weapon 
  designed for that purpose, such 
  as a sap (blackjack).
  Spell-Like Abilities: 
  1/day—speak with animals 
  (burrowing mammal only, 
  duration 1 minute). Caster 
  level 1st; save DC 9. Th e 
  save DC is Charisma-based.
  Evasion (Ex): If Harrigan 
  is exposed to any eﬀ ect 
  that normally allows him 
  to attempt a Reﬂ ex saving 
  throw for half damage, he 
  takes no damage with a 
  successful saving throw.
  Favored (Ex): See the 
  fortune-blessed creature 
  template.
  Gnome Traits: Harrigan has a +2 
  racial bonus on saving throws against illusions, a +1 racial bonus on 
  attack rolls against kobolds and goblinoids, and a +4 dodge bonus 
  against giants.
  Trap Sense (Ex): Harrigan gains a +1 bonus on Reﬂ ex saves 
  made to avoid traps and a +1 bonus to AC against attacks by 
  traps.
  Trapﬁ nding (Ex): Harrigan 
  can ﬁ nd, disarm, or bypass 
  traps with a DC of 20+. He 
  can use the Search skill to 
  ﬁ nd, and the Disable Device 
  skill to disarm, magical 
  traps (DC 25 + the level of 
  the spell used to create it). 
  If his Disable Device 
  check result exceeds 
  the trap’s DC by 10+, 
  he discovers how to 
  bypass the trap without 
  triggering or disarming 
  it.
  Turn of Fate (Su): 
  See the fortune-blessed 
  creature template.
  Uncanny Dodge (Ex): 
  Harrigan retains his 
  Dexterity bonus to AC 
  even when ﬂ at-footed or 
  targeted by an unseen foe. 
  He still loses his Dexterity 
  bonus if paralyzed or 
  otherwise immobile.
  Possessions: Masterwork 
  studded leather, masterwork buckler, masterwork rapier, 
  masterwork shortbow, 10 normal arrows, 5 cold iron arrows, 5 
  silver arrows, cloak of resistance +1, 4 potions of cure light wounds, 
  masterwork thieves’ tools.
   Fortune-Spurned Creature
  Some creatures just seem to be born unlucky. Th e ill fortune of most such creatures is attributable to a simple combination of misfortune, 
  superstition, and self-fulﬁ lling prophecy. For fortune-spurned creatures, however, the truth is much simpler—Lady Luck would happily 
  dance on their graves. Such creatures don’t often tell others about their bad luck for fear of being ostracized. Considering that their bad 
  luck often rubs oﬀ  on others, this tactic seems a wise—if somewhat selﬁ sh—precaution.
  A fortune-spurned creature looks like a normal specimen of its kind, but it often displays a morose and pessimistic attitude—especially if 
  it is intelligent enough to realize that the forces of probability have turned against it. 
  “Fortune-spurned creature” is an acquired or inherited template 
  (your choice, see the Using the Fortune-Spurned 
  Creature Template sidebar) that can be added 
  to any creature (referred to hereafter as the base 
  creature). 
  A fortune-spurned creature uses all the base 
  creature’s statistics and special abilities except as 
  noted here.
  Size and Type: Size and type are unchanged, but the creature 
  gains the chaotic subtype if the base creature does not 
  already have it.
  Creating a Fortune-Spurned Creature
  Special Attacks: Th e fortune-spurned creature retains all the base 
  creature’s special attacks and gains those described 
  here.
  Aura of Misfortune (Su): Every creature within 10 feet 
  of the fortune-spurned creature gains the diminished 
  criticals and unlucky strike special qualities of the 
  fortune-spurned template as long as it remains 
  within range. Furthermore, each such creature takes a 
  –4 penalty on all checks and saving throws.
   
  Calamitous Mishap (Su): As a free action once per encounter, 
  the fortune-spurned creature can cause some calamity to 
  Fortune-Spurned Creature
  
  122
  122
  122
  122
  Using the Fortune-Spurned Creature Template
  Many possible explanations exist for the appearance of a fortune-spurned creature in your game. Creatures could gain the 
  fortune-spurned template as a curse from a god or powerful outsider, or from a bestow curse spell. Alternatively, a single creature 
  might just be born unlucky, or an entire race might be aﬄ  icted with this curse.
  befall itself and another creature within 
  5 feet of it. Th e mishap selected 
  must be a possible result of normal 
  circumstances, but it can be the worst 
  possible result. For instance, lightning 
  could strike both the fortune-spurned 
  creature and its foe on a cloudy day, or it 
  could strike a tree, causing a heavy limb 
  to fall on both targets, but lightning 
  could not strike out of a clear sky. 
  Alternatively, ropes holding up some 
  scaﬀ olding might break, the lock on 
  a portcullis might slip, or the ﬂ oor 
  of a ruined keep might give way. In 
  some cases, the fortune-spurned creature 
  might be unable to cause any calamity given 
  its surroundings. A calamity cannot aﬀ ect 
  more than the fortune-spurned creature 
  and a single adjacent creature of its choice. 
   
  Nearly any natural misfortune may be 
  chosen, but it must be one that is as 
  dangerous to the fortune-spurned 
  creature as it is to the other 
  creature. Both targets must be 
  aﬀ ected equally; that is, both 
  must make the same saving throw 
  and suﬀ er the same result. Th us, 
  if the fortune-spurned creature is 
  immune or resistant to electricity, 
  it could not choose to have 
  lightning strike both it and its 
  foe unless the foe is 
  equally resistant to 
  electricity. 
  Special Qualities: Th e fortune-spurned creature retains all the base 
  creature’s special qualities and gains those described here.
  Cursed (Ex): A fortune-spurned creature takes a –2 luck 
  bonus on all opposed checks and saves, and a –1 luck 
  bonus on all attack rolls.
  Diminished Criticals (Su): A fortune-spurned 
  creature must roll twice to conﬁ rm a critical hit.
  Twist of Fate (Su): Th e ﬁ rst time in any 
  given day that a fortune-spurned creature 
  rolls a natural 20 on a saving throw, it 
  fails the save. Th is twist of fate happens 
  (thankfully) only once per day.
  Unlucky Strike (Su): When a fortune-spurned 
  creature attacks with a weapon and rolls a natural 
  1, it drops the weapon unless it can make a 
  successful Reﬂ ex save (DC 10 + 1/2 fortune-
  spurned creature’s character level + fortune-
  spurned creature’s Cha modiﬁ er). If it attacks 
  with a natural weapon and rolls a natural 1, 
  it provokes an attack of opportunity from 
  its target, even if that creature would not 
  otherwise be entitled to make one.
  Skills: A fortune-spurned creature 
  takes a –2 penalty on all skill checks. 
  Th is penalty stacks with the one it takes 
  on opposed checks.
  Fortune-Spurned 
  Characters
  A fortune-spurned creature favors 
  whichever class the base creature does.
  - Sample Creature:  Fortune-Spurned Light Warhorse -
  Large Animal (Chaotic)
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +1
  Speed: 60 ft. (12 squares)
  Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, ﬂ at-
  footed 13
  Base Attack/Grapple: +2/+7
  Attack: Hoof +3 melee (1d4+3)
  Full Attack: 2 hooves +3 melee (1d4+3) and bite –2 melee (1d3+1)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Aura of misfortune, calamitous mishap
  Special Qualities: Cursed, diminished criticals, low-light vision, 
  scent, twist of fate, unlucky strike
  Saves: Fort +6, Ref +4, Will +2
  Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
  Skills: Listen +2, Spot +2
  Feats: Endurance, Run
  Environment: Temperate plains
  Organization: Domesticated
  Challenge Rating: 1
  Advancement: —
  Level Adjustment: —
  Here is an example of a fortune-spurned creature using a light 
  warhorse as the base creature.
  Th ese ﬁ ne-looking, healthy animals can be purchased at bargain 
  prices in bazaars or found roaming free on the roads after their 
  riders have accidentally fallen from their backs into some ravine. 
  A fortune-spurned warhorse’s coat gleams in the sunshine, and it 
  usually canters proudly up to a potential rider. Anyone who saddles 
  and rides it, however, is due for a cruel surprise.
  Th e fortune-spurned light warhorse is simply an animal trained 
  for battle. It seeks the care and comfort of a rider and understands 
  nothing about its terrible luck. When threatened, it reacts by 
  Fortune-Spurned Creature
  
  123
  123
  123
  123
  instinctively causing a calamitous mishap to befall itself and its foe, 
  frequently bringing its owner along for the ride.
  A fortune-spurned light warhorse can ﬁ ght while carrying a rider, 
  but the rider cannot also attack unless he succeeds on a Ride 
  check.
  A fortune-spurned light warhorse’s natural attacks are treated as 
  chaotic-aligned for the purpose of overcoming damage reduction.
  Combat
  A fortune-spurned light warhorse lashes out with its hooves and 
  teeth in combat.
  Aura of Misfortune (Su): See the fortune-spurned creature 
  template.
  Calamitous Mishap (Su): See the fortune-spurned creature template.
  Cursed (Ex): See the fortune-spurned creature template.
  Diminished Criticals (Su): See the fortune-spurned creature 
  template.
  Twist of Fate (Su): See the fortune-spurned creature template.
  Unlucky Strike (Su): See the fortune-spurned creature template.
  Skills: A fortune-spurned light warhorse takes a –2 penalty on all 
  skill checks.
  Carrying Capacity: A light load for a fortune-spurned light 
  warhorse is up to 230 pounds; a medium load, 231–460 pounds; 
  and a heavy load, 461–690 pounds. A fortune-spurned light 
  warhorse can drag 3,450 pounds.
   Four Horsemen
  In classic legends, the Four Horsemen of the Apocalypse are the harbingers of the end of all things—the heralds of doom. Death bears 
  a scythe and rides a dead mount, spreading death far and wide. Famine wields black scales and charges forward on an emaciated unicorn 
  to sap the sustenance from the land. Pestilence, on the back of a pegasus whose hide is covered in boils, takes lives or gives disease with 
  an arrow from a white bow. A nightmare with blood-red fur and ﬂ aming hooves carries War, who cleaves peaceful lands with a crimson 
  sword, leaving blood-soaked battlegrounds in its wake. 
  Th ough their mounts and arms are always the same, the appearance of each Horseman changes from one sighting to the next. Th is variation 
  stems from the fact that the Four Horsemen are not mortal creatures that can be fought and defeated once and for all. Th ey are spiritual 
  entities—embodiments of destructive forces that can possess mortal creatures, thereby constantly recreating the Four Horsemen in the world.
  Creating the Four Horsemen
  Th e Four Horsemen template is actually a collection of four 
  acquired templates that may be added to four diﬀ erent creatures 
  (referred to hereafter as the base creatures). To qualify, the base 
  creature must have Intelligence, Wisdom, and Charisma scores 
  that are each greater than 5, and it cannot already be possessed by 
  a Horseman. 
  Th e Four Horsemen (Death, Famine, Pestilence, and War) use all 
  the base creatures’ statistics and special abilities except as noted 
  here. Unless otherwise speciﬁ ed, all changes given in the template 
  description apply regardless of which Horseman possesses the 
  creature.
  Size and Type: Size and type are unchanged, but the creature 
  gains the evil subtype if the base creature does not already 
  have it.
  Armor Class: Th e Horseman gains a +4 profane 
  bonus to Armor Class.
  Special Attacks: Th e Horseman retains all the base 
  creature’s special attacks and gains those 
  described here.
   
  Fear (Su): Any living creature within 100 
  feet of a Horseman must succeed on a Will save 
  (DC 10 + 1/2 Horseman’s character level + Horseman’s Cha 
  modiﬁ er) or suﬀ er cumulative fear eﬀ ects. A creature that 
  fails a save against one Horseman’s fear is shaken for 1 hour. 
  A creature that fails its save against a second Horseman’s 
  fear eﬀ ect while still shaken by the ﬁ rst is frightened for 
  10 rounds. A creature that fails its save against a third 
  Horseman’s fear eﬀ ect while still frightened by the second is 
  panicked for 1d6 rounds. A creature that fails a save against 
  the fourth Horseman’s fear eﬀ ect while still panicked by the 
  third dies instantly. Th e durations of these eﬀ ects overlap. 
  A creature that succeeds on a save against any of these fear 
  eﬀ ects is immune to that Horseman’s fear for 1 hour or, if 
  already shaken, until the duration of the shaken eﬀ ect ends. 
  A Horseman’s fear is a mind-aﬀ ecting fear aﬀ ect.
   
  Horseman Power: Each Horseman has a phantom mount 
  (see Special Qualities) with a unique appearance and gains 
  particular attacks based upon its nature, as given below.
  Death: Death’s phantom mount appears as the rotting corpse 
  of a horse that hangs limply beneath Death, never 
  moving. 
   
  Death Scythe (Su): As a standard action while riding 
  its phantom mount, Death can summon to its 
  hands a grave-dirt-covered scythe sized for the 
  base creature. In addition to taking normal damage 
  from the weapon, any foe struck by the scythe must 
  succeed on a Fortitude save (DC 10 + 1/2 Death’s 
  character level + Death’s Cha modiﬁ er) or die 
  instantly. Th e scythe vanishes if Death lets go of it 
  for any reason and cannot be summoned when Death 
  is not riding its phantom mount. Death scythe is a 
  death eﬀ ect.
   
  Finger of Death (Su): As a standard action once every 
  1d4 rounds, Death can target any creature within 500 
  feet by pointing at it. Th e target must succeed on a 
  Fortitude save (DC 10 + 1/2 Death’s character level + 
  Four Horsemen
  
  124
  124
  124
  124
   The Four Horsemen of Whatever You Want
  If you’re interested in using the Four Horsemen of the Apocalypse in your game, you probably have a good idea of what you 
  want them to do. If you need some inspiration, however, think about the following options.
  • 
  Th e Four Horsemen of the Apocalypse traditionally herald the end of the world. If they are ever allowed to rampage for a 
  certain amount of time, the world will shatter.
  • 
  Th e Four Horsemen must reach a destination or ﬁ nd an item (or several items) to bring about the end of the world.
  • 
  Th e appearance of the Four Horsemen is a sign of a coming apocalypse. Th ey must be stopped before they can wreak 
  havoc on the land, but before they are expelled, the PCs must somehow extract information from them about the coming 
  destruction so that it can be prevented.
  • 
  Th e Four Horsemen were created by a particular location or item and will continue to be reborn until the item that calls 
  them is destroyed or the location is deﬁ led.
  • 
  Th e Four Horsemen are servants of a god of destruction. Th ey can’t bring about the end of the world by themselves, but 
  they can do a lot of damage.
  • 
  Th e diﬀ erent parts of this template are unrelated, and each Horseman is a separate entity.
  • 
  Th e Four Horsemen are mutual enemies. Instead of possessing a creature near another Horseman, each of them can 
  possess any creature within 500 feet of the last host it had. Each Horseman is in the process of gathering an army about 
  itself to ﬁ ght the Last Battle with its three foes.
  • 
  Via possession by the Four Horsemen, the PCs have a chance to play powerful evil creatures. NPC enemies attempt to kill 
  them, while old allies attempt to stop their depredations and expel the Horsemen entities without using deadly force.
  Death’s Cha modiﬁ er) or die instantly. If the creature 
  fails the save, any other creature touching it within 1 
  hour of its death must also succeed on a save at the 
  same DC or die. Finger of death is a death eﬀ ect.
  Famine: Famine’s phantom mount appears as an emaciated 
  black unicorn with sunken eyes and a brittle-looking 
  horn. 
   
  Aura of Desolation (Su): Normal plants within 500 feet 
  of Famine wilt, losing all fruit and seeds. Large or hardy 
  plants such as trees lie dormant until renewed by water 
  and sunlight; smaller plants die immediately. A plant 
  creature or magic plant must succeed on a Fortitude save 
  (DC 10 + 1/2 Famine’s character level + Famine’s Cha 
  modiﬁ er) each round that it remains within the aura 
  or take 2d6 points of damage. Creatures of the animal 
  or vermin type are automatically sickened while within 
  Famine’s aura of desolation and for at least 24 hours 
  after leaving it. Each day thereafter that it is outside 
  of the aura, an aﬀ ected animal or vermin receives a 
  Fortitude save (DC 10 + 1/2 Famine’s character level + 
  Famine’s Cha modiﬁ er) to end the eﬀ ect.
   
  Scales of Want (Su): As a standard action while riding 
  its phantom mount, Famine can summon a set of black 
  scales, which it can wield as a ﬂ ail sized for the base 
  creature. In addition to taking normal damage from 
  the weapon, any creature struck by the scales must 
  succeed on a Constitution check (DC 10 + Famine’s 
  Cha modiﬁ er). On a failure, the creature takes 4d6 
  points of nonlethal damage and becomes fatigued. 
  Neither the damage nor the fatigued condition can be 
  removed by rest, magic, fast healing, or regeneration 
  until the creature eats a day’s worth of meals. Another 
  failed Constitution check against a second blow deals 
  the same amount of nonlethal damage but does not 
  extend the duration of the fatigue or make the target 
  exhausted. Th e scales vanish if Famine lets go of them 
  for any reason and cannot be summoned when Famine 
  is not riding its phantom mount.
  Pestilence: Pestilence’s phantom mount appears as a bloated 
  white pegasus covered in black boils and surrounded 
  by a cloud of fat black ﬂ ies. 
   
  Disease (Ex): Any creature struck or simply touched 
  by Pestilence must succeed on a Fortitude save (DC 
  10 + 1/2 Pestilence’s character level + Pestilence’s 
  Con modiﬁ er) or contract a terrible disease. Black 
  boils form all over the victim’s body, and it suﬀ ers 
  from chills, hot ﬂ ashes, and nausea. Th e incubation 
  period is 1d4 rounds, and the damage dealt is 1d6 
  Constitution and 1d6 Dexterity, plus nausea (see the 
  DMG for a description of the nauseated condition). 
  Th e disease is transmitted by contact, so a creature 
  that has contracted Pestilence’s disease can transmit it 
  to others by touch.
   
  Breath of Contagion (Ex): An invisible cloud of 
  contagion surrounds Pestilence at all times. Any 
  breathing creature that begins its turn within 30 feet 
  of Pestilence must succeed on two Fortitude saves 
  (DC 10 + 1/2 Pestilence’s character level + Pestilence’s 
  Con modiﬁ er), one against crackle fever and one 
  against mindﬁ re. See the DMG for descriptions of 
  these inhaled diseases.
   
  Fell Bow (Su): As a standard action while riding its 
  phantom mount, Pestilence can summon to its hands 
  a ghostly white longbow sized for the base creature, 
  which it can use to ﬁ re an endless supply of white 
  arrows. In addition to taking normal damage from the 
  weapon, any foe struck by an arrow must succeed on a 
  Fortitude save against Pestilence’s disease special attack 
  or contract the illness. Th e bow vanishes if Pestilence 
  lets go of it for any reason and cannot be summoned 
  when Pestilence is not riding its phantom mount. 
  War: War’s phantom mount appears as a ﬁ erce nightmare 
  with a crimson mane and tail and ﬂ aming hooves. 
   
  Battle Gaze (Su): Any creature within 10 feet of War 
  that meets its gaze must make a Will save (DC 10 
  Four Horsemen
  
  125
  125
  125
  125
  + 1/2 War’s character level + War’s Cha modiﬁ er). 
  A creature that fails this save is ﬁ lled with lust 
  for battle and must attack the creature nearest to 
  it (other than War) to the best of its ability for 
  1d4 rounds. Any creature that fails the save need 
  not make another save against the gaze until the 
  duration of its battle lust ends. Battle gaze is a mind-
  aﬀ ecting eﬀ ect.
   
  Fell Sword (Su): As a free action while riding this 
  phantom mount, War can summon a blood-red 
  greatsword sized for the base creature. In addition to 
  taking damage for the weapon, any creature struck 
  by the greatsword must succeed on a Will save (DC 
  10 + 1/2 War’s character level + War’s Cha modiﬁ er) 
  or be aﬀ ected as though by the dominate monster 
  spell (caster level equals War’s character level). 
  War can dominate a number of creatures equal to 
  twice its character level at one time. It generally 
  commands such thralls to act as an honor guard 
  against other foes. Th e sword vanishes if War lets go 
  of it for any reason and cannot be summoned when 
  War is not riding its phantom mount.
   
  Possess Creature (Su): A new Horseman may be created 
  whenever at least one Horseman has a host and at least 
  one does not. Once per round, a Horseman entity without 
  a host may attempt to possess any creature within 500 
  feet of a Horseman that has a host. No line of eﬀ ect is 
  necessary between the entity and the intended target, and 
  the target need not be visible or otherwise discernable 
  to the entity, though it must be on the same plane. Th e 
  target creature must succeed on a DC 20 Will save or 
  immediately gain the appropriate version of the Four 
  Horsemen template. Success renders the creature immune 
  to possession by any Horseman entity for 1 hour.
   
  Once the creature is possessed and the template has 
  been applied, the possessing Horseman entity cannot 
  be expelled by any magic. Killing or destroying the 
  host creature expels the entity, but it can immediately 
  attempt to possess a new creature within 500 feet of 
  another Horseman that has a host. A Horseman whose 
  host is incapacitated or rendered immobile, paralyzed, or 
  unconscious may also attempt to possess a creature within 
  500 feet of any other Horseman with a host. In this case, 
  the creature that the departing Horseman entity leaves is 
  immune to possession for 1 hour. If any Horseman entity 
  lacks a host for 5 consecutive rounds, all the Horseman 
  entities leave their hosts. 
   
  When all the Horsemen are without hosts at the same 
  time, the entities return whence they came. Th ey do not 
  come back until they are set upon the world to bring 
  about another apocalypse. (See Th e Four Horsemen of 
  Whatever You Want sidebar for ideas of how you might 
  handle the Four Horsemen’s return.)
  Special Qualities: Th e Horseman retains all the base creature’s 
  special qualities and gains those described here.
   
  Damage Reduction (Su): A Horseman gains damage 
  reduction 10/good.
   
  Four Horsemen Protection (Su): Th e Four Horsemen work 
  in concert. Th ey are immune to one another’s special 
  attacks and to the special attacks of the base creatures that 
  the Horsemen entities currently possess (such as breath 
  weapons, poison, gaze attacks, or energy drain).
   
  Hive Mind (Su): While possessing hosts, the Four 
  Horsemen are in constant mental communication regardless 
  of distance. If one is aware of a particular danger, they 
  all are. If one is not ﬂ at-footed, none of them are. No 
  Horseman is considered ﬂ anked unless all of them are. Th e 
  Four Horsemen can communicate verbally with each other 
  regardless of language. Horsemen without hosts do not 
  participate in the hive mind.
   
  Horseman Qualities: Each Horseman gains particular 
  special qualities based upon its nature, as given below.
   
  Death: Immune to Death Eﬀ ects (Ex): Death is 
  immune to death eﬀ ects.
  Famine: Immune to Starvation (Ex): Famine is 
  immune to starvation and dehydration.
  Pestilence: Immune to Disease (Ex): Pestilence is 
  immune to disease.
  War: Fast Healing (Su): War gains fast healing 2.
   
  Immunities (Ex): Th e Four Horsemen are immune to spells 
  and eﬀ ects of the Illusion school to which spell resistance 
  would normally apply. Th ey are also immune to mind-
  aﬀ ecting eﬀ ects.
   
  Phantom Mount (Sp): At will as a standard action, a 
  Horseman can summon a saddled phantom mount one 
  size category larger itself that looks as described in the 
  appropriate Horseman Powers section. Th is mount appears 
  below the Horseman, lifting its rider into a mounted 
  position, and it can even carry a Horseman not normally 
  able to ride a mount. Th e phantom mount remains until 
  dismissed or dispelled, or until the Horseman dismounts or 
  is unhorsed. 
   
  Th e phantom mount has no real physical form and can 
  carry only the horseman that summoned it as a rider, 
  though the Horseman itself might be able to carry another 
  creature while riding. Th e mount has a ﬂ y speed equal to 
  10 feet per character level of the Horseman, with perfect 
  maneuverability. A Horseman cannot use a phantom 
  mount for cover (though its body could be used to provide 
  concealment), or use the Trample feat, or bull rush a foe 
  while mounted on a phantom mount. Attacks and creatures 
  pass through the phantom mount, but dispel magic (caster 
  level equals Horseman’s character level) can dispel it. In 
  addition, a Horseman mounted on its phantom mount gains 
  a special weapon attack according to its speciﬁ c nature, as 
  detailed in the Horseman Powers section.
   
  Resistances (Ex): A Horseman has resistance 10 to acid, 
  cold, ﬁ re, electricity, and sonic.
   
  Spell Resistance (Su): A creature possessed by a Horseman 
  gains spell resistance equal to 12 + the base creature’s CR or 
  the base creature’s spell resistance, whichever is higher.
   
  Turn and Rebuke Vulnerability (Ex): As entities that herald 
  the end of the world, the Four Horsemen are as hated 
  and feared by most deities as they are by mortal creatures. 
  Th us, each of the Four Horsemen can be turned, rebuked, 
  destroyed, or commanded as though it were an undead 
  creature with HD equal to its character level. Destruction 
  frees a Horseman to ﬁ nd a new host.
  Abilities: A Horseman’s ability scores increase from the base 
  creature according to the Horseman’s particular nature, as 
  given in the following table.
  Four Horsemen
  
  126
  126
  126
  126
  Abilities
   
  Horseman 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
   Death 
  +0 
  +0 
  +0 
  +4 
  +4 
  +4
   Famine 
  +0 
  +6 
  +4 
  +0 
  +0 
  +0
   Pestilence 
  +0 
  +4 
  +6 
  +0 
  +0 
  +0
   War 
  +6 
  +0 
  +6 
  +0 
  +0 
  +0
  Skills: Th e Horseman gains a +10 racial bonus on Ride checks.
  Feats: Each of the Horsemen gains bonus feats depending on its 
  nature, as given below, if it does not already have them.
  Death: Cleave, Great Cleave, Martial Weapon Proﬁ ciency 
  (scythe), Power Attack, Weapon Focus (scythe).
  Famine: Combat Expertise, Improved Trip, Improved Disarm, 
  Martial Weapon Proﬁ ciency (ﬂ ail), Weapon Focus (ﬂ ail).
  Pestilence: Martial Weapon Proﬁ ciency (longbow), Mounted 
  Archery, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow).
  War: Cleave, Great Cleave, Martial Weapon Proﬁ ciency 
  (greatsword), Power Attack, Ride-By Attack, Weapon 
  Focus (greatsword).
  Organization: Th e Four Horsemen.
  Challenge Rating: Same as the base creature +2. Consider 
  granting a special XP reward for defeating the Four 
  Horsemen in all the forms they take.
  Alignment: Always neutral evil
  Level Adjustment: —
  Four Horsemen Characters
  A Horseman favors whichever class the base creature does. Th e 
  Four Horsemen make poor PCs since either their deaths or the 
  destruction of the world is all but inevitable when they appear. 
  You might, however, want to consider allowing a PC that has been 
  possessed by a Horseman entity to play the character as an NPC 
  until it is killed or until the Horseman decides to possess a new host.
  - Sample Four Horsemen -
  Here are four examples of Horsemen using creatures from cold climes (an annis hag, an aranea with the icy template, a winter wolf 
  with the bipedal template, and an ice mephit) as the base creatures. Th e ice theme conveys the concept that these versions of the Four 
  Horsemen originated in an arctic clime. 
  Large Monstrous Humanoid (Evil)
  Hit Dice: 7d8+14 (45 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 24 (–1 size, +1 Dex, +10 natural, +4 profane), touch 
  14, ﬂ at-footed 23
  Base Attack/Grapple: +7/+18
  Attack: Claw +13 melee (1d6+7) or scythe +14 melee (2d6+10 
  plus death scythe)
  Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3) 
  or scythe +14/9 melee (2d6+10 plus death scythe) and bite 
  +8 melee (1d6+3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Death scythe, improved grab, fear, ﬁ nger of 
  death, possess creature, rake 1d6+7, rend 2d6+10, spell-like 
  abilities
  Special Qualities: Damage reduction 10/good, darkvision 60 ft., 
  Four Horsemen protection, hive mind, immunities (death 
  eﬀ ects, illusions, mind-aﬀ ecting eﬀ ects), phantom mount, 
  resistances (acid 10, cold 10, ﬁ re 10, electricity 10, sonic 10), 
  spell resistance 19, turn and rebuke vulnerability
  Saves: Fort +6, Ref +6, Will +8
  Abilities: Str 25, Dex 12, Con 14, Int 17, Wis 17, 
  Cha 14
  Skills: Bluﬀ  +10, Diplomacy +4, Disguise +2 (+4 
  acting), Hide +5, Intimidate +4, Listen 
  +12, Ride +11, Spot +12
  Feats: Alertness, Blind-Fight, CleaveB, Great 
  CleaveB, Great Fortitude, Martial 
  Weapon Proﬁ ciency (scythe)B, Power 
  AttackB, Weapon Focus (scythe)B
  Environment: Cold marshes
  Organization: Th e Four Horsemen
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment: —
  Once a malevolent being who took wicked glee in the destruction 
  of others, this Death exhibits no passion—just a dispassionate 
  desire to see all the world become a tomb. 
  As Death, the annis becomes a vision of oblivion incarnate. So 
  hideous does it appear that few creatures can even bear to look at 
  it. Standing 9 feet tall, Death has near-black skin, dead-looking 
  eyes, and the body of a wizened old woman. A tattered black cloak 
  hangs about its shoulders, and it wields a rusty, pitted scythe.
  Th e annis hag of Death speaks Common and Giant.
  Combat
  Th e annis hag of Death ﬂ ies into combat wielding its death scythe 
  and mounted on a ﬂ oating corpse of a horse. If unhorsed, it takes 
  the opportunity to rake and rend foes before mounting again.
  Th e annis hag of Death’s natural weapons, and any weapons it 
  wields, are treated as evil-aligned for the purpose of overcoming 
  damage reduction
  Death Scythe (Su): DC 15 Fortitude save; see the Four 
  Horsemen template.
  Fear (Su): DC 15 Will save; see the Four 
  Horsemen template.
  Finger of Death (Su): DC 15 Fortitude save; 
  see the Four Horsemen template.
  Improved Grab (Ex): To use this ability, 
  the annis Death must hit a Large or smaller 
  opponent with a claw attack. It can then attempt 
  to start a grapple as a free action without 
  provoking an attack of opportunity.
  Possess Creature (Su): See the Four Horsemen 
  template.
  -  Annis Hag of Death -
  Four Horsemen
  
  127
  127
  127
  127
  Four Horsemen
  
  128
  128
  128
  128
  Rake (Ex): Attack bonus +13 melee, damage 1d6+7. Th e annis hag 
  of Death can attack a grappled foe with both claws at no penalty.
  Rend (Ex): If the annis hag of Death hits with both claw attacks, 
  it latches onto the opponent’s body and tears the ﬂ esh. Th is attack 
  automatically deals an extra 2d6+10 points of damage.
  Spell-Like Abilities: 3/day—disguise self, fog cloud. Caster level 8th.
  Four Horsemen Protection (Su): See the Four Horsemen 
  template.
  Hive Mind (Su): See the Four Horsemen template.
  Immunities (Ex): See the Four Horsemen template.
  Phantom Mount (Sp): Fly 70 ft., caster level 7th; see the Four 
  Horsemen template.
  Resistances (Ex): See the Four Horsemen template.
  Spell Resistance (Ex): See the Four Horsemen template.
  Turn and Rebuke Vulnerability (Ex): See the Four Horsemen 
  template.
  Skills: An annis hag of Death gains a +10 racial bonus on Ride checks.
  Medium Elemental (Cold, Evil, Shapechanger, Water)
  Hit Dice: 3d8+24 (37 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares), climb 25 ft.
  Armor Class: 19 (+4 Dex, +1 natural, +4 profane), touch 18, ﬂ at-
  footed 15
  Base Attack/Grapple: +3/+3
  Attack: Bite +5 melee (1d6 plus poison, 1d6 cold, and paralysis) or 
  web +5 ranged
  Full Attack: Flail +4 melee (1d8 plus 1d6 cold, paralysis, and 
  scales of want) and bite +0 melee (1d6 plus poison, 1d6 
  cold, and paralysis) or web +5 ranged
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Aura of desolation, cold aura, exude ice, fear, icy 
  touch, poison, possess creature, scale of want, spells, web
  Special Qualities: Change shape, damage reduction 10/good, 
  darkvision 60 ft., elemental traits, Four Horsemen 
  protection, hive mind, ice mastery, immunities (illusion, 
  mind-aﬀ ecting eﬀ ects, starvation), invulnerability to cold, 
  low-light vision, phantom mount, resistances (acid 10, ﬁ re 10, 
  electricity 10, sonic 10), spell resistance 17, turn and rebuke 
  vulnerability, vulnerability to ﬁ re
  Saves: Fort +9, Ref +7, Will +4
  Abilities: Str 11, Dex 19, Con 22, Int 14, Wis 13, Cha 14
  Skills: Balance +9, Climb +19, Concentration +12, 
  Escape Artist +7, Jump +13, Listen +6, Ride 
  +14, Spot +6
  Feats: Combat Expertise B, Improved Disarm B, 
  Improved Initiative, Improved TripB, Iron 
  WillB, Martial Weapon Proﬁ ciency (ﬂ ail)B, 
  Weapon Finesse, Weapon Focus (ﬂ ail)B
  Environment: Cold forests
  Organization: Th e Four Horsemen
  Challenge Rating: 7
  Treasure: Standard coins; double goods; 
  standard items
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment: —
  Th e icy aranea of Famine appears to be an emaciated spider-
  human hybrid made entirely of ice. It has a fanged mouth and 
  faceted eyes, and its icy ribs show through its translucent, ice-white 
  skin. It wields a set of black scales like a ﬂ ail. 
  Th e icy aranea Famine speaks Aquan, Common, and Sylvan.
  Combat
  Th e Famine entity knows this form isn’t as physically formidable 
  as other creatures it might possess, so it exudes ice and uses webs 
  to slow foes, relying on its cold aura to damage enemies. When 
  the icy aranea of Famine has the opportunity to attack a lightly 
  armored foe, it swoops in to strike with its scales and bite.
  Th e icy aranea of Famine’s natural weapons, and any weapons it 
  wields, are treated as evil-aligned for the purpose of overcoming 
  damage reduction
  Aura of Desolation (Su): DC 13 Fortitude save; see the Four 
  Horsemen template.
  Cold Aura (Ex): An icy aranea of Famine emits an aura of cold that 
  can wound nearby creatures. Any creature within 10 feet of it takes 
  2d6 points of cold damage per round that it remains within range. A 
  successful DC 17 Fortitude save halves the damage for that round. 
  An icy aranea of Famine can suppress or resume the use of this 
  ability as a free action. Th e save DC is Constitution-based.
  Exude Ice (Su): At will as a full-round action, an icy aranea of 
  Famine can exude a circle of slippery ice in a 20-foot-diameter 
  spread centered on its body. Th is ice remains in the aﬀ ected area, 
  melting away as normal for the ambient temperature. Creatures 
  walking on the ice must spend 2 squares of movement to enter any 
  square covered by it. Th e DC for any Balance, Climb, or Tumble 
  check made in the area increases by +5.
  Fear (Su): DC 13 Will save; see the Four Horsemen template.
  Icy Touch (Ex): An icy aranea of Famine is chilling to 
  the touch. Any creature that makes a successful touch 
  attack against it takes 1d6 points of cold damage. 
  Each of the icy aranea of Famine’s natural melee 
  attacks (including successful grapple checks made 
  during its turn) and attacks with metallic melee 
  weapons deals +1d6 points of cold damage. Any 
  creature damaged by the icy aranea of Famine’s 
  icy touch must succeed on a DC 17 Fortitude 
  save or be paralyzed for 1d4 rounds. Th e save 
  DC is Constitution-based.
  Poison (Ex): Injury, Fortitude DC 17, initial 
  damage 1d6 Str, secondary damage 2d6 Str. Th e 
  save DC is Constitution-based.
  Possess Creature (Su): See the Four Horsemen template.
  Scales of Want (Su): DC 12 Constitution check; see the Four 
  Horsemen template.
  Spells: Th e icy aranea of Famine casts spells as a 3rd-level sorcerer. 
  It prefers illusions and enchantments and avoids ﬁ re spells.
  Typical Sorcerer Spells Known (6/6; save DC 12 + spell level): 
  0—daze, detect magic, ghost sound, light, resistance; 1st—mage armor, 
  silent image, sleep.
  Web (Ex): In spider or hybrid form (see below), the icy aranea 
  of Famine can throw a web up to six times per day. Th is attack is 
  -  Icy Aranea of Famine (Hybrid Form) -
  Four Horsemen
  
  129
  129
  129
  129
  similar to an attack with a net, but it has a maximum range of 50 
  feet and a range increment of 10 feet, and it is eﬀ ective against 
  targets of up to Large size. Th e web anchors the target in place, 
  allowing no movement.
  An entangled creature can escape with a DC 17 Escape Artist 
  check or burst the web with a DC 21 Strength check. Th e check 
  DCs are Constitution-based, and the Strength check DC includes 
  a +4 racial bonus. Th e web has 6 hit points, is hardness 0, and takes 
  double damage from ﬁ re.
  Change Shape (Su): An icy aranea of Famine’s natural form is that 
  of a Medium monstrous spider. In this form, it has a base speed of 
  50 feet and lacks the ability to wield weapons. It can also assume 
  two other forms. Th e ﬁ rst is a unique Small or Medium humanoid. 
  An icy aranea of Famine in its humanoid form always assumes 
  the same appearance and traits, much as a lycanthrope would. In 
  humanoid form, it cannot use its bite attack, webs, or poison.
  Th e second form is a Medium spider-humanoid hybrid. In this 
  form, an icy aranea of Famine looks like a Medium humanoid at 
  ﬁ rst glance, but a DC 18 Spot check reveals the creature’s fangs 
  and spinnerets. Famine retains its bite attack, webs, and poison in 
  this form, and it can also wield weapons or wear armor. When in 
  hybrid form, the icy aranea Famine’s speed is 30 feet (6 squares).
  Th e icy aranea of Famine remains in one form until it chooses to 
  assume a new one. A change in form cannot be dispelled, nor does 
  the creature revert to its natural form when killed. A true seeing spell, 
  however, reveals its natural form if it is in humanoid or hybrid form.
  Elemental Traits: An icy aranea of Famine has immunity to 
  poison, sleep eﬀ ects, paralysis, and stunning. It is not subject 
  to critical hits or ﬂ anking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle, or true resurrection 
  spell can restore life). Darkvision 60 ft.
  Four Horsemen Protection (Su): See the Four Horsemen template.
  Hive Mind (Su): See the Four Horsemen template.
  Ice Mastery (Ex): An icy aranea of Famine gains a +1 morale 
  bonus on attack and damage rolls if its foe is touching ice. In 
  addition, the icy aranea of Famine never slips or slides on natural 
  or supernatural ice unless it wishes, and it can always climb ice and 
  icy surfaces as though aﬀ ected by a spider climb spell.
  Immunities (Ex): See the Four Horsemen template.
  Phantom Mount (Sp): Fly 30 ft. (perfect), caster level 3rd; see the 
  Four Horsemen template.
  Resistances (Ex): See the Four Horsemen template.
  Spell Resistance (Ex): See the Four Horsemen template.
  Turn and Rebuke Vulnerability (Ex): See the Four Horsemen 
  template.
  Skills: An icy aranea of Famine has a +2 racial bonus on Jump, Listen, 
  and Spot checks, a +5 racial bonus on Balance checks, and a +10 racial 
  bonus on Ride checks. It a +13 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks even if rushed or threatened.
  Small Outsider (Air, Cold, Evil, Extraplanar)
  Hit Dice: 3d8+9 (21 hp)
  Initiative: +9
  Speed: 30 ft. (6 squares), ﬂ y 50 ft. (perfect)
  Armor Class: 24 (+1 size, +5 Dex, +4 natural, +4 profane), touch 
  20, ﬂ at-footed 19
  Base Attack/Grapple: +3/–1
  Attack: Claw +4 melee (1d3 plus 1d4 cold and disease) or longbow 
  +20 ranged (1d6 plus disease)
  Full Attack: 2 claws +4 melee (1d3 plus 1d4 cold and disease) or 
  longbow +10 ranged (1d6 plus disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath of contagion, breath weapon, disease, fear, 
  fell bow, possess creature, spell-like abilities, summon mephit
  Special Qualities: Damage reduction 10/good, darkvision 60 
  ft., fast healing 2, Four Horsemen protection, hive mind, 
  immunities (cold, disease, illusions, mind-aﬀ ecting eﬀ ects), 
  phantom mount, resistances (acid 10, cold 10, ﬁ re 10, 
  electricity 10, sonic 10), spell resistance 15, turn and 
  rebuke vulnerability, vulnerability to ﬁ re
  Saves: Fort +6, Ref +8, Will +3
  Abilities: Str 10, Dex 21, Con 16, Int 6, Wis 11, 
  Cha 15
  Skills: Bluﬀ  +8, Escape Artist +11, Hide +15, 
  Listen +6, Diplomacy +4, Disguise +2 (+4 
  acting), Move Silently +11, Ride +15, Spot 
  +6, Use Rope +5 (+7 with bindings)
  Feats: Dodge, Improved Initiative, Martial 
  Weapon Proﬁ ciency (longbow)B, Mounted 
  ArcheryB, Point Blank ShotB, Precise ShotB, 
  Rapid ShotB, Weapon Focus (longbow)B
  Environment: Elemental Plane of Air
  Organization: Th e Four Horsemen
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 4–6 HD (Small); 7–9 HD (Medium)
  Level Adjustment: —
  As Pestilence, the ice mephit looks like a spindly humanoid 
  whose pure white skin is pocked with boils Its wings appear to be 
  composed of icicles, and snowﬂ akes and gnats swirl lightly on the 
  wind around its form.
  Th e ice mephit Pestilence speaks Common and Auran.
  Combat
  Th e ice mephit of Pestilence avoids engaging in melee. It remains 
  mounted to retain the use of its fell bow and uses its breath 
  weapon on any enemies that come too close.
  Th e ice mephit of Pestilence’s natural weapons, and any weapons 
  it wields, are treated as evil-aligned for the purpose of overcoming 
  damage reduction
  Breath of Contagion (Ex): Two DC 14 Fortitude saves; 
  see the Four Horsemen template.
  Breath Weapon (Su): Once every 1d4 rounds as 
  a standard action, the ice mephit of Pestilence 
  can breathe a 10-foot cone of ice shards. 
  Each creature in the area takes 1d4 points 
  of cold damage (Reﬂ ex DC 15 half). Living 
  creatures that fail their saves are tormented 
  by frostbitten skin and frozen eyes unless 
  they have immunity to cold or are otherwise 
  protected. Th is eﬀ ect imposes a –4 penalty to 
  AC and a –2 penalty on attack rolls for 3 rounds. 
  Th e save DC is Constitution-based and includes 
  a +1 racial bonus.
  -  Ice Mephit of Pestilence -
  Four Horsemen
  
  130
  130
  130
  130
  Disease (Ex): DC 14 Fortitude save; see the Four Horsemen template.
  Fear (Su): DC 13 Will save; see the Four Horsemen template.
  Fell Bow (Su): DC 14 Fortitude save; see the Four Horsemen template.
  Possess Creature (Su): See the Four Horsemen template.
  Spell-Like Abilities: 1/hour—magic missile (caster level 3rd); 
  1/day—chill metal (DC 14, caster level 6th). Th e save DC is 
  Charisma-based.
  Summon Mephit (Sp): Once per day, the ice mephit of Pestilence 
  can attempt to summon another ice mephit, much as though 
  casting a summon monster spell, but with only a 25% chance of 
  success. Roll d%: On a failure, no creature answers the summons 
  that day. An ice mephit that has just been summoned cannot use 
  its own summon ability for 1 hour. Th is ability is the equivalent of 
  a 2nd-level spell.
  Fast Healing (Ex): Th e ice mephit of Pestilence heals only if it 
  is touching a piece of ice of at least Tiny size or if the ambient 
  temperature is 32°F or below.
  Four Horsemen Protection (Su): See the Four Horsemen template.
  Hive Mind (Su): See the Four Horsemen template.
  Immunities (Ex): See the Four Horsemen template.
  Phantom Mount (Sp): Fly 30 ft. (perfect), caster level 3rd; see the 
  Four Horsemen template.
  Resistances (Ex): See the Four Horsemen template.
  Spell Resistance (Ex): See the Four Horsemen template.
  Turn & Rebuke Vulnerability (Ex): See the Four Horsemen template.
  Skills: Th e ice mephit of Pestilence gains a +10 racial bonus on 
  Ride checks.
  Large Magical Beast (Cold, Evil)
  Hit Dice: 6d10+26 (69 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares)
  Armor Class: 19 (–1 size, +1 Dex, +5 natural, +4 
  profane), touch 14, ﬂ at-footed 18
  Base Attack/Grapple: +6/+17
  Attack: Greatsword +13 melee (2d8+10 plus 
  fell sword)
  Full Attack: Greatsword +13/+8 melee 
  (2d8+10 plus fell sword) and bite +12 
  melee (1d8+7 plus 1d6 cold)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Battle gaze, breath weapon, fear, 
  fell sword, freezing bite, possess creature, trip
  Special Qualities: Damage reduction 10/good, 
  darkvision 60 ft., fast healing 2, Four Horsemen 
  protection, hive mind, immunities (cold, illusions, 
  mind-aﬀ ecting eﬀ ects), low-light vision, phantom mount, 
  resistances (acid 10, ﬁ re 10, electricity 10, sonic 10), scent, spell 
  resistance 17, turn and rebuke vulnerability, vulnerability to ﬁ re
  Saves: Fort +11, Ref +6, Will +3
  Abilities: Str 24, Dex 13, Con 22, Int 9, Wis 13, Cha 10
  Skills: Hide –1*, Listen +6, Move Silently +7, Ride +11, Spot +6, 
  Survival +1*
  Feats: Alertness, CleaveB, Great CleaveB, Improved Initiative, Martial 
  Weapon Proﬁ ciency (greatsword)B, Power AttackB, Ride-By 
  AttackB, Weapon Focus (greatsword)B, Track
  Environment: Cold forests
  Organization: Th e Four Horsemen
  Challenge Rating: 7
  Treasure: 1/10 coins; 50% goods; 50% items
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment: —
  As War, the bipedal winter wolf is as big as an ogre and far stronger. 
  It resembles an ogre-sized wolfman with pure white fur splattered 
  with fresh blood. Th e creature bears a bloodstained greatsword that 
  could cut trees in half and rides a spectral stallion the color of blood.
  Th e bipedal winter wolf of War speaks Giant and Common.
  Combat
  Th e bipedal winter wolf of War rides into battle as a sower of 
  chaso, laying about with its massive greatsword, hoping to turn 
  foes against one another and dominate those unwilling to ﬁ ght 
  their friends.
  Th e bipedal winter wolf of War’s natural weapons, and 
  any weapons it wields, are treated as evil-aligned for 
  the purpose of overcoming damage reduction
  Battle Gaze (Su): DC 13 Will save; see the 
  Four Horsemen template.
  Breath Weapon (Su): Once every 1d4 rounds, 
  the bipedal winter wolf of War can breathe a 
  15-foot cone of frost. Every creature in the area 
  takes 4d6 points of cold damage (Reﬂ ex DC 19 
  half). Th e save DC is Constitution-based. 
  Fear (Su): DC 13 Will save; see the Four 
  Horsemen template.
  Fell Sword (Su): DC 13 Will save, up to twelve 
  creatures, caster level 6th; see the Four Horsemen template.
  Freezing Bite (Su): Th e bipedal winter wolf of War deals an extra 
  +1d6 points of cold damage every time it bites an opponent, as if 
  its bite were a frost weapon.
  Possess Creature (Su): See the Four Horsemen template.
  Trip (Ex): If the bipedal winter wolf of War hits with a bite 
  attack, it can attempt to trip the opponent (+8 check modiﬁ er) 
  as a free action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent cannot 
  react to trip War.
  Four Horsemen Protection (Su): See the Four Horsemen 
  template.
  Hive Mind (Su): See the Four Horsemen template.
  Immunities (Ex): See the Four Horsemen template.
  Phantom Mount (Sp): Fly 60 ft. (perfect), caster level 6th; see the 
  Four Horseman template.
  Turn and Rebuke Vulnerability (Ex): See the Four Horsemen 
  template.
  Skills: Th e bipedal winter wolf of War has a +1 racial bonus on 
  Listen, Move Silently, and Spot checks, a +2 racial bonus on 
  Hide checks, and a +10 racial bonus on Ride checks. *Its natural 
  coloration grants it a +7 racial bonus on Hide checks in areas of 
  snow and ice. In addition, the bipedal winter wolf of War has a +4 
  racial bonus on Survival checks when tracking by scent.
  -  Bipedal Winter Wolf of War -
  Four Horsemen
  
  131
  131
  131
  131
   Fungal Creature
  Fungal creatures are plants that grow up out of the dead bodies of other creatures, taking on the forms and some of the abilities 
  of their hosts. Fungal creatures tend to be peaceful and inoﬀ ensive, and they are usually content to stand in circles and absorb the 
  nutrients of the earth as they quietly converse about nature and the miracle of their own existence. In fact, fungal creatures are 
  notoriously diﬃ  cult to disturb once they have gathered in a circle, since they break oﬀ  their conversations only if attacked or if 
  conversation becomes impossible. 
  Once a year, however, fungal creatures become surprisingly violent, succumbing to the drive to reproduce and seeking out other living 
  creatures to infect with their spores. Each day during this one-week spawning period, every fungal creature seeks a living creature of 
  similar size to kill with its spore cloud.
  A fungal creature’s body resembles a white, bloated version of its host’s. Mushroomlike caps and outcroppings dot the fungal creature’s 
  form, giving it a nightmarish appearance.
  Creating a Fungal Creature
  “Fungal creature” is an inherited template that can be added to 
  any corporeal, living creature susceptible to Constitution damage 
  (referred to hereafter as the base creature). 
  A fungal creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to plant with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Change all racial Hit Dice to d8s.
  Speed: Each of a fungal creature’s speeds decreases by 10 feet 
  (minimum 5 feet) from that of the base creature.
  Armor Class: Th e fungal creature’s natural armor bonus is equal to 
  the base creature’s natural armor bonus –2 (minimum +0). If 
  the base creature had no natural armor bonus, this feature of 
  the template causes no change.
  Attack: Th e fungal creature retains all the base creature’s attacks, 
  and its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. Th e fungal creature gains a primary 
  slam attack if it has no other natural attacks. 
  Damage: If the fungal creature gained a slam attack 
  from the application of this template, its base 
  damage is as given on the following table.
  Damage
   
  Size 
  Slam Base Damage
   
  Fine 
  —
   
  Diminutive 
  1
   
  Tiny 
  1d2
   
  Small 
  1d3
   
  Medium 
  1d4
   
  Large 
  1d6
   
  Huge 
  1d8
   
  Gargantuan 
  2d6
   
  Colossal 
  2d8
  Special Attacks: Th e fungal creature retains all the base creature’s 
  special attacks and gains those described here.
   
  Create Spawn (Ex): Th e body of a creature killed by 
  Constitution damage from a fungal creature’s spore 
  cloud is slowly transformed into a fungal creature. Th is 
  transformation takes at least 1 full day, but particularly 
  dry conditions can extend the process for up to a week 
  (GM’s discretion). Once fully converted, the corpse cannot 
  be raised from the dead, but it can still be resurrected or 
  reincarnated. Th e application of a plant growth spell halves 
  the transformation time, and the application of a diminish 
  plants spell doubles it. A blight spell destroys the fungal 
  spores and prevents transformation of the corpse. Spells that 
  remove disease are ineﬀ ective against the spores.
   
  Th e fungal creature lacks the class levels and memories 
  of the creature from which it gained its form. If the base 
  creature has 1 or fewer racial HD and is normally presented 
  as classed (as with most humanoids), use a 1st-level warrior 
  version of it as the base creature. 
   
  Th e fungal creature awakens as a free-willed being knowing 
  all it needs to know (including language) in order to use 
  its abilities and survive. Although it bears no allegiance to 
  the fungal creature that created it, the new fungal creature 
  immediately recognizes other fungal creatures as its own 
  kind. 
   
  Poison Spore Cloud (Ex): Once per day, a fungal creature can 
  release a choking yellow cloud of spores in a 15-
  foot-radius spread. Th e spore cloud lingers visibly 
  in the air for 10 rounds, but it dissipates normally on 
  the wind. Th is cloud functions as an inhaled poison.
  Any creature that does not hold its breath before 
  the fungal creature activates this ability is assumed 
  to inhale the spores. Each breathing creature in 
  the cloud must succeed on a Fortitude save (DC 10 
  + 1/2 fungal creature’s racial HD + fungal creature’s Con 
  modiﬁ er) or take 1d2 points of Constitution damage and be 
  fatigued for 1 minute. Th ereafter, the creature must succeed 
  on a second save (whether or not it succeeded on the ﬁ rst) 
  or take 1d2 points of Constitution damage and become 
  fatigued (or exhausted if already fatigued). 
   
  A creature that continues to inhale the spores continues to 
  make Fortitude saves against their eﬀ ects. Multiple spore 
  clouds from multiple fungal creatures require multiple 
  saves from any creature in an area where the clouds overlap. 
  Creatures that are immune to poisons are immune to the 
  fungal creature’s poison spore cloud.
   
  Poisonous Blood (Ex): A fungal creature’s blood and ﬂ esh 
  function as ingested poisons. Any creature that makes a 
  bite attack against a fungal creature, swallows one whole, or 
  otherwise ingests part of one must succeed on a Fortitude 
  Fungal Creature
  
  132
  132
  132
  132
  save (DC 10 + 1/2 fungal creature’s racial HD + fungal 
  creature’s Con modiﬁ er) or take 1 point of Strength damage 
  and 1 point of Dexterity damage. One minute later, the 
  creature must make a second save at the same DC or be 
  nauseated for 1 minute and take 1d6 points of Strength 
  damage and 1d6 points of Dexterity damage.
   
  A fungal creature can drain its own blood to procure an 
  ingested poison that aﬀ ects creatures as described above. 
  Unfortunately, its blood has a distinctive and largely 
  unwelcome smell and taste, so most intelligent creatures 
  would not eat food tainted with it unless the taste were 
  thoroughly disguised (a DC 15 Profession [cook] check). 
  Th e fungal creature must deal at least 1 point of damage to 
  itself to get a full dose of poison, and the drawn blood (or 
  amputated ﬂ esh) retains its poisonous nature for just 1 day 
  unless additional living fungal blood is mixed into it.
  Special Qualities: Th e fungal creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Fungal Metabolism (Ex): Fungal creatures do not breathe, 
  nor do they need to eat or sleep in the typical manner. 
  Th ey gain all the sustenance they require from contact 
  with moist natural earth, but they require rejuvenation (see 
  Rejuvenation) as often and for as long as humans need 
  sleep.
   
  Rejuvenation (Ex): So long as it is in contact with moist 
  natural earth, a resting fungal creature regains hit points 
  as though it were experiencing complete bed rest and long 
  term care (3 hit points per character level for each day of 
  rest). Th e fungal creature can engage in light activity during 
  rejuvenation, but any strenuous activity (ﬁ ghting, running, 
  casting a spell, and so on) prevents it from regaining hit 
  points for that day. Complete bed rest does not increase the 
  amount of healing a fungal creature gains from rejuvenation.
  Abilities: Change from the base creature as follows: Dex –2 
  (minimum 1).
  Languages: If the fungal creature can speak, it gains the ability to 
  speak Sylvan in addition to any other languages the base 
  creature knows.
  Organization: Solitary, pair, gang (3–4), or circle (5–30).
  Alignment: Usually neutral.
  Level Adjustment: Same as the base creature +2.
  Fungal Characters
  A fungal creature favors whichever class the base creature does. 
  Consider allowing a 1st- or 2nd-level character killed by a fungal 
  creature to become a fungal creature under control of the player.
  - Sample Creature:  Fungal Lizardfolk -
  Medium Plant (Augmented Humanoid, Reptilian)
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares)
  Armor Class: 16 (–1 Dex, +5 natural, +2 heavy shield), touch 9, 
  ﬂ at-footed 14 or 16
  Base Attack/Grapple: +1/+2
  Attack: Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or 
  javelin +1 ranged (1d6+1)
  Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4), or 
  club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 
  ranged (1d6+1)
  Special Attacks: Create spawn, poison spore cloud, poisonous 
  blood
  Special Qualities: Fungal metabolism, low-light vision, plant 
  traits, rejuvenation
  Space/Reach: 5 ft./5 ft.
  Saves: Fort +1, Ref +2, Will +0
  Abilities: Str 13, Dex 8, Con 13, Int 9, Wis 10, 
  Cha 10
  Skills: Balance +4, Jump +5, Swim +2
  Feats: Multiattack
  Environment: Temperate marshes
  Organization: Solitary, pair, gang (3–4), or circle (5–30)
  Challenge Rating: 1
  Treasure: 50% coins; 50% goods; 50% items
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +3
  Here is an example of a fungal creature using a lizardfolk as the 
  base creature.
  Th is tall creature looks like a cross between a powerfully built 
  human and a lizard, but its body is bloated, white, and spotted 
  with mushroom caps and shelf fungus. It has clawed hands, a 
  long, mushroom-studded tail, and toothy jaws.
  Fungal lizardfolk live in marshes far f rom 
  most 
  civilizations. However, their conﬂ icts with other marsh dwellers 
  at spawning time sometimes drive them out of their normal 
  territories and into more civilized realms in search of easier prey. 
  Fungal Creature
  
  133
  133
  133
  133
  Fungal lizardfolk speak Draconic and Sylvan.
  Combat
  Fungal lizardfolk save their poison spore clouds until several 
  creatures are within range. When they can catch multiple creatures 
  in their spores, they attempt to kill the weaker ones in order to 
  create more of their kind.
  Create Spawn (Ex): See the fungal creature template.
  Poison Spore Cloud (Ex): DC 12 Fortitude save; see the fungal 
  creature template.
  Poisonous Blood (Ex): DC 12 Fortitude save; see the fungal 
  creature template.
  Fungal Metabolism (Ex): See the fungal creature template.
  Plant Traits: A fungal creature is immune to poison, sleep eﬀ ects, 
  paralysis, stunning, and polymorphing, and mind-aﬀ ecting eﬀ ects 
  (charms, compulsions, phantasms, patterns, and morale eﬀ ects). It 
  is not subject to critical hits.
  Rejuvenation (Ex): See the fungal creature template.
  Skills: Because of its tail, a fungal lizardfolk has a +4 racial bonus 
  on Balance, Jump, Swim checks. 
   Genie-Bound Creature
  Wishes are temptations—nightmares encased in glorious dreams. Th ey are not goals; they are longings for the impossible, and many of 
  these unfulﬁ lled desires remain that way. But some creatures who refuse to see the truth eventually ﬁ nd themselves genie-bound.
  Genies are powerful lords of the elemental planes. Djinn live on Elemental Plane of Air, while the powerful efreet rule much of the 
  Elemental Plane of Fire. Th e efreet bestow wishes on followers and allies at will, but only the greatest of the djinn can grant wishes.
  Genie-bound creatures are beings who have sold themselves into the service of a powerful genie in exchange for granted wishes. If the 
  genie fulﬁ lls all the victim’s wishes faithfully, the genie-bound creature must then serve the genie as a slave for one year and a day per 
  wish granted.
  Djinn treat their wish-slaves fairly well. Each genie-bound creature is a partner to them—a creature with which they struck a fair bargain. 
  Djinn usually send their genie-bound creatures on errands or quests that are beneath their dignity. Djinni-bound creatures usually ﬁ nd 
  their service lonesome and onerous, but not so terrible that they nurse dreams of escape.
  Efreet, on the other hand, treat their genie-bound creatures poorly and often demand that they perform dangerous tasks. An efreeti 
  treats its genie-bound creatures as the slaves they truly are and does what it wills with them for the duration of their service. Th us, 
  efreeti-bound creatures often seek a means to break their pacts with their masters, but since only a wish can free them, they often end up 
  enslaved to a new master.
  Creating a Genie-Bound Creature
  “Genie-bound creature” is an acquired template that can be added 
  to any nongenie that has made a bargain with a genie in exchange 
  for one or more wishes (referred to hereafter as the base creature). 
  A genie-bound creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Armor Class: A djinni-bound creature gains a +4 deﬂ ection bonus 
  to Armor Class. Th e djinni-bound creature’s master can 
  revoke this beneﬁ t at will but rarely does so. An efreeti-
  bound creature’s Armor Class remains the same as the base 
  creature’s.
  Special Attacks: A genie-bound creature retains all the base 
  creature’s special attacks and gains those 
  described here.
   
  Genie Magic (Sp): A genie can allow its 
  genie-bound creature to use spell-like abilities 
  as though it were a genie of the appropriate 
  kind. Th e genie-bound creature can use these 
  spells in any manner it chooses. However, as 
  a free action, the genie can revoke or reinstate 
  its ability to cast them, prematurely end their durations, or 
  spoil their eﬀ ects (by changing the wine created with create 
  wine to vinegar, for example). Th e exact spell-like abilities 
  bestowed depend on the kind of genie with which the 
  genie-bound creature made its bargain, as follows.
  Djinni: Spell-Like Abilities: At will—invisibility (self only); 1/
  day—create food and water, create wine (as create water but 
  wine instead), gaseous form, major creation, persistent image, 
  wind walk. Caster level equals genie-bound creature’s 
  character level. Th e save DCs are Charisma-based.
  Efreeti: Spell-Like Abilities: At will—detect magic, produce 
  ﬂ ame, pyrotechnics, scorching ray (1 ray only); 3/day—
  invisibility, wall of ﬁ re; 1/day—enlarge person, gaseous 
  form, permanent image, polymorph (self only), reduce 
  person. Caster level equals genie-bound creature’s 
  character level. Th e save DCs are Charisma-based.
  Special Qualities: A genie-bound creature retains all the base 
  creature’s special qualities and gains the following.
  Darkvision (Su): A genie-bound creature has 
  darkvision to a range of 60 feet.
  Genie Quality: Th e exact genie qualities bestowed 
  depend on the kind of genie with which the genie-
  bound creature made its bargain, as follows.
  Djinni: Djinni Boon (Su): A creature bound to a djinni gains 
  a +4 morale bonus on attack and damage rolls so long 
  as the djinni is pleased with it.
   
  Energy Resistance (Su): A djinni-bound creature gains 
  acid resistance 20.
  Genie-Bound Creature
  
  134
  134
  134
  134
  Efreeti: Energy Resistance (Su): An efreeti bound creature 
  gains ﬁ re resistance 20.
   
  Genie-Bound (Su): Th e genie is in constant telepathic 
  communication with the possessed creature, imparting its 
  thoughts and desires regardless of language or distance, even 
  if its servitor is on another plane. Th e genie is constantly 
  aware of its servant’s actions (but not its thoughts) and its 
  condition (as though via a status spell). Th e servant has no 
  special awareness of the genie but can communicate with it 
  telepathically. Because of this bond, the genie can use plane 
  shift to move to any location on the elemental planes, the 
  Astral Plane, or the Material Plane that its servitor occupies 
  at will. Genies use this power to check their slaves’ progress 
  on the tasks set for them. A genie that is displeased with its 
  genie-bound creature can use a standard action to deal 1d6 
  points of damage to it or 1d4 points of damage to any one 
  of its ability scores. Th e genie can also heal a like amount of 
  damage (regardless of its source or type) at will as a standard 
  action. 
   
  When the genie-bound creature’s period of service ends, it 
  loses this template and all the changes it imposed. Only a 
  wish can free a genie-bound creature from its promise to 
  serve the genie.
   
  Genie Empowered (Su): Once every 3 rounds, a genie-
  bound creature may choose to gain a +10 bonus on any 
  one skill check, double its speed for the round, or gain a +5 
  bonus on a single saving throw it is required to make. Th e 
  genie-bound creature may choose to gain the bonus on its 
  saving throw even on another creature’s turn.
  Abilities: Th e genie-bound creature gain 6 points to add to the 
  base creature’s ability scores as it chooses.
  Challenge Rating: Same as the base creature +2.
  Level Adjustment: Same as the base creature +4. 
  Genie-Bound Characters
  A genie-bound character favors whichever class the base creature does. 
  - Sample Creature:  Azize Al’Bikira -
  (Male Efreeti-Bound Human Rogue 7) Medium Humanoid
  Hit Dice: 7d6+28 (38 hp)
  Initiative: +6
  Speed: 30 ft. (6 squares)
  Armor Class: 22 (+6 Dex, +4 +1 studded leather, +2 +1 buckler), 
  touch 16, ﬂ at-footed 22
  Base Attack/Grapple: +5/+9
  Attack: +1 rapier +12 melee (1d6+4/18–20) or dart +11 ranged 
  (1d4+4)
  Full Attack: +1 rapier +12 melee (1d6+4/18–20) or dart +11 
  ranged (1d4+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +4d6, spell-like abilities
  Special Qualities: Darkvision 60 feet, evasion, genie-bound, 
  genie empowered, resistance (ﬁ re 20), trap sense +2, 
  uncanny dodge
  Saves: Fort +5, Ref +12, Will +2
  Abilities: Str 19, Dex 22, Con 14, Int 16, Wis 8, Cha 13
  Skills: Balance +18, Bluﬀ  +11, Climb +14, Diplomacy +3, 
  Disguise +1 (+3 acting), Escape Artist +16, Hide +16, 
  Intimidate +13, Jump +14, Listen +9, Move Silently +16, 
  Spot +9, Tumble +18, Use Magic Device +11, Use Rope 
  +6 (+8 with bindings)
  Feats: Combat Expertise, Improved Feint, Point Blank Shot, 
  Weapon Finesse
  Challenge Rating: 7
  Treasure: See Possessions on page 135
  Alignment: Neutral evil
  Advancement: By character class
  Level Adjustment: —
  Here is an example of a genie-bound creature using a human 
  rogue 7 as the base creature and an efreeti as the genie.
  Azize Al’Bikira had heard many tales of genies in his childhood 
  and considered himself well versed in their ways. Th us, when he 
  found a bronze bottle of the type purported to contain a genie, 
  he thought carefully about what his wishes would be and how he 
  would phrase them before releasing the genie. 
  Th e red-skinned efreeti that appeared before him seemed to 
  recognize Azize’s superior intellect and granted his wishes without 
  any attempt at deception. Azize expected that the genie would 
  then leave, happy to be free of its prison, but all the fairy tales he 
  had heard were proven false when the efreeti oﬀ ered him more 
  wishes. Th e efreeti explained the conditions of this oﬀ er, and 
  heady with dreams of more granted wishes, Azize made the worst 
  mistake of his life—he made three more wishes.
  Genie-Bound Creature
  
  135
  135
  135
  135
  Now Azize serves his efreeti master with a growing sense of panic. 
  His missions on behalf of the efreeti have already gotten Azize 
  killed twice, and his master brought him back from death both 
  times to fulﬁ ll his end of their bargain. Azize is certain that his 
  next mission will be his last, and that his master will not bother to 
  raise him from the dead again. He is desperate for another wish to 
  free him from slavery and carefully investigates every hint of wish-
  granting items or reports of spellcasters who can cast the spell.
  Azize Al’Bikira speaks Common, Dwarven, Elven, and Halﬂ ing.
  Combat
  Azize Al’Bikira dislikes endangering his life on behalf of his master 
  and prefers hit-and-run tactics, especially in areas where he can make 
  use of his superior ability to jump and climb. He avoids conﬁ ning 
  spaces and uses the cover of night to hide his activities. If possible, he 
  attacks from hiding with a scorching ray and then separates his target 
  from its allies with a wall of ﬁ re. Azize has no compunction about 
  ﬂ eeing from a battle invisibly or in the form of a ﬂ ying creature.
  Sneak Attack (Ex): Azize deals 4d6 extra points of damage on any 
  successful attack against ﬂ at-footed or ﬂ anked targets, or against a 
  target that has been denied its Dexterity bonus for any reason. Th is 
  damage applies to point-blank ranged attacks as well. Creatures 
  with concealment, creatures without discernable anatomies, and 
  creatures immune to critical hits are all immune to sneak attacks. 
  Azize may choose to deliver nonlethal damage with his sneak 
  attack, but only when using a weapon designed for that purpose, 
  such as a sap (blackjack).
  Spell-Like Abilities: At will—detect magic, produce ﬂ ame, 
  pyrotechnics, scorching ray (1 ray only); 3/day—invisibility, wall of 
  ﬁ re; 1/day—enlarge person (DC 12), gaseous form, permanent image 
  (DC 17), polymorph (self only), reduce person (DC 12). Caster level 
  7th. Th e save DCs are Charisma-based.
  Evasion (Ex): If Azize is exposed to any eﬀ ect that normally 
  allows him to attempt a Reﬂ ex saving throw for half damage, he 
  takes no damage with a successful saving throw.
  Genie-Bound (Su): See the genie-bound creature template.
  Genie Empowered (Su): See the genie-bound creature template.
  Trap Sense (Ex): Azize gains a +1 bonus on Reﬂ ex saves made to 
  avoid traps and a +1 bonus to AC against attacks by traps.
  Uncanny Dodge (Ex): Azize retains his Dexterity bonus to AC 
  even when ﬂ at-footed or targeted by an unseen foe (he still loses 
  his Dexterity bonus if paralyzed or otherwise immobile).
  Possessions: +1 rapier, +1 studded leather, +1 buckler, cloak of 
  resistance +1, handy haversack.
   Gigantean
  Th e behemoth monstrosities and titanic entities known as giganteans are beings of godlike size. As titans are to halﬂ ings, so gigantean 
  creatures are to normal specimens of their kinds. Th e world trembles beneath the steps of these huge and terrible creatures as they 
  move.
  Giganteans are aberrant, super sized versions of normal creatures. Often, a small population of giganteans of a particular kind dwells in 
  exclusion from the rest of the world, usually hemmed in by a natural or magical barrier. Th e massive creatures sometimes have sympathy 
  for their smaller cousins, but there can also be as much enmity between them as there is between dwarves and giants.
  Using the Gigantean Template
  Th e gigantean template oﬀ ers a wealth of options for altering monsters. It has a complicated application process, but its concept 
  is quite simple.
  Greater Size: If you apply the gigantean template and the resulting monster isn’t large or deadly enough, just apply the 
  template again.
  Greater Versatility: Undead and constructs can have this template too. For undead, the template is acquired and might require 
  a terribly evil ritual that costs thousands of lives. For constructs, the template is created, and gigantean creatures might be the 
  creations of emperors or gods. You may use the template in this manner with only one change: Ignore the modiﬁ cation to 
  Constitution resulting from the size change.
  Easy Adaptability: Th e gigantean template can create a wealth of interesting monsters, especially when applied to small 
  creatures with few HD. Yet it can also make for creatures with very high Challenge Ratings, so before applying the template, 
  check to see whether the resulting creature will be of a CR you can use. If the creature gains fewer HD than called for, it 
  will have a lower CR, and the reverse is also true. If you want to add more or fewer additional Hit Dice when you apply this 
  template to a monster, there’s no reason why you can’t do so. If you decide to grant fewer additional HD, be sure that the ability 
  modiﬁ cations don’t make the creature too dangerous for its decreased CR.
  Acquiring the Gigantean Template: You can use the gigantean template as an acquired template if desired. An epic spell 
  or magic item might allow a creature to gain the gigantean template, or some seminal event (such as the impact of a strange 
  meteor) could cause an entire population to gain the template. 
  Gigantean
  
  136
  136
  136
  136
  “Gigantean” is an inherited template that can be added to any living 
  creature (referred to hereafter as the base creature). 
  A gigantean uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: Th e creature’s type does not change. 
  Its size increases by up to four categories over 
  that of the base creature (maximum Colossal; 
  see the following table for new dimensions). 
  Creatures of diﬀ erent size categories that 
  increase to the same size category because of the table’s 
  upper limit retain their proportions to one another within 
  their new size category. Th us, a gigantean human is smaller 
  than a gigantean ogre, and a gigantean Colossal creature is 
  larger than the normal Colossal version. Th e size change 
  can aﬀ ect AC, attack bonus, natural armor, Constitution, 
  Strength, Dexterity, Hide checks, and grapple checks. Most 
  of these changes are noted in the following sections.
  Size and Type
   
  Old Size 
  New Size 
  New Size Range
   
  Fine 
  Medium 
  4 ft.–8 ft.
   
  Diminutive 
  Large 
  8 ft.–16 ft.
   
  Tiny 
  Huge 
  16 ft.–32 ft.
   
  Small 
  Gargantuan 
  32 ft.–64 ft.
   
  Medium 
  Colossal 
  64 ft. or more
   
  Large 
  Colossal 
  64 ft. or more
   
  Huge 
  Colossal 
  64 ft. or more
   
  Gargantuan 
  Colossal 
  64 ft. or more
   
  Colossal 
  Colossal 
  64 ft. or more
  Hit Dice: Th e gigantean creature gains Hit Dice depending on 
  the number of size categories it gained. Multiply the base 
  creature’s racial HD by the racial HD multiplier provided in 
  the following table. A fractional Hit Die becomes a full Hit 
  Die where applicable.
   
  Hit Dice gained from character classes are not multiplied, 
  though they still count normally toward the creature’s 
  character level. If all a creature’s HD are from class levels 
  (as is usually the case with humans), the creature has 1 
  racial HD for the purpose of the multiplication. If the base 
  creature is Tiny to Medium size and has 2 or fewer racial 
  HD, ignore the multipliers—its gigantean version simply 
  has 15 HD. 
   
  Bonus hit points for certain creature types are sometimes 
  based on size (such as for constructs). In this case, use the 
  normal bonus hit points for the creature’s new size.
  Hit Dice
   
  Old Size 
  New Size 
  Racial HD Multiplier
   
  Fine 
  Medium 
  x6
   
  Diminutive 
  Large 
  x6
   
  Tiny 
  Huge 
  x6
   
  Small 
  Gargantuan 
  x6
   
  Medium 
  Colossal 
  x6
   
  Large 
  Colossal 
  x4
   
  Huge 
  Colossal 
  x4
   
  Gargantuan 
  Colossal 
  x2
   
  Colossal 
  Colossal 
  x2
  Creating a Gigantean Creature
  Speed: Each of the gigantean’s speeds increases with its size. 
  Multiply each of the base creature’s speeds by the number of 
  size categories the gigantean version gained.
  Armor Class: Th e base creature’s size modiﬁ er to 
  AC is replaced by one based on the gigantean’s new 
  size, as given in the following table. In addition, its 
  natural armor bonus increases over that of the base 
  creature by the amount indicated.
  Armor Class
   
  Old Size 
  New Size 
  Size Modiﬁ er 
  Natural Armor
   
   
   
   
   Bonus Change
   
  Fine 
  Medium 
  +0 
  +0
   
  Diminutive 
  Large 
  –1 
  +2
   
  Tiny 
  Huge 
  –2 
  +5
   
  Small 
  Gargantuan 
  –4 
  +9
   
  Medium 
  Colossal 
  –8 
  +14
   
  Large 
  Colossal 
  –8 
  +12
   
  Huge 
  Colossal 
  –8 
  +9
   
  Gargantuan 
  Colossal 
  –8 
  +5
   
  Colossal 
  Colossal 
  –8 
  +0
  Base Attack Bonus: Th e gigantean’s base attack bonus increases 
  with its additional Hit Dice. Replace the portion of the base 
  creature’s base attack bonus derived from racial HD with a 
  new one based on its type and its new racial HD, as given 
  on the following table. Th e portion of the base attack bonus 
  derived from class levels remains the same.
  Base Attack Bonus
   
  Base Attack Bonus 
  Creature Type
   
  HD x 3/4 (as cleric) 
  Aberration, animal, construct, 
  elemental, giant, humanoid, 
  ooze, plant, vermin
   
  HD (as ﬁ ghter) 
  Dragon, magical beast, 
  monstrous humanoid, 
  outsider
   
  HD x 1/2 (as wizard) 
  Fey, undead
  Grapple: Th e gigantean’s size modiﬁ er on grapple checks is based 
  on its new size, as given on the following table. It may 
  also have a new Strength modiﬁ er if its Strength score has 
  increased.
  Grapple
   
  Gigantean’s Size 
  Size Modiﬁ er for Grapple Checks
   
  Medium 
  +0
   
  Large 
  +4
   
  Huge 
  +8
   
  Gargantuan 
  +12
   
  Colossal 
  +16
  Attack: Th e gigantean retains all the base creature’s attacks, and 
  its weapon and armor proﬁ ciencies. Its bonus on attack 
  rolls changes based on its new base attack bonus, its new 
  Strength modiﬁ er, and its new size modiﬁ er, as given on the 
  following table. 
  Gigantean
  
  137
  137
  137
  137
  Attack
   
  Gigantean Size 
  Size Modiﬁ er for Attack Rolls
   
  Medium 
  +0
   
  Large 
  –1
   
  Huge 
  –2
   
  Gargantuan 
  –4
   
  Colossal 
  –8
  Damage: Scale up the base damage once for each size category 
  of diﬀ erence between the base creature and the gigantean. 
  Ability score damage or drain and energy damage also scale 
  up in the same manner, but negative levels bestowed via 
  attacks do not increase.
  Damage
   
  Old Damage 
  New Damage
   
  1 
  1d2
   
  1d2 
  1d3
   
  1d3 
  1d4
   
  1d4 
  1d6
   
  1d6 
  1d8
   
  1d8 
  2d6
   
  1d10 
  2d8
   
  2d6 
  3d6
   
  2d8 
  3d8
   
  4d6 
  6d6
   
  4d8 
  6d8
  Space/Reach: Th e gigantean has a space and reach appropriate for 
  its new size, as described in the following table. If the base 
  creature had greater than normal reach for its size, add 5 
  feet to the reach indicated on the table.
  Space/Reach
   
  New Size 
  New Space/Reach 
  New Space/Reach
   
   
   (Tall) 
  (Long)
   
  Medium 
  5 ft./5 ft. 
  5 ft./5 ft.
   
  Large 
  10 ft./10 ft. 
  10 ft./5 ft.
   
  Huge 
  15 ft./15 ft. 
  15 ft./10 ft.
   
  Gargantuan 
  20 ft./20 ft. 
  20 ft./15 ft.
   
  Colossal 
  30 ft./30 ft. 
  30 ft./20 ft.
  Special Attacks: A gigantean retains all of the base creature’s 
  special attacks and gains the one described here. Except for 
  spells and spell-like abilities, the ranges, areas, and damage 
  dealt for these attacks change. To ﬁ nd the new range and 
  area, multiply the base creature’s value by the number of 
  size categories gained. If the special attack deals hit point 
  damage, its base damage increases as described in the 
  Damage section. In addition, changes in ability scores may 
  change special attack DCs.
   
  Trample (Ex): See the glossary in the MM for a description 
  of this ability and its eﬀ ects. To determine the base trample 
  damage of a creature that does not have a slam attack, 
  consult Table 5: Creature Size, Ability Scores, and 
  Damage in the MM.
  Special Qualities: Th e gigantean retains all the base creature’s 
  special qualities and gains those described here. Th e ranges 
  and areas, however, change in the same manner as they do 
  for special attacks. To ﬁ nd the new range and area, multiply 
  the base creature’s value by the number of size categories 
  gained. Th is procedure applies to special qualities that give 
  speciﬁ c ranges, such as darkvision and scent, but not to low-
  light vision.
  Saves: Th e gigantean’s base save bonuses increase with its 
  additional racial Hit Dice. Replace the portion of each of 
  the base creature’s save bonuses derived from racial HD 
  with a new one based on its type (see the following table) 
  and its new racial HD. Th e portion of the base save bonus 
  derived from class levels remains the same. Any saves not 
  noted as good for a particular type are poor. See Chapter 3: 
  Classes of the PHB for the progression of good and poor 
  saves. New ability scores and new feats may also alter save 
  bonuses.
  Saves
   
  Creature Type 
  Good Saves
   
  Aberration 
  Will
   
  Animal 
  Fortitude and Reﬂ ex (and sometimes 
  Will)
   
  Construct 
  —
   
  Dragon 
  Fortitude, Reﬂ ex, Will
   
  Elemental 
  Fortitude (Earth or Water) or Reﬂ ex 
  (Air or Fire)
   
  Fey 
  Reﬂ ex and Will
   
  Giant 
  Fortitude
   
  Humanoid 
  Fortitude or Reﬂ ex or Will
   
  Magical beast 
  Fortitude, Reﬂ ex
   
  Monstrous humanoid 
  Reﬂ ex, Will
   
  Ooze 
  —
   
  Outsider 
  Fortitude, Reﬂ ex, Will
   
  Plant 
  Fortitude
   
  Undead 
  Will
   
  Vermin 
  Fortitude
  Abilities: Th e gigantean’s ability scores change based on its size 
  change, as given in the following table. 
  Abilities
   
  Old Size 
  New Size 
  Str 
  Dex 
  Con
   
  Fine 
  Medium 
  +10 
  –8 (minimum 1) 
  +2
   
  Diminutive 
  Large 
  +18 
  –8 (minimum 1) 
  +6
   
  Tiny 
  Huge 
  +24 
  –8 (minimum 1) 
  +10
   
  Small 
  Gargantuan 
  +28 
  –6 (minimum 1) 
  +14
   
  Medium 
  Colossal 
  +32 
  –4 (minimum 1) 
  +16
   
  Large 
  Colossal 
  +24 
  –2 (minimum 1) 
  +12
   
  Huge 
  Colossal 
  +16 
  +0 
  +8
   Gargantuan 
  Colossal 
  +8 
  +0 
  +4
   
  Colossal 
  Colossal 
  +0 
  +0 
  +0
  Skills: Ignore the base creature’s skill modiﬁ ers. Recalculate skill 
  points for the gigantean’s racial Hit Dice according to its 
  type, as given on the following table, then purchase its skills 
  afresh, treating the base creature’s skills as class skills and 
  all others as cross-class skills. Th e gigantean retains any skill 
  points gained from class levels and any racial skill bonuses 
  the base creature has. New size modiﬁ ers, and new ability 
  scores all modify skills.
  Skills
   
  Creature Type 
  Skill Points
   Aberration 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Animal 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Construct 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  Gigantean
  
  138
  138
  138
  138
  Skills (continued)
   
  Creature Type 
  Skill Points
   Dragon 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Elemental 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Fey 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Giant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Magical beast 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Monstrous 
    humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Ooze 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Outsider 
  (8 + Int modiﬁ er, minimum 1) x (HD +3)
   Plant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Undead 
  (4 + Int modiﬁ er, minimum 1) x (HD +3)
   Vermin 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  Feats: Th e gigantean retains the base creature’s bonus feats, but 
  it loses all the base creature’s other feats the base creature 
  had. Recalculate the number of feat slots the gigantean 
  has based on its character level (racial and class HD) and 
  assign feats as desired, giving preference to the feats that the 
  base creature possessed. Th e gigantean must still meet any 
  prerequisites for feats chosen to ﬁ ll vacant feat slots.
  Challenge Rating: Increase the base creature’s CR by 1 for every 
  4 HD added, except for creatures of the dragon, outsider, 
  magical beast, and monstrous humanoid type. For dragons 
  and outsiders, increase the CR by +1 per 2 additional HD. 
  For magical beasts and monstrous humanoids, increase the 
  CR by +1 per 3 additional HD. Th en compare the gigantean 
  to creatures with Challenge Ratings up to 3 higher to 
  determine whether the CR you have assigned is reasonable.
  Treasure: Same as the base creature, but all items are of a size 
  commensurate with the gigantean’s.
  Advancement: By character class if the base creature advances 
  by class; otherwise no advancement, or advance by HD 
  without increasing size.
  Level Adjustment: —
  Gigantean Characters
  A gigantean character favors whichever class the base creature 
  does. It’s unlikely that the creature resulting from application of 
  this template would be an easily playable PC, primarily because 
  of its enormous size and the fact that Hit Dice granted by this 
  template count toward character level. Some Medium or Large 
  giganteans might make good high-level PCs, however.
  - Sample Creature:  Gigantean Dream Chaos Beast - 
  Colossal Outsider (Chaotic, Extraplanar)
  Hit Dice: 48d8+432 (684 hp)
  Initiative: +3
  Speed: 80 ft. (16 squares)
  Armor Class: 26 (–1 Dex, –8 size +25 natural), touch 1, ﬂ at-
  footed 26
  Base Attack/Grapple: +48/+82
  Attack: Claw +66 melee (2d8+18 plus corporeal instability)
  Full Attack: 2 claws +66 melee (2d8+18 plus corporeal instability)
  Space/Reach: 30 ft./30 ft.
  Special Attacks: Corporeal instability, dream spellcasting, lulling 
  gaze, sleep song, trample 2d8+27, waking dreams
  Special Qualities: Damage reduction 5/cold iron, darkvision 240 
  ft., dream travel, immunities (critical hits, transformation), 
  pierce the veil, low-light vision, sleep vulnerability, spell 
  resistance 15
  Saves: Fort +21, Ref +11, Will +20
  Abilities: Str 46, Dex 9, Con 29, Int 10, Wis 12, Cha 14
  Skills: Climb +42, Jump +38, Listen +25, Perform (sing) +12, Spot 
  +25, Survival +11
  Feats: Awesome Blow, Cleave, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Initiative, Improved Natural 
  Armor (x6), Improved Natural Attack (claw), Improved 
  Sunder, Iron Will, Lightning Reﬂ exes, Power Attack
  Environment: Any chaotic-aligned plane
  Organization: Solitary
  Challenge Rating: 20
  Treasure: None
  Alignment: Always chaotic neutral
  Advancement: —
  Level Adjustment: —
  Here is an example of a gigantean using a chaos beast with the 
  dream template as the base creature.
  Gigantean dream chaos beasts are monstrous alien beings that 
  hail from a realm of total, amoral chaos. Composed of a thousand 
  nightmares, the creature cloaks itself in dreams and fantasies. Th e 
  gigantean dream chaos beast sings a lullaby that puts its victims 
  to sleep, even as it crashes through their homes. Its touch destroys 
  its victims’ forms, changing them to pulpy, roiling masses of ﬂ esh. 
  A gigantean dream chaos beast can even dream up an ethereal 
  version of itself while it sleeps.
  Th e 100-foot-tall bulk of a gigantean dream chaos beast shifts in 
  a constant cascade of ﬂ esh and bone, eyes and teeth, claws and 
  tentacles. Its form is never constant, but always revolting.
  Gigantean dream chaos beasts do not speak.
  Combat
  If it knows it will face signiﬁ cant resistance, a gigantean dream 
  chaos beast ﬁ rst scouts the potential battleﬁ eld ethereally, using its 
  dream travel ability. In combat, it always uses its waking dreams 
  ability, since this eﬀ ect combined with its lulling gaze make its 
  sleep song all but irresistible. It then tramples as many foes as it 
  can, using Power Attack in conjunction with its melee attacks 
  against particularly tough foes.
  A gigantean dream chaos beast’s claw attacks, and any weapons 
  it wields, are treated as chaotic-aligned for the purpose of 
  overcoming damage reduction.
  Corporeal Instability (Su): Any living creature struck by a 
  gigantean dream chaos beast’s claw attack must succeed on a 
  DC 43 Fortitude save or become a spongy, amorphous mass. 
  Unless the victim manages to control the eﬀ ect (see below), its 
  shape constantly melts, ﬂ ows, writhes, and boils. Th e save DC is 
  Constitution-based.
  An aﬀ ected creature is unable to hold or use any item. Clothing, 
  armor, rings, and helmets become useless. Large items worn or 
  carried—armor, backpacks, or even shirts—hamper more than 
  help, reducing the victim’s Dexterity score by –4 each. Th e aﬀ ected 
  creature’s soft or misshapen feet and legs reduce its land speed to 
  10 feet or one-quarter normal, whichever is lower. Furthermore, 
  the searing pain that courses along the victim’s nerves prevents it 
  Gigantean
  
  139
  139
  139
  139
  from acting coherently. Th e victim cannot cast spells or use magic 
  items, and it attacks blindly, unable to distinguish friend from 
  foe (–4 penalty on attack rolls and 50% miss chance, regardless of 
  the attack roll). Each round the victim spends in this amorphous 
  state deals 1 point of Wisdom drain due to mental shock. A victim 
  whose Wisdom score falls to 0 becomes a chaos beast. An aﬀ ected 
  creature can regain its own shape by making a DC 15 Charisma 
  check (a standard action). Th e DC for this check does not vary 
  based on Hit Dice or ability scores. Success re-establishes the 
  creature’s normal form for 1 minute. On a failure, the victim can 
  still repeat the check each round until successful. 
  Because corporeal instability is not a disease or a curse, it is quite 
  diﬃ  cult to remove. A shapechange or stoneskin spell does not cure 
  the aﬄ  icted creature but does ﬁ x its form for the duration of the 
  spell. A restoration, heal, or greater restoration spell removes the 
  aﬄ  iction, though a separate restoration is necessary to restore any 
  lost Wisdom.
  Dream Spellcasting (Su): A gigantean dream chaos beast’s 
  eﬀ ective caster level for ﬁ gment, glamer, and pattern spells 
  increases by +2.
  Lulling Gaze (Su): Any creature within 80 feet that meets the 
  gigantean dream chaos beast’s gaze must succeed on a DC 36 Will 
  save or take a –5 penalty on Spot checks and a –2 penalty on Will 
  saves against sleep eﬀ ects for as long as it remains within range. A 
  new save is required each round until the creature either fails or is 
  no longer within range. A dream creature can suppress or resume 
  this ability as a free action.
  Sleep Song (Su): As a full-round action, a gigantean dream chaos 
  beast can sing a lullaby that puts nearby creatures to sleep. Any 
  creature within 400 feet of it that can hear the song must succeed 
  on a Will save (DC equals the gigantean dream chaos beast’s 
  Perform [sing] check result) or fall asleep as though 
  aﬀ ected by a sleep spell for a 48 rounds. 
  A creature that successfully saves 
  cannot be aﬀ ected by the same 
  gigantean dream chaos beast’s 
  sleep song again for 24 hours. 
  Th e gigantean dream chaos 
  beast is immune to its 
  own and other dream 
  creatures’ sleep songs. 
  Sleep song is a sonic, 
  mind-aﬀ ecting, sleep 
  eﬀ ect.
  Trample (Ex): DC 
  52 Reﬂ ex half; see the 
  gigantean template. Th e 
  save DC is Strength-based. 
  Waking Dreams (Su): A 
  gigantean dream chaos beast 
  can cause the area within 
  400 feet of its position 
  to become hazy and 
  dreamlike at will. Th is 
  eﬀ ect penetrates solid 
  objects and even crosses 
  the boundary with the 
  Ethereal Plane. Distances 
  and speeds in the aﬀ ected 
  area become hard to judge. 
  Bright areas seem dark, and 
  dark areas appear to have some 
  hazy illumination. Colors blend 
  into one another in strange and unpredictable ways, and creatures 
  seem to take on the features of objects or other creatures. Every 
  creature in the aﬀ ected area takes a –4 penalty on all attack rolls, 
  checks, and saves. A creature outside the area taking any action 
  that would aﬀ ect creatures within or on the other side of the area 
  also takes a –4 penalty on any associated roll or check. Waking 
  dreams is an illusion (ﬁ gment) eﬀ ect with no save, but creatures 
  that are immune to illusions are immune to its eﬀ ect. True seeing 
  and similar eﬀ ects allow a creature to act in the aﬀ ected area 
  without taking the penalty. Th e gigantean dream chaos beast is 
  immune to the penalties caused by its own waking dreams and 
  those of other dream creatures.
  Dream Travel (Su): Once per day, a gigantean dream chaos beast 
  can go to sleep and travel about ethereally. Th is ability works like 
  the ethereal jaunt spell, except that the gigantean dream chaos beast 
  leaves its material body behind, and it can remain ethereal so long 
  as its body sleeps.
  At any point in time, the gigantean dream chaos beast may go to sleep 
  with the intent of traveling ethereally. When it does so, an ethereal 
  version of it like that resulting from an ethereal jaunt spell rises from 
  its sleeping body. Th is version of the gigantean dream chaos beast can 
  then travel about the Ethereal Plane, roaming material areas ethereally, 
  and act as it wills. If its sleeping body takes damage, is subjected to 
  a harmful spell or eﬀ ect, or is awakened by a loud noise or vigorous 
  motion, the ethereal form vanishes and the gigantean dream chaos 
  beast awakes with the knowledge of what its ethereal self experienced. 
  Th e same result occurs if the ethereal form leaves the Ethereal Plane 
  (by its own will or by force), or “dies,” either from damage or from 
  some magical eﬀ ect. Beneﬁ cial spell eﬀ ects cast on the body of the 
  sleeping gigantean dream chaos beast beneﬁ t its ethereal form as 
  well, but negative eﬀ ects that aﬀ ect the ethereal form do not aﬀ ect 
  the sleeping body, nor do they aﬀ ect the gigantean dream 
  chaos beast after it has awakened. If the 
  ethereal form would become 
  material through some 
  action or eﬀ ect, it vanishes 
  and the sleeping gigantean 
  dream chaos beast awakens.
  Immunity to Transformation 
  (Ex): No mortal magic can 
  permanently aﬀ ect or ﬁ x 
  a gigantean dream chaos 
  beast’s form. Eﬀ ects such as 
  polymorphing or petriﬁ cation 
  force the creature into a new 
  shape, but at the start of its 
  next turn it can immediately 
  return to its mutable form as a 
  free action.
  Pierce the Veil (Ex): A gigantean 
  dream chaos beast 
  automatically succeeds 
  on saving throws against 
  ﬁ gment, glamer, and 
  pattern eﬀ ects and spells.
  Sleep Vulnerability 
  (Ex): A gigantean dream 
  chaos beast takes a –2 penalty 
  on saves against sleep eﬀ ects. 
  Furthermore, it counts as a 
  creature with 46 Hit Dice for 
  determining the number and HD of 
  creatures a sleep spell can aﬀ ect.
  Gigantean
  
  140
  140
  140
  140
   Green Warden
  Emperors of the wood and lords of all growing things, green wardens are the royalty of intelligent plants. Th ey inherit their powers, each 
  growing from the seed of a previous green warden that has died.
  Green wardens have the power to shape living plants and cause dead wood to grow. Th ey often live in great trees that they have transformed 
  into woodland palaces. Th e surrounding such dwellings are carefully tended and arranged to present a harmonious natural beauty.
  Green wardens guard their domains from the ravages of civilization and the dangers of the natural world. Th eir territories are often 
  wonderlands that preserve all of nature’s bounty in areas untouched by ﬁ re or frost. Although such wild areas are beautiful and blessed 
  with plentiful game, most creatures avoid them, since only intelligent plants and nonevil fey can expect a welcome from a green warden. 
  Despite their dangerous reputations, however, their in-depth understanding of the natural world and their detailed knowledge of their 
  own lands make green wardens valuable resources for those brave enough to parley with them. 
  Creating a Green Warden
  “Green warden” is an inherited template that can be applied to any 
  plant with an Intelligence score of at least 6 and a Charisma score 
  of at least 3 (hereafter referred to as the base creature). 
  A green warden uses all of the base creature’s statistics and special 
  abilities except as noted here.
  Speed: Th e green warden’s land speed increases by +10 feet over 
  that of the base creature. If the base creature has no land 
  speed, the green warden gains a land speed of 
  15 feet.
  Armor Class: Th e green warden’s natural armor bonus 
  improves by +2 over that of the base creature.
  Special Attacks: Th e green warden retains all the 
  base creature’s special attacks and gains those 
  described here.
   
  Renew Deadwood (Su): Once every 1d4 rounds, a green 
  warden can produce an eﬀ ect like that of a warp wood spell 
  (caster level equals 
  green warden’s racial 
  Hit Dice), except 
  it aﬀ ects only dead 
  wood. Any wooden 
  objects aﬀ ected by 
  this ability turn into 
  living plants that root 
  themselves when 
  they come into 
  contact with the 
  ground. A green 
  warden cannot 
  “unwarp” wood 
  or return it to its 
  normal shape with 
  this ability.
   
  Spell-Like Abilities: 
  At will—calm 
  animals, create water, 
  pass without trace, 
  purify food and drink, 
  treestride, treeshape; 
  1/day—animate plants, 
  barkskin, commune 
  with nature, endure 
  elements, goodberry, 
  liveoak, plant growth, 
  quench, transmute 
  metal to wood, woodshape (living wood only). Caster 
  level equals green warden’s racial HD. Th e save DCs are 
  Charisma-based.
  Special Qualities: Th e green warden retains all the base creature’s 
  special qualities and gains those described here.
   
  Damage Reduction (Ex): A green warden has damage 
  reduction 10/slashing. If the base creature has better damage 
  reduction, use that value but add “and slashing” 
  to the entry for damage types that overcome the 
  damage reduction.
  Regeneration (Su): A green warden has regeneration 
  5. Fire and cold deal normal damage to it.
  Resistance to Fire (Ex): A green warden has ﬁ re 
  resistance 10.
   
  Scent (Ex): A green warden can detect approaching enemies 
  and sniﬀ  out hidden foes by sense of smell alone. See the 
  MM for details of this quality.
   Trackless Step (Ex): A 
  green warden leaves no trail 
  in natural surroundings and 
  cannot be tracked. It may, 
  however, choose to leave a 
  trail if it desires.
  Tremorsense (Ex): A green 
  warden can automatically 
  sense the location of 
  anything within 100 
  feet that is in contact 
  with the ground or with 
  an object (such as a tree) that 
  is in contact with the ground.
  Abilities: Increase from the 
  base creature as follows: Str 
  +4, Dex +2, Con +2, Wis +4, 
  Cha +6.
  Skills: A green warden 
  has a +10 racial bonus on 
  Knowledge (nature), Listen, 
  Spot, and Survival checks. 
  A green warden may use 
  Knowledge (nature) as 
  though trained even if it 
  possesses no ranks in the 
  skill.
  Green Warden
  
  141
  141
  141
  141
  Feats: A green warden gains Leadership and Track as bonus feats 
  if it does not already have them. It often has plants, fey 
  creatures, or even magical beasts as followers.
  Environment: Any land.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +1.
  Alignment: Often neutral.
  Level Adjustment: Same as the base creature +7.
  Green Warden Characters
  If the base creature advances by Hit Dice, the green warden’s favored 
  class is druid. Otherwise, it favors whichever class the base creature does.
  - Sample Creature:  Green Warden Shambling Mound -
  Large Plant
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +1
  Speed: 30 ft. (4 squares), swim 30 ft.
  Armor Class: 23 (–1 size, +1 Dex, +13 natural), touch 10, ﬂ at-
  footed 23
  Base Attack/Grapple: +6/+17
  Attack: Slam +13 melee (2d6+7)
  Full Attack: 2 slams +13 melee (2d6+7)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Constrict 2d6+10, improved grab, renew 
  deadwood, spell-like abilities
  Special Qualities: Damage reduction 10/slashing, darkvision 
  60 ft., immunity (electricity), low-light vision, plant traits, 
  regeneration 5, resistance (ﬁ re 10), scent, trackless step, 
  tremorsense 100 ft.
  Saves: Fort +10, Ref +3, Will +6
  Abilities: Str 25, Dex 12, Con 19, Int 7, Wis 14, Cha 15
  Skills: Hide +4*, Knowledge (nature) +8, Listen +20, Move 
  Silently +9, Spot +12, Survival +12
  Feats: Iron Will, Leadership B, Power Attack, TrackB, Weapon 
  Focus (slam)
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 7
  Treasure: 1/10th coins; 50% goods; 50% items
  Alignment: Often neutral
  Advancement: 9–12 HD (Large); 13–24 HD (Huge)
  Level Adjustment: +13
  Here is an example of a green warden using a shambling mound as 
  the base creature.
  Green warden shambling mounds are kings among their kind. 
  Th ese intelligent, carnivorous plants protect the land from ﬁ res 
  and from overharvesting. Th ough they are most often found in 
  marshes, green warden shamblers can make their homes nearly any 
  place where green plants grow. 
  A green warden shambler’s body stands about 9 feet tall, has an 8-
  foot girth, and weighs about 5,500 pounds. Th e creature has a regal 
  bearing despite its resemblance to a mound of rotting leaves.
  Combat
  A green warden shambling mound guards its territory with tangled 
  growth and animated plants. In combat, it seeks to remain hidden 
  and use its spell-like abilities to cripple foes before entering melee.
  Constrict (Ex): A green warden shambling mound deals 2d6+10 
  points of damage with a successful grapple check.
  Improved Grab (Ex): To use this ability, a green warden shambling 
  mound must hit with both slam attacks. It can then attempt to start a 
  grapple as a free action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and can constrict. 
  Renew Deadwood (Su): Caster level 8th; see the template.
  Spell-Like Abilities: At will—calm animals, create water, pass without 
  trace, purify food and drink, treestride, treeshape; 1/day—animate plants, 
  barkskin, commune with nature, endure elements, goodberry, liveoak, plant 
  growth, quench (DC 15), transmute metal to wood, wood shape (living 
  wood only; DC 14) Caster level 8th. Th e save DCs are Charisma-based.
  Immunity to Electricity (Ex): A green warden shambling 
  mound takes no damage from electricity. Instead, any electricity 
  attack used against it temporarily grants it 1d4 extra points of 
  Constitution. Th e green warden shambling mound loses these 
  points at the rate of 1 per hour.
  Regeneration (Su): See the green warden template.
  Trackless Step (Ex): See the green warden template.
  Skills: A green warden shambling mound has a +4 racial bonus 
  on Hide, Listen, and Move Silently checks and a +10 racial bonus 
  on Knowledge (nature), Listen, Spot, and Survival checks. *It has 
  a +12 racial bonus on Hide checks when in a swampy or forested 
  area. A green warden shambler may use Knowledge (nature) as 
  though trained even if it possesses no ranks in the skill.
   Half-Drow
  Half-drow are the results of sexual or magical unions between dark elves and other creatures. Th e blood of the dark elf fuses with that of 
  the other creature, adding to its abilities rather than weakening both bloodlines, as can occur in other such unions.
  Extremely adventurous drow sometimes take the shapes of other creatures to seek out sexual encounters, and spellcasters occasionally 
  splice drow with other creatures in hopes of creating better slaves. Th e most common method of creating a half drow, however, is through 
  an act of sexual violence. Th us, the birth of a half-drow is rarely a happy occasion, despite the augmented abilities it usually displays.
  Half-drow run the gamut of personalities, but most are wrathful creatures that hate the poisonous blood in their veins and the world that 
  reviles them. A rare few revel in their close relation to drow, using the power of their birthright to achieve their aims. Some unfortunate 
  half-drow admire the dark elves and try to emulate them in manner and dress—even going so far as to live on the outskirts of drow 
  Half-Drow
  
  142
  142
  142
  142
  settlements, in some cases. Th ough they do their best to win the approval and acceptance of full-blooded drow, they are almost universally 
  met with ridicule and murderous violence.
  A half-drow generally displays most of the features of its nondrow parent race, but its hair is a shockingly bright white, and its skin is 
  the telltale jet-black shade of a dark elf. Its eyes are bright gems of ruby crimson, and its ears come to at least a subtle point. Half-drow 
  elves are extremely rare, since both races routinely kill such abominations, but those that do survive look just like dark elves and can often 
  inﬁ ltrate drow society undetected.Creating a Half-Drow
  “Half-drow” is an inherited template that can be added to any 
  living, intelligent, corporeal, nondrow creature 
  (referred to hereafter as the base creature). 
  A half-drow uses all the base creature’s abilities and 
  statistics in addition to those noted here.
  Size and Type: Size and type are unchanged, but 
  the creature gains the drow and elf subtypes 
  if the base creature does not already have them.
  Special Attacks: Th e half-drow retains all the base creature’s 
  special attacks and gains those described here.
   
  Spell-Like Abilities (Sp): 1/day–dancing lights, darkness, faerie 
  ﬁ re. Caster level equals half-drow’s character level.
  Special Qualities: Th e half-drow retains all the base creature’s 
  special qualities and gains those described here.
   
  Darkvision (Ex): A half-drow has darkvision to a range of 
  60 feet. If the base creature already has darkvision, its range 
  increases by +20 feet (maximum 120 feet).
   
  Drow Blood (Ex): Half-drow are considered to be members 
  of the base creature’s race and of the drow and elf races for 
  the purpose of racially speciﬁ c special abilities and eﬀ ects.
   
  Immunity to Sleep (Ex): Half-drow are immune to sleep 
  magic and eﬀ ects.
   
  Spell Resistance (Ex): A half-drow has spell resistance equal to 
  either the base creature’s spell resistance (if any) or 9 + 
  base creature’s character level, whichever is higher. 
  Will Save Bonus (Ex): A half-drow receives a +1 racial 
  bonus on Will saves against spells and spell-like 
  abilities.
  Abilities: Change from the base creature as follows: 
  Dex +2, Con –2 (minimum 1), Int +2.
  Skills: A half-drow gains a +1 racial bonus on Listen, Search, and 
  Spot checks.
  Organization: Solitary, pair, family (3–5), or clan (6–36).
  Challenge Rating: Same as the base creature +1, or +0 if abilities 
  overlap signiﬁ cantly.
  Alignment: Usually chaotic neutral.
  Level Adjustment: Same as the base creature +2.
  Half-Drow Characters
  Half-drow are adventurers by nature, always ready to move on and 
  face new dangers when situations become too threatening. Th ey 
  instinctively distrust any group of creatures that seems willing to 
  accept them, though they secretly long for such companions. A 
  half-drow favors whichever class the base creature does.
  - Sample Creature:  Half-Drow/Half-Derro -
  Small Monstrous Humanoid (Drow, Elf)
  Hit Dice: 3d8 (13 hp)
  Initiative: +7
  Speed: 20 ft. (4 squares)
  Armor Class: 20 (+1 size, +3 Dex, +2 natural, +3 studded leather 
  armor, +1 buckler), touch 14, ﬂ at-footed 17
  Base Attack/Grapple: +3/–1
  Attack: Short sword +4 melee (1d4/19–20) or repeating light 
  crossbow +7 ranged (1d6/19–20 plus poison)
  Full Attack: Short sword +4 melee (1d4/19–20) or repeating light 
  crossbow +7 ranged (1d6/19–20 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +1d6, spell-like abilities
  Special Qualities: Darkvision 60 ft., drow blood, immunity 
  (sleep), madness, poison use, spell resistance 15, vulnerability 
  to sunlight, Will save bonus
  Saves: Fort +1, Ref +6, Will +6
  Abilities: Str 11, Dex 16, Con 11, Int 12, Wis 5, Cha 16
  Skills: Bluﬀ  +5, Hide +11, Listen +2, Move Silently +9, Search +2, 
  Spot -2
  Feats: Blind-Fight, Improved Initiative
  Environment: Underground
  Organization: Solitary, pair, team (3–4), squad (5–8 plus 1 3rd-
  level sorcerer), or band (11–20 plus 30% noncombatants 
  plus 3 3rd-level sorcerers and 1 sorcerer of 5th–8th level)
  Challenge Rating: 3 
  Treasure: Standard coins; double goods; standard items
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: +4
  A half-drow/half-derro combines the madness common to the 
  derro race with a half-drow’s paranoia, to produce a twitchy and 
  deadly bundle of nerves. Both drow and derro seek to destroy such 
  undesirable crossbreeds, and the matings that produce them are 
  considered aberrant by both races.
  Stocky and dwarﬂ ike, a half-drow/half-derro has black skin and 
  shockingly white hair. Its wide eyes are bright red, and its ears 
  come to slight points.
  Half-drow/half-derro speak Undercommon.
  Combat
  Half-drow/half-derro are as stealthy as drow and as bloodthirsty 
  as orcs. Th ey enjoy combat but greatly fear death, and these 
  contrasting emotions make them unpredictable in a battle. A 
  half-drow/half-derro uses darkness spells liberally to confuse foes. 
  Under the cover of magical darkness, it can hide and move silently 
  through battleﬁ elds and use ghost sound to make foes mistake their 
  positions before launching a deadly assault.
  Half-Drow
  
  143
  143
  143
  143
  Sneak Attack (Ex): A half-drow/half-derro deals +1d6 extra 
  points of damage on any successful attack against 
  ﬂ at-footed or ﬂ anked targets, or against a target 
  that has been denied its Dexterity bonus for 
  any reason. Th is damage applies to 
  point-blank ranged attacks 
  as well. Creatures with 
  concealment, creatures 
  without discernable 
  anatomies, and creatures 
  immune to critical hits 
  are all immune to sneak 
  attacks. Th e half-drow/
  half-derro may choose to 
  deliver nonlethal damage 
  with its sneak attack, but 
  only when using a weapon 
  designed for that purpose, 
  such as a sap (blackjack).
  Spell-Like Abilities: At 
  will—darkness, ghost sound; 
  1/day— dancing lights, daze (DC 
  13), faerie ﬁ re, sound burst (DC 
  15). Caster level 3rd. Th e save DCs 
  are Charisma-based.
  Drow Blood (Ex): See the half-
  drow template.
  Immunity to Sleep (Ex): Half-drow/
  half-derro are immune to sleep magic 
  and eﬀ ects.
  Madness (Ex): A half-drow/half-derro 
  uses its Charisma modiﬁ er on Will saves 
  instead of its Wisdom modiﬁ er and has immunity to confusion and 
  insanity eﬀ ects. A half-drow/half-derro cannot be restored to 
  sanity by any means short of a miracle or wish spell.
  Poison Use (Ex): A half-drow/ half-derro typically 
  carries 2d4 doses of greenblood oil or Medium 
  monstrous spider venom (see Poison on 
  page 296 of the DMG), which it applies to 
  crossbow bolts. A half-drow/half-derro is not 
  at risk of poisoning itself when handling poison.
  Spell Resistance (Ex): See the half-drow 
  template.
  Vulnerability to Sunlight 
  (Ex): A half-drow/half-
  derro takes 1 point of 
  Constitution damage 
  for every hour it is exposed 
  to sunlight, and it dies if its 
  Constitution score reaches 
  0. Lost Constitution points 
  are recovered at the rate of 
  1 per 24-hour period spent 
  underground or otherwise 
  sheltered from the sun.
  Will Save Bonus (Ex): 
  A half-drow/half-derro 
  receives a +1 racial bonus on 
  Will saves against spells and 
  spell-like abilities.
  Skills: A half-drow/half-derro 
  has a +4 racial bonus on Hide and Move 
  Silently checks.
   Half-Giant
  Most true giants view their ability to procreate with other races and other kinds of giants as a curse upon their kind. Indeed, the storm 
  giant seer Rodvind Tusenmaug wrote in his salient text, Blood of Th under, “Beware your cousins of the stone and hill, for they are closest 
  to the corrupting earth. Beware your cousins of ice and ﬁ re, for their blood runs too cold and too hot. Even more, beware your brothers of 
  the clouds, for their hearts blow with the prevailing winds. But most of all, beware the half-spawn of your own kind, for their blood is the 
  wine of temptation and their souls have no masters. Unchecked, they will be the ruin of your castles and the despoilers of your lands.” 
  A few kinds of giants, however, view the ability to breed with other races as a gift. In particular, ogre mages often polymorph into giants 
  of various kinds in order to mate with them. Th rough such trickery, they hope to produce children who can act as their spies and assassins 
  among the other giant races.
  No matter how an individual giant feels about mating with other races, the fact remains that they are physically capable of procreating 
  with nearly any creature of naturally humanoid form. Such a union produces a child with most of the traits of its nongiant parent, or of 
  the mother if both parents are giants. Giant parentage often results in increased size and strength, and it bestows the giants’ famous knack 
  for throwing boulders. Half-giant blood dilutes in just one generation, however; the children of nongiant/half-giant pairs display no trace 
  of giant heritage except perhaps strangely colored hair, skin, or eyes. Similarly, the children of a giant and a half-giant show few signs of 
  the nongiant grandparent’s blood.
  In addition to their strength and size, half-giants often exhibit other traces of their giant parent’s heritage. A cloud half-giant has white 
  hair throughout its life, and an ettin half-giant always has two heads. A ﬁ re half-giant’s body is coal-black, and a hill half-giant tends 
  toward fat even when perfectly ﬁ t. A frost half-giant has yellow eyes, hair, and teeth, and a storm half-giant’s hair is dark green. An ogre 
  half-giant usually has overly long arms and large hands, while an ogre mage half-giant possesses light green skin and black nails. A troll 
  half-giant has the warty green skin common to that race.
  Troll and ogre half-giants are by far the most common specimens; other half-giants are born only rarely. Th ough usually encountered 
  singly, half-giants might be encountered in droves in areas where they are deliberately fostered. For example, an exiled hill giant might 
  rule a tribe of orcs, or a colony of grimlocks might be allied with stone giants.
  Half-Giant
  
  144
  144
  144
  144
  “Half-giant” is an inherited template that can be added to any 
  living, corporeal creature of at least Small size and naturally 
  humanoid shape (referred to hereafter as the base creature). 
  Creatures that do not reproduce in the same manner as giants 
  cannot receive this template. Furthermore, mating between giants 
  of the same kind does not produce half-giants. 
  A half-giant uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Type is unchanged, but the creature gains the 
  giantkin subtype if the base creature does not already have it. 
   
  If the base creature’s size category is not equal to or larger 
  than that of the giant parent, the half-giant gains one size 
  category (maximum Colossal). Th is change aﬀ ects its ability 
  scores, AC, attack bonus, and natural armor, as detailed in 
  the following sections.
   
  Giantkin Subtype: Th e half-giant is considered both a giant 
  and a creature of its normal type for the purpose of spells, 
  abilities, and eﬀ ects that aﬀ ect those types. If its type renders 
  it immune to an eﬀ ect that would normally aﬀ ect a giant, it 
  remains immune unless the eﬀ ect speciﬁ cally targets creatures 
  of the giant type. In addition, the half-giant 
  may use magic items with racially speciﬁ c 
  qualities as though it were of the giant type. 
  Speed: If the half-giant gains a size category, each 
  of its speeds increase by +10 feet over that of 
  the base creature.
  Armor Class: Th e half-giant’s natural armor bonus 
  improves by +1 over that of the base creature. It might also 
  increase further because of a size change, as given in the 
  following table. In addition, the half-giant might take a 
  greater size penalty to AC than the base creature did. If the 
  creature gained a size category, replace the old size modiﬁ er 
  with the appropriate value from the following table.
  Armor Class
   
  New Size 
  Natural Armor  
  New Size 
   
   
  Bonus Increase 
  Modiﬁ er to AC
   
  Medium 
  None 
  None
   
  Large 
  +2 
  –1
   
  Huge 
  +3 
  –2
   
  Gargantuan 
  +4 
  –4
   
  Colossal 
  +5 
  –8
  Attack: Th e half-giant retains all the base creature’s attacks, and 
  its weapon and armor proﬁ ciencies. Its bonus on attack 
  rolls changes based on its new base attack bonus, its new 
  Strength modiﬁ er, and its new size modiﬁ er (if any), as 
  given on the following table. 
  Half-Giants and Psionic Half-Giants
  Th e half-giants reﬂ ected in this template are not related to the psionic breed of half-giants presented in the Psionic’s Handbook. 
  Th is template serves as a means to create ordinary non-psionic varieties of half-giant creatures and unless the template is 
  applied to a naturally psionic creature such as the Xeph, the result of this template is never a psionic creature. Use this template 
  to create giant breeds from all the giants listed in the MM, from hill giants to ettins. Psionic half-giants could be an anomalous 
  result of bizarre crossbreeding or even an unusual strain of creatures spawned on some other world.
  Creating a Half-Giant
  Attacks
   
  Half-Giant Size 
  Size Modiﬁ er for Attack Rolls
   
  Medium 
  +0
   
  Large 
  –1
   
  Huge 
  –2
   
  Gargantuan 
  –4
   
  Colossal 
  –8
  Damage: Th e half-giant’s increased Strength increases its damage 
  modiﬁ er accordingly. Furthermore, if the half-giant gains a 
  size category, it may use correspondingly larger weapons, so 
  the base damage for each of its natural and weapon attacks 
  increases by one step, according to the following table.
  Damage
   
  Old Damage 
  New Damage
   
  1 
  1d2
   
  1d2 
  1d3
   
  1d3 
  1d4
   
  1d4 
  1d6
   1d6 
  1d8
    1d8 
  2d6
   1d10 
  2d8
   
  2d6 
  3d6
   
  2d8 
  3d8
   4d6 
  6d6
   4d8 
  6d8
  Space/Reach: Same as the base creature unless the half-giant 
  gained a size category. In that case, the half-giant has a 
  space and reach appropriate for its new size, as described 
  in the following table. If the base creature had greater than 
  normal reach for its size, add 5 feet to the reach indicated 
  on the table.
   
  Space/Reach
   
  New Size 
  Space/Reach
   
  Medium 
  5 ft./5 ft.
   
  Large 
  10 ft./10 ft.
   
  Huge 
  15 ft./15 ft.
   
  Gargantuan 
  20 ft./20 ft.
   
  Colossal 
  30 ft./30 ft.
  Special Attacks: Th e half-giant retains all the base creature’s 
  special attacks and gains the one described here.
   
  Rock Th rowing (Ex): A jotunblood giant has a +1 racial 
  bonus on attack rolls made to throw rocks. It can throw 
  rocks weighing up to the amount given in the following table 
  ﬁ ve range increments, assuming it has the Strength to lift a 
  Half-Giant
  
  145
  145
  145
  145
  rock of that size. Th e size of the range increment depends 
  on the half-giant’s size category, as given in the table. If the 
  base creature has a better rock throwing ability, use its values 
  instead. Th e half-giant gains its Strength bonus (if any) on 
  damage rolls when it strikes a foe with a thrown rock. Th e 
  half-giant gains this special attack even if its giant parent did 
  not have it.
  Rock Throwing
   
  Half-Giant’s  
  Rock 
  Base Rock  
  Range 
   
  Size 
   Weight 
  Damage 
  Increment
   
  Medium 
  10 lb. 
  1d8 
  60 ft.
   
  Large 
  50 lb. 
  2d6 
  120 ft.
   
  Huge 
  80 lb. 
  2d8 
  140 ft.
   
  Gargantuan 
  120 lb. 
  2d8 
  180 ft.
   
  Colossal 
  180 lb. 
  4d6 
  220 ft.
  Special Qualities: Th e half-giant retains all the base creature’s 
  special qualities and gains those described here.
   
  Giant Quality: Th e exact giant quality bestowed depends on 
  the giant parent, as follows.
  Cloud Giant: Scent (Ex): A half-cloud giant can detect 
  approaching enemies and sniﬀ  out hidden foes by sense 
  of smell alone. See the MM for details of this quality.
  Ettin: Second Head (Ex): Because of its second head, the 
  half-ettin gains a +2 bonus on all Listen, Spot, and 
  Search checks. If the base creature has a bite attack, 
  the second head grants the half-giant a second 
  bite attack with the same attack modiﬁ er and base 
  damage. Otherwise, the half-giant gains the Two-
  Weapon Fighting feat or the Multiattack feat as a 
  bonus feat, whichever is more appropriate.
  Fire Giant: Fire Resistance (Ex): Th e half-ﬁ re giant gains ﬁ re 
  resistance 10.
  Frost Giant: Cold Resistance (Ex): Th e half-frost giant gains 
  cold resistance 10.
  Hill Giant: Hill’s Strength (Su): Whenever the half-hill giant 
  is in contact with solid ground (not the deck of a ship 
  or a house’s ﬂ oor above a basement), it gains a +2 
  enhancement bonus to Strength.
  Ogre, Merrow, or Ogre Mage: Darkvision (Ex): Th e half-
  giant gains darkvision to a range of 60 ft.
  Stone Giant: Stony Soul (Ex): A half-stone giant’s natural armor 
  bonus improves by +2 in addition to the +1 increase 
  normally provided by this template. In addition, the 
  stone half-giant throws rocks with two hands, applying 
  1-1/2 times its Strength bonus to damage rolls.
  Storm Giant: Electricity Resistance (Ex): Th e half-storm giant 
  gains electricity resistance 10.
  Troll: Fast Healing (Ex): A half-troll has fast healing 2. 
  Any Other Giant: Giant’s Blood (Ex): Th e blood of the giant 
  grants the half-giant a +2 competence bonus on Spot 
  checks and a +2 bonus on Fortitude saves. 
   
  Rock Catching (Ex): Once per round, a half-giant that 
  would normally be hit by a rock of Small, Medium, or 
  Large size can make a Reﬂ ex save to catch it as a free 
  action. Th e DC is 15 for a Small rock, 20 for a Medium 
  one, and 25 for a Large one. (If the projectile provides a 
  magical bonus on attack rolls, the DC increases by that 
  amount.) Th e half-giant must be ready for and aware of 
  the attack in order to make a rock catching attempt. Th e 
  half-giant gains this special quality even if its giant parent 
  did not have it.
  Abilities: Th e half-giant’s abilities change based on its size, as 
  shown in the following table.
  Abilities
   
  Half-Giant Size 
  Str 
  Dex 
  Con
   
  Medium 
  +6 
  –2 (minimum 1) 
  +2
   
  Large 
  +10 
  –2 (minimum 1) 
  +4
   
  Huge 
  +10 
  –2 (minimum 1) 
  +4
   
  Gargantuan 
  +8 
  +0 
  +4
   
  Colossal 
  +10 
  +0 
  +4
  Skills: If the creature increased in size, replace the base creature’s 
  size modiﬁ er on Hide checks with the appropriate one for 
  its new size.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +3.
  Half-Giant Characters
  A half-giant character favors whichever class the base creature does. A 
  starting half-giant character may choose Giant as a bonus language.
  - Sample Creature:  Half-Girallon/Half-Ettin -
  Large Magical Beast (Giantkin)
  Hit Dice: 7d10+20 (58 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares), climb 40 ft.
  Armor Class: 16 (–1 size, +3 Dex, +5 natural), touch 12, ﬂ at-footed 15
  Base Attack/Grapple: +7/+18
  Attack: Claw +13 melee (1d4+7) or rock +10 ranged (2d6+7)
  Full Attack: 4 claws +13 melee (1d4+7) and 2 bites +11 melee 
  (1d8+3) or rock +10 ranged (2d6+7)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rend 2d4+9, rock throwing
  Special Qualities: Darkvision 60 ft., low-light vision, rock 
  catching, scent
  Saves: Fort +7, Ref +8, Will +5
  Abilities: Str 24, Dex 17, Con 14, Int 2, Wis 12, Cha 7
  Skills: Climb +14, Listen +3, Move Silently +8, Search –2, Spot +8
  Feats: Iron Will, Multiattack, Toughness (×2)
  Environment: Warm forests
  Organization: Solitary or company (5–8)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 8–10 HD (Large); 11–21 HD (Huge)
  Level Adjustment: —
  Here is an example of a half-giant using a girallon as the base 
  creature and an ettin as the giant.
  Half-girallon/half-ettins are even more aggressive and territorial 
  than normal girallons. Most become either leaders of their 
  communities or outcasts.
  Half-Giant
  
  146
  146
  146
  146
  A half-girallon/half-ettins looks like a 12-foot-tall, broad-
  chested, two-headed, four-armed ape with thick white fur. 
  Th ough it appears stoop-shouldered and somewhat ogrelike, 
  it walks upright, not on two legs and two arms like a normal 
  girallon. Because of its great weight, it climbs only the strongest 
  trees.
  Combat
  Half-girallon/half-ettins bring stones high into treetops to 
  hurl at intruders in their territory. A single one of these deadly 
  missiles can kill a leopard with a direct hit. Creatures not wise 
  enough to ﬂ ee the rain of rocks have little time left to regret 
  that error, since Half-girallon/half-ettins readily climb down to 
  do battle with claws and teeth if their prey does not succumb 
  to rocks.
  Rend (Ex): A Half-girallon/half-ettins that hits with two or 
  more claw attacks latches onto the opponent’s body and tears 
  the ﬂ esh. Th is attack automatically deals an extra 2d4+9 points 
  of damage.
  Rock Th rowing (Ex): A Half-girallon/half-ettins can throw 
  rocks that weigh up to 50 pounds ﬁ ve range increments (120 
  feet per range increment).
  Rock Catching (Ex): Once per round, a Half-girallon/half-
  ettins that would normally be hit by a rock of Small, Medium, 
  or Large size can make a Reﬂ ex save to catch it as a free action. 
  Th e DC is 15 for a Small rock, 20 for a Medium one, and 25 
  for a Large one. (If the projectile provides a magical bonus 
  on attack rolls, the DC increases by that amount.) Th e Half-
  girallon/half-ettins must be ready for and aware of the attack in 
  order to make a rock catching attempt.
  Skills: A Half-girallon/half-ettins has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened.
   Half-Plant
  Half-plants live between the worlds of ﬂ ora and fauna. Th ey often have grass for hair, thorns for nails, leaves for ears, barklike skin that 
  comes in any of a hundred hues, and eyes that come in any color that ﬂ owers do.
  Creating a Half-Plant 
  “Half-plant” is an inherited template that can be applied to any 
  aberration, animal, dragon, fey, giant, humanoid, magical beast, 
  monstrous humanoid, outsider, or vermin (referred to hereafter as 
  the base creature). 
  A half-plant uses all of the base creature’s statistics 
  and special abilities except as noted here.
  Armor Class: Th e half-plant’s natural armor bonus 
  improves by +1 over that of the base creature.
  Special Qualities: Th e half-plant retains all the base 
  creature’s special qualities and gains those described here.
   
  Fortiﬁ cation (Ex): When a creature becomes a half-plant, 
  many of its internal organs are replaced by vegetable matter. 
  Th us, whenever a sneak attack or critical hit is scored 
  against the half-plant, there is a 50% chance that the extra 
  damage is negated and damage is rolled normally.
   
  Low-Light Vision (Ex): Th e half plant can see twice as far 
  as a human in torchlight, starlight, moonlight, and other 
  conditions of low light.
   
  Plant Feeding (Ex): If a half-plant remains in the direct light of 
  the sun for at least 4 hours, it does not need to eat that day. 
  Plantlike (Ex): A half-plant creature counts as a 
  plant for the purpose of spells and eﬀ ects that 
  speciﬁ cally aﬀ ect creatures of the plant type. Half-
  plant creatures can use magic items with powers 
  or abilities that work speciﬁ cally for creatures of 
  the plant type. A half-plant also has a +4 bonus 
  on saving throws against poison, sleep, paralysis, 
  stunning, polymorphing, and mind-aﬀ ecting eﬀ ects.
  Abilities: Change from the base creature as follows: Dex –2 
  (minimum 0), Con +4.
  Skills: A half-plant has a +5 racial bonus on Hide checks in forests 
  and ﬂ ora-heavy settings.
  Level Adjustment: Same as the base creature +1.
  Half-Plant Characters
  A half-plant favors whichever class the base creature does.
  Half-Plant
  
  147
  147
  147
  147
  Using the Half-Plant Template
  Th is template is an unusual idea that might seem diﬃ  cult to place in a game at ﬁ rst glance, but many options exist for using 
  half-plants.
  Dryad-Spawn: Half-plants might result from matings between dryads and other creatures.
  Half-Plant Elves: All elves (or other creatures closely associated with the natural world) could be half-plants in a given 
  campaign. Each elf subrace could be associated with a diﬀ erent tree: oak, birch, yew, holly, and hawthorn.
  Magical Crossbreeding: A half-plant might be a hybrid created by druidic magic. Perhaps a druid or a spellcasting treant has 
  been turning humanoids into half-plants as a curse.
  Pod Creatures: Half-plants might be neutral evil beings created by the implantation of a seed. In this case, each half-plant 
  should have the implant and hive mind abilities described here. Th is option increases the template’s CR adjustment by +1 and 
  makes it a poor choice for player characters.
  Hive Mind (Ex): Each half-plant is in constant communication with all others within 1 mile. Half-plants within sight of one 
  another cannot be caught ﬂ at-footed or ﬂ anked unless all of them are.
  Implant (Ex): Once per day as a full-round action, a half-plant may implant a seed into a helpless foe. If the victim qualiﬁ es for 
  the half-plant template, the seed slowly grows over the course of 30 days, gradually taking over the organs of the base creature. 
  At the end of the 30 days, the victim becomes a half-plant, and its alignment changes to neutral evil.
  Medium Monstrous Humanoid
  Hit Dice: 9d8+27 (67 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares), swim 30 ft.
  Armor Class: 22 (+12 natural), touch 10, ﬂ at-footed 22
  Base Attack/Grapple: +9/+13
  Attack: Claw +13 melee (1d4+4)
  Full Attack: 2 claws +13 melee (1d4+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Mimicry, spell-like abilities, weakness
  Special Qualities: Darkvision 90 ft., fortiﬁ cation, low-light vision, 
  plant feeding, plantlike, spell resistance 18
  Saves: Fort +8, Ref +6, Will +7
  Abilities: Str 19, Dex 10, Con 16, Int 13, Wis 13, Cha 14
  Skills: Concentration +9, Craft or Knowledge (any one) +7, Hide 
  +8*, Listen +11, Spot +11 Swim +12
  Feats: Alertness, Blind-Fight, Combat Casting, Great Fortitude
  Environment: Temperate marshes
  Organization: Solitary or covey (3 hags of any kind plus 1–8 ogres 
  and 1–4 evil giants) 
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: —
  Here is an example of a half-plant using a green hag as the base 
  creature.
  A half-plant/half-green hag looks like a gaunt, green-skinned 
  crone with marsh weeds for hair. Its powerful arms are thin and 
  brown, ending in long hands with twig like ﬁ ngers.
  Half-plant/half-green hags spend their days in the sun and sleep 
  at night. Th ey enjoy capturing sentient creatures and eating them 
  while they still live. Th is torturous feeding is entirely malicious 
  because green hags do not require food on sunny days, and when 
  they do need to eat, they can capture animals of the swamp easily.
  - Sample Creature:  Half-Plant Green Hag -
  Combat
  A half-plant/half-green hag uses the foliage of the swamp to its 
  advantage, depending on its natural coloration to hide among the 
  plants, even while invisible. It uses its spell-like abilities to lure 
  victims close and attacks unwary foes gleefully. A half-plant/half-
  green hag is fearless in combat.
  Mimicry (Ex): A half-plant/half-green hag can imitate the sounds 
  of almost any animal found near its lair.
  Half-Plant
  
  148
  148
  148
  148
  Spell-Like Abilities: At will—dancing lights, disguise self, ghost 
  sound (DC 12), invisibility, pass without trace, tongues, water 
  breathing. Caster level 9th. Th e save DC is Charisma-based.
  Weakness (Su): A half-plant/half-green hag can weaken a foe by 
  making a special touch attack. Th e opponent must succeed on a 
  DC 16 Fortitude save or take 2d4 points of Strength damage. Th e 
  save DC is Charisma-based.
  Fortiﬁ cation (Ex): See the half-plant template.
  Low-Light Vision (Ex): See the half-plant template.
  Plant Feeding (Ex): See the half-plant template.
  Plantlike (Ex): See the half-plant template.
  Skills: A half-plant/half-green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while swimming, provided 
  it swims in a straight line. *A half-plant/half-green hag also has 
  a +5 racial bonus on Hide checks in forests and other settings 
  dominated by plant life.
   Holy Creature
  Good gods and goddesses typically require great sacriﬁ ces of their servants—not because the deities are cruel or greedy, but because the 
  causes good creatures care about make such eﬀ orts necessary. Yet deities of justice cannot ask such sacriﬁ ces of their worshipers without 
  giving of themselves or providing their supplicants with the tools they require to do right in their names.
  Holy creatures are mortal beings empowered by good gods to act on their behalf in the mortal world. Such a gift is also a great 
  responsibility, and as such, no god bestows it lightly. Only a deity’s most devout and capable worshipers garner enough of their god’s favor 
  to gain the mantle of holy creatures, and even then, they take it on only when the need is greatest. Holy creatures bear this responsibility 
  with due reverence and are always on their guard against corruption and failure, since the power of holiness is easier lost than gained.
  A holy creature appears much as it did before it gained its god’s favor, but its newfound conﬁ dence and unﬂ agging hope tend to 
  straighten its back and lengthen its stride.
  Creating a Holy Creature
  “Holy creature” is an acquired template that can be added to any 
  creature of good alignment that uses positive energy or has the 
  good subtype (referred to hereafter as the base creature). Good 
  clerics, paladins, and celestial creatures are appropriate choices 
  for the holy template. Should the holy creature’s alignment ever 
  change from good, it loses this template. 
  A holy creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Size and type are unchanged, but 
  the creature gains the good subtype if the 
  base creature did not already have it.
  Speed: Each of a holy creature’s speeds increases by 
  +10 feet over the corresponding speed of the 
  base creature.
  Special Attacks: A holy creature retains all the base creature’s 
  special attacks and gains those described here.
   
  Holy Spellcasting (Su): A holy creature’s eﬀ ective caster level 
  for spells with the good or healing descriptor increases by +1 
  over that of the base creature. Th is beneﬁ t stacks with itself, so 
  the holy creature’s eﬀ ective caster level for a spell with both of 
  these descriptors is higher by +2 than that of the base creature.
   
  Sacredness (Su): Each of a holy creature’s melee attacks 
  with a natural or manufactured weapon deals +1d6 points 
  of extra damage to a creature of evil alignment. All of its 
  natural and manufactured weapons are treated as good 
  aligned for overcoming damage reduction.
  Special Qualities: A holy creature retains all the base creature’s 
  special qualities and gains those described here.
   
  Damage Reduction (Su): Th e holy creature gains damage 
  reduction 5/evil.
   
  Holy Body (Su): A holy creature gains double the normal 
  amount of healing from positive energy. Th us, if a cure light 
  wounds spell would normally restore 7 hit points, the holy 
  creature would instead regain 14 hit points.
   
  Low-Light Vision (Su): A holy creature has low-light vision 
  and can see twice as far as a human in moonlight, starlight, 
  torchlight, and other conditions of poor lighting.
   Negative Energy Protection (Su): When a holy 
  creature is struck by an attack using negative energy 
  (be it energy drain, ability damage or drain, or hit point 
  damage such as that from an inﬂ ict spell, for example, 
  the holy creature may make a level check (1d20 + HD) 
  against a DC equal to 11 + the attacking creature’s 
  character level. If the level check succeeds, the negative 
  energy attack is canceled out in a bright ﬂ ash. If the 
  negative energy attack was dealt by a melee or melee touch 
  attack, the creature that delivered it takes 2d6 points of damage.
   
  Protection from Evil (Su): A holy creature gains a +2 deﬂ ection 
  bonus to AC and a +2 resistance bonus on saves against attacks 
  by evil creatures. Furthermore, it is immune to any attempt by 
  an evil creature to possess, charm, or inﬂ uence it.
  Abilities: Change from the base creature as follows: Str +2, Dex 
  +2, Con +4, Wis +4, Cha +4.
  Skills: A holy creature gains a +4 sacred bonus on Listen, Sense 
  Motive, and Spot checks.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +5.
  Holy Characters
  A holy character favors whichever class the base creature does.
  Holy Creature
  
  149
  149
  149
  149
  Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
  Hit Dice: 10d8+20 (65 hp)
  Initiative: +6
  Speed: 60 ft. (12 squares), ﬂ y 160 ft. (perfect)
  Armor Class: 26 (+2 Dex, +14 natural), touch 12, ﬂ at-footed 24, 
  or 15 (+2 Dex, +3 deﬂ ection), touch 15, ﬂ at-footed 13
  Base Attack/Grapple: +10/+18
  Attack: +4 holy greatsword +22 melee (2d6+15/19–20 plus 
  sacredness) or light ray +12 ranged touch (2d12)
  Full Attack: +4 holy greatsword +22/+17 melee 
  (2d6+15/19–20 plus sacredness) or 2 light rays +12 
  ranged touch (2d12)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Gaze, holy spellcasting, sacredness, 
  spell-like abilities, spells
  Special Qualities: Alternate form, damage reduction 
  10/evil and cold iron, darkvision 60 ft., holy body, 
  immunities (electricity, petriﬁ cation), low-light 
  vision, negative energy protection, protection from 
  evil, protective aura, resistances (cold 10, ﬁ re 10), spell 
  resistance 28, tongues
  Saves: Fort +9, Ref +9, Will +12
  Abilities: Str 27, Dex 14, Con 15, Int 20, Wis 21, Cha 20
  Skills: Concentration +15, Diplomacy +7, Escape Artist 
  +15, Handle Animal +18, Hide +15, Knowledge 
  (any two) +18, Listen +22, Move Silently +15, Ride 
  +17, Sense Motive +22, Spot +22, Use Rope +2 (+4 with 
  bindings)
  Feats: Combat Expertise, Improved Disarm, Improved 
  Initiative, Improved Trip
  Environment: Any chaotic-good aligned plane
  Organization: Solitary, pair, or squad (3–5)
  Challenge Rating: 14
  Treasure: No coins; double goods; standard items
  Alignment: Always chaotic good
  Advancement: 11–15 HD (Medium); 16–30 HD (Large)
  Level Adjustment: —
  Here is an example of a holy creature using a ghaele as the base 
  creature.
  Gifted with an aura of wholesomeness that sets them apart as 
  virtuous even among the paragons of virtue, holy ghaeles perform 
  the most important missions for the deities of good. Th eir elﬂ ike 
  forms emanate an almost palpable aura of magnanimous kindness. 
  Th ose suﬀ ering under the yoke of evil earn their aid, but no one 
  who preys on others can escape their wrath.
  Holy ghaeles speak Celestial, Draconic, and Infernal, and their 
  tongues ability enables them to speak with almost any creature.
  Combat
  A holy ghaele fearlessly confronts any foe, trusting even its 
  weakest healing spells to close mortal wounds. It metes out spells 
  and sword blows with equal fervor, striking down evil wherever it 
  dares to rear its head. 
  A holy ghaele’s natural weapons, and any weapons it wields, are 
  treated as chaotic-aligned and good-aligned for the purpose of 
  overcoming damage reduction.
  Gaze (Su): In humanoid form, a holy ghaele’s gaze can slay evil 
  creatures with 5 or fewer character levels to a range of 60 feet (DC 
  20 Will save negates). Even if the save succeeds, the creature is 
  - Sample Creature:  Holy Ghaele -
  aﬀ ected as though by a fear spell for 2d10 rounds. A nonevil creature 
  or an evil creature with more than 5 character levels subjected to the 
  holy ghaele’s gaze must succeed on a DC 20 Will save or be aﬀ ected 
  as though by a fear spell. Th e save DCs are Charisma-based.
  Holy Spellcasting (Su): See the holy creature template.
  Light Ray (Ex): A holy ghaele in globe form can project light rays 
  to a range of 300 feet. Th is attack overcomes damage reduction of 
  any type.
  Sacredness (Su): See the holy creature template.
  Spell-Like Abilities: At will—aid, charm monster (DC 19), color 
  spray (DC 16), comprehend languages, continual ﬂ ame, cure light 
  wounds (DC 16), dancing lights, detect evil, detect thoughts (DC 17), 
  disguise self, dispel magic, hold monster (DC 20), greater invisibility 
  (self only), greater teleport (self plus 50 pounds of objects only), 
  major image (DC 18), see invisibility; 1/day—chain lightning (DC 
  21), prismatic spray (DC 22), wall of force. Caster level 12th. Th e 
  save DCs are Charisma-based.
  Spells: A holy ghaele in humanoid form can cast divine spells as 
  a 14th-level cleric. It has access to two of the following domains: 
  Air, Animal, Chaos, Good, Healing, or Plant (plus any others its 
  deity oﬀ ers). Th e save DCs are Wisdom-based.
  Holy Creature
  
  150
  150
  150
  150
  Typical Cleric Spells Prepared (6/8/7/6/6/5/4/3; save DC 15 + spell 
  level): 0—cure minor wounds*, detect magic, guidance, light, resistance, 
  virtue; 1st—bless, cure light wounds*, command (2), divine favor, 
  obscuring mist, sanctuary, shield of faith; 2nd—aid, align weapon, 
  bear’s endurance, cure moderate wounds*, lesser restoration*, remove 
  paralysis*, zone of truth; 3rd—daylight, cure serious wounds*, prayer, 
  remove curse, searing light, water breathing; 4th—death ward, 
  dismissal, divine power, holy smite*, neutralize poison*, restoration*; 
  5th—break enchantment, dispel evil*, ﬂ ame strike, raise dead, true 
  seeing; 6th—banishment, blade barrier*, greater dispel magic, heal*; 
  7th—greater restoration*, holy word*, summon monster VII.
  Domains: Good and Healing.
  *Caster level 16th.
  Alternate Form (Su): A holy ghaele can shift between its 
  humanoid and globe forms as a standard action. In humanoid 
  form, it cannot ﬂ y or use its light rays, but it can use its gaze attack 
  and spell-like abilities, make physical attacks, and cast spells. In 
  globe form, it can ﬂ y, use its light rays, and use spell-like abilities, 
  but it cannot cast spells or use its gaze attack. Th e globe form is 
  incorporeal, and the holy ghaele has no Strength score while in 
  that form. A holy ghaele remains in one form until it chooses to 
  assume a new one. A change in form cannot be dispelled, nor does 
  the holy ghaele revert to any particular form when killed. A true 
  seeing spell or ability, however, reveals both forms simultaneously.
  Holy Body (Su): See the holy creature template.
  Low-Light Vision (Ex): See the holy creature template.
  Negative Energy Protection (Su): See the holy creature template.
  Protection from Evil (Su): See the holy creature template.
  Protective Aura (Su): Against attacks or harmful eﬀ ects originating 
  from evil creatures, anyone within 20 feet of the holy ghaele gains a +4 
  deﬂ ection bonus to AC and a +4 resistance bonus on saving throws. 
  Otherwise, this ability functions as a magic circle against evil eﬀ ect and 
  a lesser globe of invulnerability eﬀ ect, each with a 20-foot radius (caster 
  level equals holy ghaele’s character level). Th e defensive beneﬁ ts from 
  this circle are not included in a holy ghaele’s statistics block.
  Tongues (Su): A holy ghaele can speak with any creature that has 
  a language, as though using a tongues spell (caster level 14th). Th is 
  ability is always active.
  Skills: A holy ghaele gains a +4 sacred bonus on Listen, Sense 
  Motive, and Spot checks.
   Icy Creature
  Icy creatures are elemental beings of deadly cold. Ice replaces muscle and bone in their bodies, and frost forms where normal creatures 
  would have hair or feathers. Icy creatures exude a deathly chill that freezes small creatures solid in an instant and wards away more 
  powerful beings. Icy creatures are masters of ice and never slip or lose purchase on an icy surface.
  Icy creatures often mirror the forms and powers of other beings—particularly those native to the Elemental Planes of Air and Water, 
  and any cold climes. Th ey often settle in the same areas as the creatures they mimic, eventually driving the original creatures out of their 
  normal habitats. Th ose creatures that do not leave are eradicated or enslaved, but never befriended, since icy creatures view them as lesser 
  reﬂ ections of themselves.
  Other Icy Creatures
  If you wish, you can expand the range of creatures that qualify for this template by simply ignoring the subtype restrictions. 
  Alternatively, you can make it an acquired template, using the only the subtypes, special attacks, special qualities, skill 
  adjustments, ability adjustments, CR adjustment, and level adjustment portions of the template.
  Creating an Icy Creature
  “Icy creature” is an inherited template that can be added to any 
  living, corporeal creature (referred to hereafter as the base creature) 
  with the air, water, or cold subtype, as long as it does 
  not have the ﬁ re subtype. 
  An icy creature uses all the base creature’s statistics 
  and special abilities except as noted here.
  Size and Type: Th e creature’s type changes to 
  elemental with the appropriate augmented 
  subtype, plus the cold, extraplanar, and water 
  subtypes if the base creature did not already have them. Do 
  not recalculate base attack bonuses, saves, or skill points. 
  Size is unchanged.
  Hit Dice: Change all racial HD to d8s. 
  Special Attacks: Th e icy creature retains all the base creature’s 
  special attacks and gains those described here.
  Cold Aura (Ex): An icy creature emits an aura of 
  cold that can wound nearby creatures. Any creature 
  within 10 feet of it takes 2d6 points of cold damage 
  per round that it remains within range. A successful 
  Fortitude save (DC 10 + icy creature’s character 
  level + icy creature’s Con modiﬁ er) halves the 
  damage for that round. An icy creature can suppress 
  or resume the use of this ability as a free action.
   
  Exude Ice (Su): At will as a full-round action, an icy creature 
  can exude a circle of slippery ice in a 20-foot-diameter 
  spread centered on its body. Th is ice remains in the aﬀ ected 
  Icy Creature
  
  151
  151
  151
  151
  area, melting away as normal for the ambient temperature. 
  Creatures walking on the ice must spend 2 squares of 
  movement to enter any square covered by it. Th e DC for any 
  Balance, Climb, or Tumble check made in the area increases 
  by +5.
   
  Icy Touch (Ex): An icy creature is chilling to the touch. Any 
  creature that makes a successful touch attack against it takes 
  1d6 points of cold damage. Each of the icy creature’s natural 
  melee attacks (including successful grapple checks made 
  during its turn) and attacks with metallic melee weapons 
  deals +1d6 points of cold damage. Any creature damaged by 
  the icy creature’s icy touch must succeed on a Fortitude save 
  (DC 10 + icy creature’s character level + icy creature’s Con 
  modiﬁ er) or be paralyzed for 1d4 rounds.
  Special Qualities: Th e icy creature retains all the base creature’s 
  special qualities and gains those described here.
   
  Ice Mastery (Ex): An icy creature gains a +1 morale bonus 
  on attack and damage rolls if its foe is touching ice. In 
  addition, the icy creature never slips or slides on natural or 
  supernatural ice unless it wishes, and it can always climb ice 
  and icy surfaces as though aﬀ ected by a spider climb spell.
  Abilities: Change from the base creature as follows: Dex –2 
  (minimum 1), Con +4.
  Skills: An icy creature gains a +5 racial bonus on Balance and 
  Climb checks. 
  Languages: If the icy creature can speak, it gains the ability to 
  speak Aquan in addition to any other languages the base 
  creature knows.
  Environment: Same as the base creature plus cold.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +4.
  Icy Creature Characters
  An icy creature favors whichever class the base creature does. Th e GM 
  may wish to allow an icy PC to negate or resume its icy extraordinary 
  attacks as a standard action in order to travel with a party more easily.
  - Sample Creature:  Icy Belker -
  Large Elemental (Air, Cold, Extraplanar, Water)
  Hit Dice: 7d8+21 (52 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares), ﬂ y 50 ft. (perfect)
  Armor Class: 21 (–1 size, +4 Dex, +8 natural), touch 13, ﬂ at-
  footed 17
  Base Attack/Grapple: +5/+11
  Attack: Wing +8 melee (1d6+2 plus 1d6 cold and paralysis)
  Full Attack: 2 wings +8 melee (1d6+2 plus 1d6 cold and 
  paralysis) and bite +6 melee (1d4+1 plus 1d6 cold and 
  paralysis) and 2 claws +6 melee (1d3+1 plus 1d6 cold 
  and paralysis)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Cold aura, exude ice, icy touch, smoke claws
  Special Qualities: Darkvision 60 ft., elemental traits, ice 
  mastery, immunity (cold), smoke form, vulnerability to 
  ﬁ re
  Saves: Fort +5, Ref +9, Will +2
  Abilities: Str 14, Dex 19, Con 17, Int 6, Wis 11, Cha 11
  Skills: Balance +9, Climb +7, Listen +7, Move Silently +8, 
  Spot +7
  Feats: Alertness, Multiattack, Weapon Finesse
  Environment: Elemental Plane of Air and any cold lands
  Organization: Solitary, pair, or clutch (3–4)
  Challenge Rating: 7
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 8–10 HD (Large); 11–21 HD (Huge)
  Level Adjustment: —
  Here is an example of an icy creature using a belker as the 
  base creature.
  An icy belker appears as an animate cloud of frost and icy air within 
  which claws, wings, and a terrible demonic face are visible. Th ese 
  features ﬂ ow, change, and reform in the mist as the cloud moves.
  Native to the Elemental Plane of Air, icy belkers are composed 
  primarily of a cold fog that can enter the lungs and freeze 
  creatures from within. Th ose that travel the Material Plane despise 
  creatures that use ﬁ re and always seek to kill them.
  Belkers speak Auran and Aquan.
  Combat
  An icy belker enjoys using its smoke claws ability against foes 
  paralyzed by its icy touch.
  Cold Aura (Ex): DC 16 Fortitude save; see the icy creature template.
  Exude Ice (Su): DC 15 Balance check; see the icy creature 
  template.
  Icy Creature
  
  152
  152
  152
  152
  Icy Touch (Ex): DC 16 Fortitude save; see the icy creature 
  template.
  Smoke Claws (Ex): An icy belker in smoke form (see Smoke 
  Form) can engulf opponents by moving on top of them. It ﬁ lls the 
  air around one Medium or smaller opponent without provoking 
  an attack of opportunity. Th e target must succeed on a DC 16 
  Fortitude save or inhale part of the creature. Th e save DC is 
  Constitution-based. Smoke inside the victim solidiﬁ es into a claw 
  and begins to rip at the surrounding organs, dealing 3d4 points 
  of damage per round. An aﬀ ected creature can attempt another 
  Fortitude save each subsequent round to cough out the semi 
  vaporous menace.
  Elemental Traits: An icy belker has immunity to poison, sleep eﬀ ects, 
  paralysis, and stunning. It is not subject to critical hits or ﬂ anking. 
  It cannot be raised, reincarnated or resurrected (though a limited wish, 
  wish, miracle, or true resurrection spell can restore life). Darkvision 60 ft.
  Ice Mastery (Ex): See the icy creature template.
  Smoke Form (Su): Most of the time an icy belker is more or 
  less solid, but it can assume smoke form at will. Th e creature can 
  switch forms once per round as a free action and can spend up to 
  20 rounds per day in smoke form. An icy belker in smoke form can 
  ﬂ y at a speed of 50 feet with perfect maneuverability. Th is ability 
  is otherwise similar to a gaseous form spell (caster level 7th). An icy 
  belker can use its extraordinary abilities in smoke form, but not its 
  exude ice ability.
  Skills: An icy belker has a +4 racial bonus on Move Silently checks 
  and a +5 racial bonus on Balance and Climb checks.
   Id Ooze
  Every adventurer worthy of the moniker knows that oozes are unthinking blobs of protoplasm. If spotted early, these dangerous creatures 
  can be avoided quite easily. Yet a few oozes do have the ability to think, albeit in an alien way. Th ese “id oozes,” as adventurers have come 
  to call them, seem to be aberrant spawn of typical oozes rather than a race in their own right. 
  Id oozes are ruled by impulse. Although they are intelligent, their understanding of the world is guided by instinct rather than reasoning. 
  Consequences and thoughts of the future are as alien to them as their thought processes are to most other creatures. Consequently, many 
  id oozes behave as rashly as any unintelligent ooze, attacking any targets they notice. Th e diﬀ erence between id oozes and normal oozes 
  becomes apparent only when an id ooze chooses to attack.
  Creating an Id Ooze
  “Id ooze” is an inherited template that can be added to any 
  unintelligent ooze (referred to hereafter as the base creature). 
  An id ooze uses all the base creature’s statistics and special abilities 
  except as noted here.
  Armor Class: An id ooze can use a shield. If it has just one natural 
  attack, using a shield prevents it from making attacks at all.
  Attack: An id ooze retains all the base creature’s 
  attacks, but not its weapon and armor 
  proﬁ ciencies. Th ese attacks retain the same 
  primary or secondary status they had for 
  the base creature. In lieu of making natural 
  attacks, however, it can wield a weapon 
  appropriate for its size. Th e id ooze can use 
  a pseudopod to wield or manipulate any object 
  that can be held in one hand. If the base creature has more 
  than one natural attack, the id ooze can use two pseudopods 
  to wield objects, functioning like a creature using a weapon 
  with two hands. It does not, however, gain proﬁ ciency with 
  these items unless it takes the appropriate feats (see Feats, 
  below). Wielding objects with two pseudopods prevents it 
  from using any of its natural attacks.
  Damage: Th e id ooze deals damage normally with its natural 
  attacks and any weapons it wields. If it wields a weapon, 
  shield, or any other object, and it normally deals energy 
  damage with its touch or a slam attack, the object takes the 
  indicated damage once per round at the end of the id ooze’s 
  turn. Certain materials, however, take no damage from acid 
  and other types of energy.
  Abilities: Increase from the base creature as follows: Dex +6, Con 
  +6, Wis +6, Cha +6. Furthermore, the id ooze gains an 
  Intelligence score if 10.
  Skills: Because it is intelligent, the id ooze has skills. It gains a 
  number of skill points equal to 2 per HD after the ﬁ rst, with 
  8 skill points at 1st level. An id ooze’s class skills are Hide, 
  Listen, Move Silently, and Spot. If the base creature has a 
  climb speed, Climb is also a class skill, and if it has 
  a swim speed, Swim is also a class skill.
  Languages: Id oozes cannot speak and do not 
  communicate.
  Feats: An id ooze has a number of feats appropriate 
  for a creature of its HD. If it often uses a shield 
  or wields a weapon, it must take feats that give it 
  proﬁ ciency with those items or take nonproﬁ ciency 
  penalties.
  Challenge Rating: Same as the base creature +1.
  Treasure: Same as the base creature plus any items carried.
  Alignment: Always chaotic neutral.
  Advancement: Same as the base creature or by character class.
  Level Adjustment: —
  Id Ooze Characters
  Th e strange abilities and forms of oozes make them poor choices 
  for player characters. NPC id oozes favor the barbarian class.
  Id Ooze
  
  153
  153
  153
  153
  - Sample Creature:  Id Ochre Jelly -
  Large Ooze
  Hit Dice: 6d10+54 (87 hp)
  Initiative: –2
  Speed: 10 ft. (2 squares), climb 10 ft.
  Armor Class: 11 (–1 size, –2 Dex, +4 tower shield), touch 11, 
  ﬂ at-footed 11
  Base Attack/Grapple: +4/+10
  Attack: Slam +6 melee (2d6+3 plus 1d4 acid)
  Full Attack: Slam +6 melee (2d6+3 plus 1d4 acid)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Acid, constrict 2d6+3 plus 1d4 acid, improved grab
  Special Qualities: Blindsight 60 ft., ooze traits, split
  Saves: Fort +11, Ref +2, Will +0
  Abilities: Str 15, Dex 7, Con 28, Int 10, Wis 7, Cha 7
  Skills: Climb +9 (+19 without tower shield), Spot +7 
  Feats: Improved Natural Attack (slam), Lighting Reﬂ exes, 
  Weapon Focus (slam)
  Environment: Temperate marshes
  Organization: Solitary
  Challenge Rating: 6
  Treasure: Tower shield
  Alignment: Always chaotic neutral
  Advancement: 7–9 HD (Large); 10–18 HD (Huge); or by class
  Level Adjustment: —
  Here is an example of an id ooze using an ochre jelly as the base 
  creature.
  At ﬁ rst glance, this creature resembles a giant’s tower shield 
  scuttling along like a beetle. Closer inspection reveals a yellow-
  brown, amoebalike mass of goo holding the tower shield above it.
  An id ochre jelly can grow to a diameter of about 15 feet and a 
  thickness of about 6 inches, but it can compress its body to ﬁ t into 
  cracks as small as 1 inch wide. A typical specimen weighs about 
  5,600 pounds.
  Id ochre jellies cannot speak and do not communicate.
  Combat
  Since the id ochre jelly can’t attack while wielding its tower shield, 
  it employs the shield for cover in rounds that it does not wish to 
  attack and drops it when it wants to attack with a slam. If a thrown 
  weapon is used against it or it manages to disarm a foe, the id ooze 
  might pick up the weapon—not to attack with, but to split itself 
  (see Split, below).
  Acid (Ex): An id ochre jelly secretes a digestive acid that dissolves 
  only ﬂ esh. Any melee hit or constrict attack deals 1d4 points of 
  acid damage.
  Constrict (Ex): An id ochre jelly deals automatic slam and acid 
  damage with a successful grapple check.
  Improved Grab (Ex): To use this ability, an id ochre jelly must hit 
  with its slam attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict.
  Ooze Traits: An id ochre jelly is blind (blindsight 60 ft.) and 
  immune to gaze attacks, visual eﬀ ects, illusions, and other attack 
  forms that rely on sight. It is immune to poison, sleep eﬀ ects, 
  paralysis, stunning, and polymorphing. It is not subject to critical 
  hits or ﬂ anking.
  Split (Ex): Slashing and piercing weapons and electricity attacks 
  deal no damage to an id ochre jelly. Instead, the creature splits 
  into two identical jellies, each with half of the original’s current 
  hit points (rounded down). An id ochre jelly with 10 or fewer hit 
  points cannot be further split and dies if reduced to 0 it points.
  Skills: An id ochre jelly has a +8 racial bonus on Climb checks 
  and can always choose to take 10 on a Climb check, even if rushed 
  or threatened.
   Inveigler
  Th e inveigler uses lies as weapons and weaves armor from falsehood. A manipulator and a cheat, the inveigler is so consumed with hiding 
  the truth and controlling others’ ideas of what the truth is that its words and thoughts gain supernatural power. 
  Inveiglers look like perfectly ordinary specimens of their kinds. Most are likeable and have many friends, but they are consummate liars, 
  and the lies they tell have the power to command the minds of others. Many inveiglers use their powers to assume roles of authority, but 
  just as many are content to function as the power behind the throne. 
  Creatures that already rely on falsehood to make their way through life are much more likely to become inveiglers than those that do not. 
  Some inveiglers say they are the chosen messengers of a god of deceit, others claim to have made bargains with demons for their souls, 
  and still others tell anyone who can pry an answer from them that they were born inveiglers. If anything can be said about an inveigler, 
  however, it is that no story it tells can possibly be true.
  Creating an Inveigler
  “Inveigler” is an acquired template that can be added to any 
  nongood creature whose Intelligence and Charisma scores are each 
  8 or higher (referred to hereafter as the base creature). 
  An inveigler uses all the base creature’s statistics and special 
  abilities except as noted here.
  Special Attacks: Th e inveigler retains all the base creature’s special 
  attacks and gains those described here.
   
  Charming Falsehood (Su): Once per day, an inveigler can tell a 
  lie so convincing it enchants a single creature that hears it. Th e 
  inveigler need not be able to see the target of its lie or have line 
  of eﬀ ect to it, but if the target cannot hear the lie, this use of 
  Inveigler
  
  154
  154
  154
  154
  the ability is wasted. Th e lie must be one that would cause the 
  target to view the inveigler as a trusted friend or that would 
  make it likely to follow the inveigler’s orders, but it can be as 
  outlandish as the inveigler wishes. If the target hears the lie, it 
  must attempt a Sense Motive check opposed by the inveigler’s 
  Bluﬀ  check. A creature that fails this check by less than 5 
  is aﬀ ected as though by the charm monster spell (caster level 
  equals inveigler’s character level). Failure by 5 or more means 
  the inveigler has dominated the target as though using the 
  dominate monster spell (caster level equals inveigler’s character 
  level). Charming falsehood is a sonic, mind-aﬀ ecting, charm 
  eﬀ ect.
  Special Qualities: Th e inveigler retains all the 
  base creature’s special qualities and gains 
  those described here.
   
  Hidden Enchantment (Su): When the 
  inveigler uses any eﬀ ect or spell that mimics 
  charm monster, dominate monster, or any similar 
  eﬀ ect, spells such as detect magic cannot detect the eﬀ ect. 
  Furthermore, any Sense Motive check made to determine 
  inﬂ uence over the target takes a –15 penalty. True seeing and 
  other magic that reveals magical eﬀ ects or determines the 
  truth of the situation work normally.
   
  Taken to the Grave (Su): When speak with dead is used on 
  the corpse or head of an inveigler, it tells nothing but lies. 
  Only a wish or miracle spell used to mimic a speak with dead 
  spell can pry the truth from the dead body of an inveigler.
   
  Truth Be Told (Su): Magic used to determine whether 
  an inveigler is telling the truth reveals its lies only if the 
  inveigler would wish its words to be construed as a lie. 
  Th is ability aﬀ ects even spells such as detect lie and more 
  powerful spells such as wish or miracle. Other creatures 
  that are asked about the truth of what an inveigler says can 
  represent the truth normally, so spells such as commune can 
  allow characters to discover the truth, provided the creatures 
  interviewed are privy to that truth.
   
  Undetectable Alignment (Su): Magical eﬀ ects used to 
  determine an inveigler’s alignment automatically reveal it to 
  be the same as that of the creature doing the detecting. If 
  the inveigler is aware of the attempt, it can instead cause the 
  magic to reveal any alignment it chooses. Th is ability also 
  protects the inveigler from spells that detect only certain 
  alignment components, such as detect evil. It defeats even 
  the clerical version of true seeing, but a wish or miracle spell 
  used to mimic true seeing or the various alignment 
  detection spells reveals the truth.
  Undetectable Th oughts (Su): Whenever a creature 
  attempts to detect the inveigler’s thoughts (with a 
  detect thoughts spell, for example), the inveigler is 
  immediately aware of the attempt and can cause the 
  eﬀ ect to reveal any thoughts it chooses. A wish or 
  miracle spell used to mimic detect thoughts or a similar 
  eﬀ ect reveals the truth.
  Abilities: Change from the base creature as follows: Int +4, Cha +6.
  Skills: Th e base creature gains a +8 competence bonus on Bluﬀ  
  checks and a +4 competence bonus on Sleight of Hand 
  checks.
  Feats: Th e inveigler gains Improved Feint and Persuasive as bonus 
  feats if the base creature does not already have them.
  Challenge Rating: Same as the base creature +1.
  Alignment: Usually evil.
  Level Adjustment: Same as the base creature +2.
  Inveigler Characters
  An inveigler character favors whichever class the base creature does. 
  - Sample Creature:  Inveigler Doppelganger Sorcerer 7 -
  Medium Monstrous Humanoid (Shapechanger)
  Hit Dice: 4d8+8 plus 7d4+14 (71 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (+1 Dex, +4 natural, +1 ring of protection +1), 
  touch 12, ﬂ at-footed 15
  Base Attack/Grapple: +7/+8
  Attack: Slam +8 melee (1d6+1)
  Full Attack: Slam +8 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Charming falsehood, detect thoughts, spells
  Special Qualities: Change shape, immunities (charm eﬀ ects, sleep), 
  hidden enchantment, summon familiar, taken to the grave, 
  truth be told, undetectable alignment, undetectable thoughts
  Saves: Fort +7, Ref +8, Will +12
  Abilities: Str 14, Dex 13, Con 14, Int 17, Wis 14, Cha 19
  Skills: Bluﬀ  +30*, Concentration +12, Diplomacy +6, Disguise 
  +11* (+14 acting), Intimidate +8, Listen +6, Sense Motive 
  +6, Sleight of Hand +9, Spellcraft +8, Spot +6
  Feats: Dodge, Great Fortitude, Improved FeintB, PersuasiveB, 
  Silent Spell, Still Spell
  Environment: Any
  Organization: Solitary, pair, or gang (3–6)
  Challenge Rating: 11
  Treasure: Double standard (see equipment below)
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +6
  Here is an example of an inveigler using a doppelganger sorcerer as 
  the base creature. Th e creature gained the template after all of its 
  sorcerer levels.
  An inveigler doppelganger that can cast spells from the 
  Enchantment school can take command of a kingdom with 
  disturbing ease. Not only can it charm and fool other creatures 
  into doing its bidding, it can also sow discord among its enemies 
  and drive them to destroy each other. An inveigler doppelganger 
  generally avoids direct confrontation, preferring to manipulate 
  enemies with its lies, spells, and ability to take on any form it 
  desires.
  Combat
  An inveigler doppelganger sorcerer involved in combat is probably 
  either attempting to assassinate someone, or ﬁ ghting its way out of 
  a situation in which its identity has been discovered. In either case, 
  it ﬁ rst attempts to dominate its foe with a charming falsehood and 
  then commands it to walk to its death—perhaps over a precipice 
  Inveigler
  
  155
  155
  155
  155
  disguised by a silent image. If it must, the inveigler doppelganger 
  relies on its damaging spells to attack foes, reserving a spell slot for 
  gaseous form as an escape plan. 
  Charming Falsehood (Su): Caster level 10th; see the inveigler 
  template.
  Detect Th oughts (Su): An inveigler doppelganger can 
  continuously use detect thoughts as the spell (caster level 18th; Will 
  DC 16 negates). It can suppress or resume this ability as a free 
  action. Th e save DC is Charisma-based.
  Sorcerer Spells Known (6/7/7/5; save DC 14 +spell level): 
  0—arcane mark, detect magic, detect poison, disrupt undead, ghost 
  sound, ray of frost, read magic; 1st—charm person, mage armor, magic 
  missile, ray of enfeeblement, silent image; 2nd—acid arrow, ﬂ aming 
  sphere, mirror image; 3rd—gaseous form, suggestion.
  Change Shape (Su): An inveigler doppelganger can assume the 
  shape of any Small or Medium humanoid. In humanoid form, the 
  doppelganger loses its natural attacks. Th e inveigler doppelganger 
  can remain in its humanoid form until it chooses to assume a new 
  one. A change in form cannot be dispelled, but the creature reverts 
  to its natural form when killed. A true seeing spell or ability reveals 
  its natural form.
  Hidden Enchantment (Su): See the inveigler template.
  Summon Familiar (Sp): Th is inveigler doppleganger does not 
  currently have a familiar.
  Taken to the Grave (Su): See the inveigler template.
  Truth Be Told (Su): See the inveigler template.
  Undetectable Alignment (Su): See the inveigler 
  template.
  Undetectable Th oughts (Su): See the inveigler template.
  Skills: An inveigler doppelganger has a +12 racial bonus on Bluﬀ  
  checks and a +4 racial bonus on Disguise and Sleight of Hand 
  checks. *When using its change shape ability, it gets an additional 
  +10 circumstance bonus on Disguise checks. If it can read an 
  opponent’s mind, it also gains a +4 
  circumstance bonus on Bluﬀ  and Disguise 
  checks.
  Possessions: Cloak of resistance +1, glove of storing, 
  ring of protection +1, wand of silence.
   Jotunblood Giant
  Born mightier and larger than usual for their kind, jotunblood giants tower over their fellows both in height and in power. Often called 
  king-giants by the smaller races, jotunblood giants almost invariably live up to that name, acting as leaders of the other giants they live 
  with. Few giant tribes can boast more than one jotunblood giant, and these creatures rarely beget more. Typically, a jotunblood giant is 
  born when a giant tribe lacks strong leadership. Th e birth of a second jotunblood giant to a tribe that already has one is usually seen as a 
  sign from the giant gods that the tribe has grown too large and must split, with the two halves going their separate ways. Reluctance to 
  do so has led to bloody civil wars and long-held grudges.
  Creating a Jotunblood Giant
  “Jotunblood giant” is an inherited template that can be added to 
  any giant smaller than Colossal (referred to hereafter as the base 
  creature). 
  A jotunblood giant uses all the base creature’s 
  statistics and special abilities except as noted here.
  Size and Type: Th e creature’s type does not change. 
  Its size increases by one category over that 
  of the base creature (maximum Colossal). 
  Th e size change can aﬀ ect AC, attack bonus, natural armor, 
  Constitution, Strength, Dexterity, Hide checks, and grapple 
  checks. Most of these changes are noted in the 
  following sections.
  Hit Dice: Th e jotunblood giant gains 10 racial HD. 
  Speed: Each of the jotunblood giant’s speeds 
  increases by +10 feet over the corresponding speed 
  of the base creature.
  Jotunblood Giant
  
  156
  156
  156
  156
  Giant Giants
  Th e jotunblood giant template provides a way for GMs to create giants akin to those featured in fairy tales and ancient myths. 
  Th ough many giants of legend were 10 or 20 feet tall, others towered above the treetops and viewed castles as doll houses. If 
  your giant still isn’t big enough after you apply this template, simply apply it again, granting the giant a new special attack 
  chosen from those given, or designing a new one more akin to its normal abilities. Such a super giant could be a unique 
  monster, or you could rule that all giants of that kind are unusually large in your campaign.
  Armor Class: Th e base creature’s size modiﬁ er to AC is replaced 
  by one based on the jotunblood giant’s new size, as given 
  in the following table. In addition, its natural armor bonus 
  increases over that of the base creature by the amount 
  indicated.
  Armor Class
   
  Old  
  New 
  Size 
  Natural Armor
   
  Size 
  Size 
  Modiﬁ er 
  Bonus Change
   
  Large 
  Huge 
  +7 
  –2
   
  Huge 
  Gargantuan 
  +8 
  –4
   
  Gargantuan Colossal 
  +9 
  –8
  Base Attack Bonus: Th e jotunblood giant’s base attack bonus is 
  equal to its new HD x 3/4, rounded down.
  Grapple: Th e jotunblood giant’s size modiﬁ er on grapple checks 
  increases by +4 over that of the base creature.
  Attack: Th e jotunblood giant retains all the base creature’s attacks, 
  and its weapon and armor proﬁ ciencies. Its bonus on attack 
  rolls changes based on its new base attack bonus, its new 
  Strength modiﬁ er, and its new size modiﬁ er, as given on the 
  following table. 
  Attack
   
  Jotunblood Giant Size 
  Size Modiﬁ er for Attack Rolls
   
  Medium 
  +0
   
  Large 
  –1
   
  Huge 
  –2
   
  Gargantuan 
  –4
   
  Colossal 
  –8
  Damage: Th e base damage for each of the jotunblood giant’s 
  natural or weapon attacks increases by one step, as given in 
  the following table.
  Damage
   
  Old Damage 
  New Damage
   
  1 
  1d2
   
  1d2 
  1d3
   
  1d3 
  1d4
   
  1d4 
  1d6
   
  1d6 
  1d8
   
  1d8 
  2d6
   
  1d10 
  2d8
   
  2d6 
  3d6
   
  2d8 
  3d8
   
  4d6 
  6d6
   
  4d8 
  6d8
  Space/Reach: Th e jotunblood giant has a space and reach 
  appropriate for its new size, as described in the following 
  table. If the base creature had greater than normal reach 
  for its size, add 5 feet to the reach indicated on the table.
  Space/Reach
   
  New Size 
  New Space/Reach
   
  Huge 
  15 ft./15 ft.
   
  Gargantuan 
  20 ft./20 ft.
   
  Colossal 
  30 ft./30 ft.
  Special Attacks: A jotunblood giant retains all of the base 
  creature’s special attacks and gains the one described here. 
   
  Rock Th rowing (Ex): A jotunblood giant has a +1 racial bonus 
  on attack rolls made to throw rocks. Th is bonus stacks with 
  any existing racial bonus. Th e jotunblood giant can throw 
  rocks weighing up to the amount given in the following table 
  up to ﬁ ve range increments. Th e size of the range increment 
  depends on the jotunblood giant’s size category, as given 
  in the table. If the base creature has a better rock throwing 
  ability, use its values instead. Th e jotunblood giant gains its 
  Strength bonus (if any) on damage rolls when it strikes a foe 
  with a thrown rock. Th e jotunblood giant gains this special 
  attack even if the base creature did not have it. 
  Rock Throwing
   
  Jotunblood  
  Rock 
  Base Rock 
  Range
   
  Giant’s Size 
  Weight 
  Damage 
  Increment
   
  Huge 
  100 lb. 
  2d8 
  150 ft.
   
  Gargantuan 
  200 lb. 
  4d6 
  200 ft.
   
  Colossal 
  400 lb. 
  4d8 
  250 ft.
  Jotunblood Attack: Th e exact jotunblood attack gained 
  depends on the kind of giant, as follows.
  Cloud Giant: Breath Weapon (Su): A jotunblood cloud 
  giant can breathe a 40-foot-long cone of thunderous 
  noise once every 1d4 rounds. Each creature caught 
  in the cone must make a Reﬂ ex save (DC 10 + 
  1/2 jotunblood giant’s character level + jotunblood 
  giant’s Con modiﬁ er) or take 10d6 points of sonic 
  damage. A successful save halves the damage.
  Ettin: Extra Attacks (Ex): A jotunblood ettin has four 
  heads and four arms. Since it has twice as many arms 
  and enough heads to control them all, it can attack 
  with all four arms at no penalty.
  Fire Giant: Breath Weapon (Su): A jotunblood ﬁ re giant can 
  breathe a 40-foot cone of ﬁ re once every 1d4 rounds. 
  Every creature caught in the cone must make a 
  Reﬂ ex save (DC 10 + 1/2 jotunblood ﬁ re giant’s 
  racial HD + jotunblood ﬁ re giant’s Con modiﬁ er) or 
  take 10d6 points of ﬁ re damage. A successful save 
  halves the damage.
  Jotunblood Giant
  
  157
  157
  157
  157
  Frost Giant: Breath Weapon (Su): A jotunblood frost giant 
  can breathe a 40-foot cone of cold once every 1d4 
  rounds. Every creature caught in the cone must 
  make a Reﬂ ex save (DC 10 + 1/2 jotunblood frost 
  giant’s racial HD + jotunblood frost giant’s Con 
  modiﬁ er) or take 10d6 points of cold 
  damage. A successful save halves the 
  damage.
  Hill Giant: Earth-Shaking Bellow (Su): Once 
  every 1d4 rounds, a jotunblood hill 
  giant can loose an earth-shaking bellow 
  that functions like an earthquake spell, 
  except that the area is a 40-foot cone-
  shaped spread directed away from the 
  jotunblood hill giant.
  Ogre, Merrow, or Ogre Mage: Stunning 
  Blow (Ex): Once every 1d4 rounds, 
  a jotunblood ogre can imbue its 
  melee attacks with stunning force. 
  A creature damaged by such an attack 
  must succeed on a Fortitude save 
  (DC 10 + 1/2 jotunblood ogre’s 
  racial HD + jotunblood ogre’s Str 
  modiﬁ er) or be stunned for 1 round.
  Stone Giant: Stone Calling (Su): A jotunblood 
  stone giant can cause any rock within 
  1,000 feet to ﬂ y at a foe simply 
  by calling to it. Th e rock must be 
  unattended and of a size that the 
  jotunblood stone giant could normally 
  lift and throw. Resolve the attack as 
  though the jotunblood stone giant were 
  standing where the rock is and throwing 
  it at the foe, adding the jotunblood 
  stone giant’s Strength bonus to damage 
  as normal. Th e jotunblood stone giant 
  can even use this ability to hurl rocks at 
  creatures it cannot see, including foes that 
  have total cover from its position. However, it 
  must guess where such foes are, and even if it 
  guesses correctly, it has a 50% miss chance. Jotunblood 
  stone giants often use this ability to confuse foes and 
  attack enemies outside their normal rock-throwing 
  range.
  Storm Giant: Breath Weapon (Su): A jotunblood storm giant 
  can breathe a 40-foot cone of lightning once every 
  1d4 rounds. Every creature caught in the cone must 
  make a Reﬂ ex save (DC 10 + 1/2 jotunblood storm 
  giant’s racial HD + jotunblood storm giant’s Con 
  modiﬁ er) or take 10d6 points of electricity damage. A 
  successful save halves the damage.
  Troll: Great Rend (Ex): When a jotunblood troll hits 
  with both claw attacks, it rips its foe apart and 
  automatically deals an additional 4d8 points of 
  damage plus 1-1/2 times its Strength bonus. Th is 
  ability replaces the troll’s rend ability.
  Other Giant Type: Trample (Ex): Th e jotunblood giant can 
  trample foes up to two size categories smaller than 
  itself. See the glossary in the MM for a description 
  of this ability and its eﬀ ects. Th e trample deals 
  bludgeoning damage as described in the following 
  table, plus 1-1/2 times the jotunblood giant’s Strength 
  modiﬁ er.
  Trample
   
  Size 
  Base Trample Damage
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Qualities: Th e jotunblood giant retains all the base 
  creature’s special qualities and gains those described here.
   
  Jotunblood Quality: Th e exact jotunblood qualities gained 
  depend on the kind of giant, as follows.
  Cloud Giant: Immunity to Sonic (Ex): Jotunblood cloud 
  giants are immune to sonic damage.
  Ettin: Shift Sleeping (Ex): A jotunblood ettin’s heads sleep in 
  shifts. Since at least two heads are awake at any time, 
  the jotunblood ettin can never be taken unaware as 
  it sleeps. Two of a jotunblood ettin’s heads can sleep 
  while the other two are awake and working; thus, 
  it can regain hit points and heal ability damage as 
  though it had bed rest even while remaining active. 
  Jotunblood Giant
  
  158
  158
  158
  158
  Sleeping heads do not control their arms, however, 
  and heads cannot sleep during combat. Jotunblood 
  ettins are immune to sleep eﬀ ects.
  Fire Giant: Resistance to Cold (Ex): A jotunblood ﬁ re giant 
  burns with internal ﬁ re, which gives it cold resistance 20.
  Frost Giant: Resistance to Fire (Ex): A jotunblood frost giant 
  has a core like ice, which gives it ﬁ re resistance 20.
  Hill Giant: Meld into Earth (Su): At will, a jotunblood hill 
  giant can meld into earth (but not solid stone) as 
  though using the meld into stone spell, except that it 
  can remain in the earth for as long as it wishes. In 
  addition to the eﬀ ects of the spells listed in the meld 
  into stone description, a move earth spell cast on the 
  melded jotunblood hill giant’s location causes it to 
  be expelled from the earth and take 5d6 points of 
  damage in the process. While melded with earth, a 
  jotunblood hill giant heals 1 hit point of damage per 
  round, as if it had fast healing 1.
  Ogre, Merrow, or Ogre Mage: Greater Darkvision (Ex): A 
  jotunblood ogre has darkvision with a range equal to 
  its normal vision.
  Stone Giant: Damage Reduction (Su): A jotunblood stone 
  giant has damage reduction 10/adamantine.
  Storm Giant: Resistance to Sonic (Ex): A jotunblood storm giant 
  is inured to thunder, so it has resistance to sonic 20.
  Troll: Statue Form (Su): At will and as a free action, a 
  jotunblood troll may turn itself to stone as though 
  with the statue spell, gaining a hardness of 8. It can 
  remain in this form as long as it wishes. As with the 
  spell, it can return to normal as a free action, act, 
  and then become a statue again as a free action. Th is 
  ability is likely the source of the erroneous belief that 
  sunlight can turn a troll to stone.
  Other Giant Type:Fast Healing (Ex): Th e jotunblood giant 
  regains hit points at the rate of 5 per round. See the 
  MM for a more detailed description of this ability. 
   
  Rock Catching (Ex): Once per round, when a jotunblood 
  giant would normally be hit by a rock (or a similarly shaped 
  projectile) of any size from Small up to its own size category, 
  it may make a Reﬂ ex save (DC 15 for a Small object, +5 for 
  each size larger, plus any magic bonus the projectile has) to 
  catch it. Th e jotunblood giant must have a free hand and be 
  aware of the attack to catch the rock. Th is ability replaces any 
  rock catching ability the base creature has.
   
  Scent (Ex): A jotunblood giant can detect approaching 
  enemies and sniﬀ  out hidden foes by sense of smell alone. 
  See the MM for details of this quality.
   
  Spell Resistance (Ex): A jotunblood giant has spell resistance 
  equal to that of the base creature or 8 + the jotunblood 
  giant’s CR, whichever is higher.
  Saves: Th e jotunblood giant’s base save bonuses increase with its 
  additional Hit Dice. Replace the portion of each of the base 
  creature’s save bonuses derived from racial HD with a new 
  one based on the new value. Th e portion of the base save 
  bonus derived from class levels remains the same. Fortitude 
  is a jotunblood giant’s good save; the others are poor. See 
  Chapter 3: Classes of the PHB for the progression of good 
  and poor saves. New ability scores and new feats may also 
  alter save bonuses.
  Abilities: Th e jotunblood giant’s abilities change 
  based on its size, as shown in the chart below:
  Abilities
   
  Jotunblood Giant Size 
  Str 
  Dex 
  Con
   
  Huge 
  +8 –2 (minimum 1) +4
  Gargantuan 
  +8 
  +0 
  +4
  Colossal 
  +8 
  +0 
  +4
  Skills: Th e jotunblood giant gains a number 
  of additional skill points equal to (2 + Int 
  modiﬁ er, minimum 1) x 10. Skills given 
  in the base creature’s description are 
  class skills, and all others are cross-class 
  skills. Th e jotunblood giant retains any 
  skill points gained from class levels. New 
  racial bonuses, new size modiﬁ ers, and new 
  ability scores all modify skills. In addition, 
  the size change also changes the jotunblood 
  giant’s size modiﬁ er on Hide checks.
  Feats: Th e jotunblood giant retains the base 
  creature’s bonus feats, but it loses all other feats 
  that the base creature had. Recalculate the number 
  of feat slots the jotunblood giant has based on its 
  character level (racial and class HD) and assign feats 
  Jotunblood Giant
  
  159
  159
  159
  159
  - Sample Creature:  Jotunblood Hill Giant -
  Huge Giant
  Hit Dice: 22d8+132 (222 hp)
  Initiative: –2
  Speed: 35 ft. in hide armor (7 squares); base speed 50 ft.
  Armor Class: 25 (–2 size, –2 Dex, +16 natural, +3 hide armor), 
  touch 6, ﬂ at-footed 25
  Base Attack/Grapple: +16/+36
  Attack: Greatclub +27 melee (4d6+18) or slam +26 melee 
  (1d6+12) or rock +13 ranged (2d8+12)
  Full Attack: Greatclub +27/+22/+17/+12 melee (4d6+18) or 2 
  slams +26 melee (1d6+12) or rock +13 ranged (2d8+12)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Earth-shaking bellow, rock throwing
  Special Qualities: Low-light vision, meld into earth, rock 
  catching, scent, spell resistance 20
  Saves: Fort +19, Ref +5, Will +7
  Abilities: Str 33, Dex 6, Con 23, Int 6, Wis 10, Cha 7
  Skills: Climb +11, Jump +11, Listen +10, Spot +13
  Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, 
  Improved Overrun, Improved Sunder, Power Attack, 
  Weapon Focus (greatclub)
  Environment: Temperate hills
  Organization: Solitary, pair, gang (3–5), band (6–9 plus 35% 
  noncombatants), hunting/raiding party (6–9 plus 2–4 dire 
  wolves), or tribe (21–30 plus 35% noncombatants plus 
  12–30 dire wolves, 2–4 ogres, and 12–22 orcs) 
  Challenge Rating: 11
  Treasure: Standard
  Alignment: Often chaotic evil
  Advancement: By character class
  Level Adjustment: —
  Here is an example of a jotunblood giant using a hill giant as the 
  base creature.
  At about 20 feet tall, a jotunblood hill giant looks down on cloud 
  giants and stands nose to nose with storm giants, even with its 
  stooped posture. It otherwise resembles a normal hill giant.
  Jotunblood hill giants are the undisputed rulers of hill giant tribes. 
  Although they lack the intelligence and charisma that normally 
  mark hill giant leaders, they maintain their positions by dint of 
  their great strength and supernatural powers. A tribe of hill giants 
  led by a jotunblood hill giant is often more aggressive and bold 
  in its raiding eﬀ orts than other tribes, and sometimes the tribe 
  attempts to subjugate other creatures and seize land for its leader.
  Combat
  A jotunblood hill giant uses its earth-shattering bellow to make its 
  foes ﬂ ounder, then overruns enemies until it reaches the toughest-
  looking opponent. It mercilessly batters the most dangerous-
  looking foe in an eﬀ ort to cow or frighten oﬀ  the others. If the 
  battle goes poorly, it melds with the earth to heal.
  Earth-Shaking Bellow (Su): See the jotunblood giant template.
  Rock Catching (Ex): See the jotunblood giant template.
  Meld into Earth (Su): See the jotunblood giant template.
  Rock Th rowing (Ex): Th e range increment for a jotunblood hill 
  giant’s thrown rocks is 150 feet.
  as desired, giving preference to the feats that the base 
  creature possessed. Th e jotunblood giant must still meet any 
  prerequisites for feats chosen to ﬁ ll vacant feat slots.
  Challenge Rating: Same as the base creature +4.
  Level Adjustment: Same as the base creature +3.
  Jotunblood Characters
  A jotunblood giant favors whichever class giants of its kind usually 
  favor. If the GM allows players to play giants, the jotunblood 
  template has a level adjustment of +3. Th e extra racial HD granted 
  by this template also count toward character level.
  Creating a Lifespark Construct
  “Lifespark” is a template that can be added to any 
  nonintelligent construct (referred to hereafter as 
  the base creature). At the GM’s option, intelligent 
  golems that go berserk might instead gain the 
  lifespark template.
  A lifespark construct uses all the base creature’s 
  statistics and special abilities except as noted below. 
  Size and Type: Size and type are unchanged, but 
  some features of the construct type no longer apply, 
  as noted in the following sections.
  Special Qualities: Th e lifespark construct retains all 
  the base creature’s special qualities and gains those 
  described here.
  Lifespark Construct
   Lifespark Construct
  All those knowledgeable in the creation and use of constructs know that such creatures obey the commands of their creators. Constructs 
  without instructions are no more than mindless hulks, following their last commands to the best of their feeble ability or awaiting 
  commands until their parts begin to decay. 
  Th us, it comes as a shock to most when an object still moves after the duration of the spell that gave it the semblance of life ends. Even 
  more shocking is the rare instance when a created construct goes rogue. Few understand why such events occur, since most creators who 
  discover that their constructs have a free will destroy them immediately. Some constructs, however, imbued with an intelligence and will 
  of their own by some spark of life, escape or overcome their creators to pursue whatever ends suit their developing minds and souls.
  
  160
  160
  160
  160
   
  Open Mind (Ex): Unlike normal constructs, the lifespark 
  construct is not immune to mind-aﬀ ecting eﬀ ects. In fact, 
  perhaps because of its past need for commands, its mind 
  is especially vulnerable to magical compulsion. A lifespark 
  construct takes a –2 penalty on saving throws against 
  mind-aﬀ ecting eﬀ ects. Golems are still immune to magic, as 
  described in the MM.
   
  Spirit Within (Ex): Th ough the lifespark construct is not a 
  living creature, a “spirit” still resides within it. Unlike most 
  constructs, the lifespark construct is not immune to all 
  necromantic eﬀ ects. Certain spells that rely on the existence 
  of a creature’s soul (not “life force”)—namely astral projection, 
  clone, magic jar, and soul bind—can aﬀ ect lifespark constructs. 
  No other necromantic eﬀ ects aﬀ ect lifespark constructs, and 
  they are still immune to death eﬀ ects. Th ough they cannot be 
  raised or resurrected, lifespark constructs can be reincarnated 
  as described by the reincarnate spell. Golems are still immune 
  to magic as described in the MM.
  Abilities: Replace the base creature’s Intelligence, Wisdom, 
  and Charisma scores with new ones between 3 and 18. 
  Determine each one by rolling 3d6. All the creature’s other 
  ability scores remain the same.
  Skills: Because of its recently awakened intelligence, a lifespark 
  construct gains a number of skill points equal to (2 + Int 
  modiﬁ er, minimum 1) x (HD +3). A lifespark construct has 
  a number of class skills equal to one-half of its Intelligence 
  score; all other skills are considered cross-class skills. A 
  lifespark construct typically devotes skill points to whatever 
  Craft skill is appropriate for repairing damage it sustains 
  (see the base creature’s description for details), and several 
  other skills favored by its creator. 
  Languages: A lifespark construct can speak even without a mouth. It 
  can automatically speak the language of its creator and chooses 
  its bonus languages from among those its creator knows.
  Feats: Th e lifespark construct retains the base creature’s bonus 
  feats, but it loses all other feats that the base creature had. 
  Recalculate the number of feat slots the lifespark construct 
  has based on its character level (racial and class HD) and 
  assign feats as desired, giving preference to the feats that the 
  base creature originally possessed. Th e lifespark construct 
  must still meet any prerequisites for feats chosen to ﬁ ll 
  vacant feat slots.
  Treasure: Standard items. A lifespark construct collects items 
  it ﬁ nds useful. Potions and other items useless to it are 
  discarded in favor of other items. A lifespark construct that 
  takes a class usually carries items appropriate to that class.
  Alignment: Usually neutral. Lifespark constructs can have any 
  alignment, but most tend not to care about law, chaos, good, 
  or evil. Th ey generally seek to know more of the world 
  around them while plumbing the mystery of their own 
  awakened intelligence. Even so, some lifespark constructs 
  seem to be possessed of great evil or great good from the 
  moment they ﬁ rst refuse their masters’ commands.
  Advancement: By character class. Because spellcasting lifespark 
  golems are still immune to most spells, as described in the 
  MM, they are often forced to use spells that aﬀ ect creatures 
  and objects other than themselves.
  Lifespark Construct Characters
  Th e lifespark construct template gives players the option of playing 
  constructs that they were unable to play before. Th ough the 
  template has no level adjustment, GMs should be careful when 
  allowing a player to use a construct as a character. Constructs have 
  many natural immunities and hidden beneﬁ ts, such as immunity 
  to fatigue, and they have many hidden penalties, such as no natural 
  healing and immunity to normal healing magic. Even so, playing a 
  construct can be a rewarding roleplaying experience.
  Large Construct
  Hit Dice: 18d10+7d4 (116)
  Initiative: +4
  Speed: 20 ft. (4 squares)
  Armor Class: 31 (–1 size, +22 natural), touch 9, ﬂ at-footed 31
  Base Attack/Grapple: +15/+31
  Attack: Slams +26 melee (2d10+11)
  Full Attack: 2 slams +26 melee (2d10+11)
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Breath weapon, spells
  Special Qualities: Construct traits, damage reduction 15/
  adamantine, darkvision 60 ft., immunity to magic, low-light 
  vision, open mind, spirit within
  Saves: Fort +8, Ref +10, Will +11
  Abilities: Str 33, Dex 10, Con –, Int 12, Wis 11, Cha 15
  Skills: Concentration +21, Craft (armorsmithing) +20, Knowledge 
  (arcana) +20, Listen +14, Spellcraft +20, Spot +14
  Feats: Cleave, Craft Magic Arms and Armor, Craft Wand, 
  Empower Spell, Improved Initiative, Lightning Reﬂ exes, 
  Power Attack, Silent Spell, Spell Focus (evocation)
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 18
  Treasure: Standard items (see below)
  Alignment: Neutral evil
  Advancement: By character class
  Here is an example of a lifespark construct using an iron golem as 
  the base creature.
  A lifespark iron golem looks like any other iron golem, except no 
  one commands its actions, and it occasionally carries items.
  Combat
  Freed of the commands of its master, the lifespark iron golem is 
  busy pursuing goals of its own. It realizes that it’s more powerful 
  that most other creatures, and it knows its own vulnerabilities. 
  Th us, it casts ﬁ re-based spells in combat to harm its enemies while 
  removing any slow eﬀ ects on itself and healing its own damage.
  Breath Weapon (Su): As a free action every 1d4+1 rounds, a 
  lifespark iron golem can breathe a cloud of poisonous gas that 
  ﬁ lls a 10-foot cube. Th e gas persists for 1 round. Th e poison’s 
  initial damage is 1d4 Con, and its secondary damage is 3d4 Con 
  (Fortitude DC 19 negates). Th e save DC is Constitution-based.
  Sorcerer Spells Known (6/7/7/4, DC 12 + spell level): 0 
  level–daze, ghost sound, ﬂ are, light, mending, open/close, ray of frost; 
  1st–burning hands, cause fear, charm person, grease, unseen servant; 
  2nd–ﬂ aming sphere, web, glitterdust; 3rd–dispel magic, ﬁ reball.
  Construct Traits: A lifespark iron golem has immunity to poison, 
  sleep eﬀ ects, paralysis, stunning, disease, death eﬀ ects, necromancy 
  eﬀ ects, mind-aﬀ ecting eﬀ ects (charms, compulsions, phantasms, 
  patterns, and morale eﬀ ects), and any eﬀ ect that requires a 
  - Sample Creature:  Lifespark Iron Golem Sorcerer 7 -
  Lifespark Construct
  
  161
  161
  161
  161
  Fortitude save unless it also works on objects or is harmless. It 
  is not subject to critical hits, subdual damage, ability damage, 
  ability drain, fatigue, exhaustion, or energy drain. Cannot heal 
  damage, but can be repaired. Darkvision 60 ft. and low-light 
  vision. 
  Immunity to Magic (Ex): A lifespark iron golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and eﬀ ects function 
  diﬀ erently against the creature, as noted here. A 
  magical attack that deals electricity damage slows a 
  lifespark iron golem (as the slow spell) for 3 rounds, 
  with no saving throw. A magical attack that deals ﬁ re 
  damage breaks any slow eﬀ ect on the golem and heals 
  1 point of damage for each 3 points of damage the attack 
  would otherwise deal. If the amount of healing would cause 
  the golem to exceed its full normal hit points, it gains any 
  excess as temporary hit points. A lifespark iron golem gets no 
  saving throw against ﬁ re eﬀ ects. It is aﬀ ected normally by rust 
  attacks, such as that of a rust monster or a rusting grasp spell.
  Open Mind (Ex): See the lifespark construct template.
  Spirit Within (Ex): See the lifespark construct template.
  Possessions: Bead of force, eyes of the eagle, necklace of ﬁ reballs 
  (Type II), wand of burning hands.
  Creating a Lunatic Creature
  “Lunatic creature” is an inherited template that can be applied to 
  any intelligent creature (hereafter referred to as the base creature).  
  A lunatic creature uses all of the base creature’s statistics and 
  special abilities except as noted here. 
  Mechanically, the lunatic creature template is a package of several 
  templates, each of which is applied to the base creature during 
  the appropriate moon phase and then removed before the next 
  template is added. Th e changes are not cumulative, and each 
  template lasts about 4 days. All the lunatic creature “subtemplates” 
  share the following characteristics.
  New Moon Template
  When the moon is new in the sky, it is cloaked in darkness and 
  hidden from view. A lunatic creature is similarly reclusive during 
  this time, and it often becomes surly and emotionally cold.
  Special Attacks: During the new moon, the lunatic creature 
  retains all the base creature’s special attacks and gains the 
  one described here.
  Using the Lunatic Creature Template
  Th e lunatic creature template can be applied in many ways, but a few concepts work particularly well.
  Lycanthropes: Th e lunatic template could be applied to all lycanthropes, or to only natural lycanthropes, or to only aﬄ  icted 
  lycanthropes, or only to lycanthrope leaders and moon-worshiping priests.
  Eclipse: A lunar eclipse might cause some cataclysm that curses large numbers of people with the lunatic template.
  Lunatic Creature
   Lunatic Creature
  Ruled by the phases of the moon, lunatic creatures are moody beings whose hearts and minds shift with the shadows crawling across the 
  face of that silvery orb. Even during the day, when the sun is the only heavenly body visible in the sky, lunatic creatures continue to act as 
  the moon demands of them. 
  Lunatic creatures look just like normal specimens of their kinds, but their attitudes at any given time depend on the phase of the moon. 
  Two lunatic creatures of diﬀ erent races might not be visually similar to one another, but they might both sneer with suspicion during 
  the new moon or laugh uproariously for no reason when the moon is full. As the moon changes phases, the lunatic creature’s alignment 
  shifts. Even a despicably evil lunatic creature feels remorse for its actions during the full moon, and even the most decent and upstanding 
  one should be avoided during the days and nights surrounding a new moon.
  
  162
  162
  162
  162
   
  Deeper Darkness (Sp): At will, a lunatic creature can use 
  deeper darkness, as the spell (caster level equals lunatic 
  creature’s character level).
  Special Qualities: During the new moon, the lunatic creature 
  retains all the base creature’s special qualities and gains the 
  one described here.
   
  Darkvision (Ex): Th e lunatic creature has 
  darkvision to a range of 120 feet.
  Abilities: Change from the base 
  creature as follows: Dex +4, 
  Con –2 (minimum 1), Int 
  +2. 
  Skills: Th e base creature gains 
  a +4 racial bonus on 
  Hide, Intimidate, and 
  Move Silently checks 
  and takes a –4 penalty 
  on Bluﬀ , Diplomacy, 
  and Gather 
  Information checks.
  Feats: Th e lunatic creature 
  gains Blind-Fight as a 
  bonus feat if it did 
  not already have it.
  Alignment: Th e lunatic 
  creature’s alignment 
  becomes evil during 
  the new moon. If the 
  base creature is already evil, 
  the lunatic creature becomes 
  chaotic. If it is already chaotic 
  evil, no further alignment shift 
  occurs.
  Waxing Crescent Template
  Th e waxing crescent rises in the sky after the new 
  moon, but before the ﬁ rst half-moon. A scimitar of light 
  on the right side of the darkened orb grows larger every 
  day, until the moon reaches its half-moon conﬁ guration. 
  When the moon waxes crescent, the gloom that has held 
  the lunatic creature in its grip begins to abate—not that 
  most creatures would notice. Th e lunatic creature’s 
  surliness becomes mere irritability, and what seems to 
  be an unfeeling nature resolves itself into bitterness.
  Special Attacks: During the waxing crescent, the 
  lunatic creature retains all the base creature’s 
  special attacks and gains those described here.
   
  Darkness (Sp): At will, a lunatic creature can use darkness, as 
  the spell (caster level equals lunatic creature’s character level).
   
  Light (Sp): Once per day, a lunatic creature can use light, as 
  the spell (caster level equals lunatic creature’s character level).
   
  Shadow’s Friend (Ex): In conditions of low light or shadowy 
  illumination, the lunatic creature gains a +2 morale bonus 
  on attack and damage rolls.
  Special Qualities: During the waxing crescent, the lunatic creature 
  retains all the base creature’s special qualities and gains the 
  one described here.
   
  Darkvision (Ex): Th e lunatic creature has darkvision to a 
  range of 60 feet.
  Abilities: Increase from the base creature as follows: Dex +4. 
  Skills: Th e lunatic creature gains a +2 racial bonus on Hide checks.
  Alignment: Th e lunatic creature’s alignment shifts one step toward 
  evil. If the base creature is already evil, the lunatic creature’s 
  alignment shifts one step toward chaotic.
  First Half-Moon 
  Template
  When the moon reaches this 
  phase, its right side is lighted, 
  and its left side appears dark. 
  During this period, a lunatic 
  creature seems numb and 
  noncommittal. Although 
  it continues to conduct its 
  daily aﬀ airs normally, it 
  seems lost in thought much 
  of the time.
  Special Attacks: During the 
  ﬁ rst half-moon, the lunatic 
  creature retains all the base 
  creature’s special attacks and 
  gains those described here.
  Darkness (Sp): Th ree times per 
  day, a lunatic creature can use 
  darkness, as the spell (caster level 
  equals lunatic creature’s character level).
  Light (Sp): Th ree times per day, a lunatic 
  creature can use light, as the spell (caster level 
  equals lunatic creature’s character level).
  Shadow’s Friend (Ex): In conditions of low 
  light or shadowy illumination, the lunatic 
  creature gains a +2 morale bonus on attack 
  and damage rolls.
  Special Qualities: During the ﬁ rst half-
  moon, the lunatic creature retains all the 
  base creature’s special qualities and gains 
  those described here.
   
  Darkvision (Ex): Th e lunatic creature has 
  darkvision to a range of 60 feet.
   
  Low-Light Vision (Ex): A lunatic creature can 
  see twice as far as a human in starlight, torchlight, 
  moonlight, and other low-light conditions.
  Abilities: Increase from the base creature as follows: 
  Dex +2, Wis +2. 
  Skills: Th e lunatic creature gains a +5 racial bonus on Balance 
  checks.
  Waxing Gibbous Template
  Th e waxing gibbous moon follows the ﬁ rst half-moon and 
  precedes the full moon. Th e moon appears as a lighted orb ﬂ anked 
  on the left by a crescent of darkness. When the moon waxes 
  gibbous, the lunatic creature opens itself up to new ideas and 
  experiences, and its mood begins to brighten.
  Special Attacks: During the waxing gibbous moon, the lunatic 
  creature retains all the base creature’s special attacks and 
  gains those described here.
  Lunatic Creature
  
  163
  163
  163
  163
   
  Darkness (Sp): Once per day, a lunatic creature can use darkness, 
  as the spell (caster level equals lunatic creature’s character level).
   
  Light (Sp): At will, a lunatic creature can use light, as the 
  spell (caster level equals lunatic creature’s character level).
   
  Shadow’s Friend (Ex): In conditions of low light or shadowy 
  illumination, the lunatic creature gains a +2 morale bonus 
  on attack and damage rolls.
  Special Qualities: During the waxing gibbous moon, the lunatic 
  creature retains all the base creature’s special qualities and 
  gains those described here.
   
  Low-Light Vision (Ex): A lunatic creature can see twice as 
  far as a human in starlight, torchlight, moonlight, and other 
  low-light conditions.
   
  Scent (Ex): A lunatic creature can detect approaching 
  enemies and sniﬀ  out hidden foes by sense of smell alone. 
  See the MM for details of this quality.
  Abilities: Increase from the base creature as follows: Wis +4.
  Alignment: Th e lunatic creature’s alignment shifts one step 
  toward good. If the base creature is already good, the lunatic 
  creature’s alignment shifts one step toward lawful.
  Full Moon Template
  When the moon is full, the Earth, sun, and moon are nearly in a 
  straight line, with the Earth in the middle. Th e moon’s lighted side, 
  the one reﬂ ecting the light of the sun, faces toward the Earth and 
  looks like a bright, perfectly round beacon in the night sky. During 
  the full moon, the lunatic creature becomes positively gleeful. Th e 
  increased wisdom of the past few days vanishes, replaced by potent 
  strength and verve.
  Special Attacks: During the full moon, the lunatic creature 
  retains all the base creature’s special attacks and gains those 
  described here.
   
  Light (Sp): At will, a lunatic creature can use light, as the 
  spell (caster level equals lunatic creature’s character level).
   
  Lycanthrope Control (Su): When the moon is full, a lunatic 
  creature can automatically detect the presence and location 
  of every lycanthrope within 30 feet. With a standard action, 
  it can force a single lycanthrope within that range to assume 
  whichever lycanthropic form the lunatic creature desires (no 
  save). Th is change happens on the lunatic creature’s turn, not 
  the lycanthrope’s.
  Special Qualities: During the full moon, the lunatic creature 
  retains all the base creature’s special qualities and gains 
  those described here.
   
  Low-Light Vision (Ex): A lunatic creature can see twice as 
  far as a human in starlight, torchlight, moonlight, and other 
  low-light conditions.
   
  Scent (Ex): A lunatic creature can detect approaching 
  enemies and sniﬀ  out hidden foes by sense of smell alone. 
  See the MM for details of this quality.
  Abilities: Change from the base creature as follows: Str +4, Con 
  +2, Wis –2 (minimum 1).
  Feats: Th e lunatic creature gains Track as a bonus feat if it did not 
  already have it.
  Alignment: Th e lunatic creature’s alignment becomes good during 
  the full moon. If the base creature is already good, the 
  lunatic creature becomes lawful. If it is already lawful good, 
  no further alignment shift occurs.
  Waning Gibbous Template
  Th e waning gibbous moon follows the full moon and precedes the last 
  half-moon. Th e moon appears as a lighted orb ﬂ anked on the right 
  by a crescent of darkness. When the moon wanes gibbous, the lunatic 
  creature begins to settle down. Although the creature remains upbeat 
  and optimistic, its happiness has lost the manic edge it recently had, 
  and its perception and understanding of the world increases. 
  Special Attacks: During the waxing gibbous moon, the lunatic 
  creature retains all the base creature’s special attacks and 
  gains those described here.
   
  Darkness (Sp): Once per day, a lunatic creature can use 
  darkness, as the spell (caster level equals lunatic creature’s 
  character level).
   
  Light (Sp): Th ree times per day, a lunatic creature can use light, 
  as the spell (caster level equals lunatic creature’s character level).
   
  Shadow’s Friend (Ex): In conditions of low light or shadowy 
  illumination, the lunatic creature gains a +2 morale bonus 
  on attack and damage rolls.
  Special Qualities: During the waning gibbous moon, the lunatic 
  creature retains all the base creature’s special qualities and 
  gains the one described here.
   
  Low-Light Vision (Ex): A lunatic creature can see twice as 
  far as a human in starlight, torchlight, moonlight, and other 
  low-light conditions.
  Abilities: Increase from the base creature as follows: Str +2, Con +2.
  Skills: Th e lunatic creature gains a +2 racial bonus on Move 
  Silently and Sense Motive checks.
  Feats: Th e lunatic creature gains Alertness as a bonus feat if it did 
  not already have it.
  Alignment: Th e lunatic creature’s alignment shifts one step 
  toward good. If the base creature is already good, the lunatic 
  creature’s alignment shifts one step toward lawful.
  Last Half-Moon Template
  When the moon reaches this phase, its left side is lighted, and its 
  right side appears dark. During this period, the lunatic creature’s 
  mood seems unaﬀ ected by the moon. It perceptions grow even 
  more acute, and it becomes abnormally reasonable.
  Special Attacks: During the last half-moon, the lunatic creature 
  retains all the base creature’s special attacks and gains those 
  described here.
   
  Darkness and Deeper Darkness (Sp): A lunatic creature can 
  use darkness and deeper darkness, as the spells (caster level 
  equals lunatic creature’s character level), once each per day.
   
  Light (Sp): Once per day, a lunatic creature can use light, as 
  the spell (caster level equals lunatic creature’s character level).
   
  Shadow’s Friend (Ex): In conditions of low light or shadowy 
  illumination, the lunatic creature gains a +2 morale bonus 
  on attack and damage rolls.
  Special Qualities: During the ﬁ rst half-moon, the lunatic creature 
  retains all the base creature’s special qualities and gains 
  those described here.
  Lunatic Creature
  
  164
  164
  164
  164
   
  Darkvision (Ex): Th e lunatic creature has darkvision to a range 
  of 60 ft.
   
  Low-Light Vision (Ex): A lunatic creature can see twice as 
  far as a human in starlight, torchlight, moonlight, and other 
  low-light conditions.
  Abilities: Increase from the base creature as follows: Con +2, Int +2.
  Skills: Th e lunatic creature gains a +4 racial bonus on Listen, 
  Sense Motive, and Spot checks.
  Waning Crescent Template
  Th e waning crescent rises in the sky after the last half-moon, 
  but before the new moon. A scimitar of light on the left side 
  of the darkened orb grows smaller every day, until it disappears 
  completely. When the moon wanes crescent, the lunatic creature 
  sinks into a deep depression. Although it retains its reasoning 
  power, its health suﬀ ers, and it grows increasingly suspicious of 
  others. 
  Special Attacks: During the waxing crescent, the lunatic creature 
  retains all the base creature’s special attacks and gains those 
  described here.
   
  Deeper Darkness (Sp): Once per day, a lunatic creature can 
  use deeper darkness, as the spell (caster level equals lunatic 
  creature’s character level).
   
  Darkness (Sp): At will, a lunatic creature can use darkness, as 
  the spell (caster level equals lunatic creature’s character level).
   
  Shadow’s Friend (Ex): When it is in conditions of low-light 
  or shadowy illumination, the lunatic creature gains a +2 
  morale bonus to hit and damage rolls.
  Special Qualities: During the waxing crescent, the lunatic creature 
  retains all the base creature’s special qualities and gains the 
  one described here.
   
  Darkvision (Ex): Th e lunatic creature has darkvision to a 
  range of 60 feet.
   
  Low-Light Vision (Ex): A lunatic creature can see twice as 
  far as a human in starlight, torchlight, moonlight, and other 
  low-light conditions.
  Abilities: Increase from the base creature as follows: Dex +2, Int +2.
  Skills: Th e lunatic creature gains a +2 racial bonus on Hide and 
  Sense Motive checks.
  Alignment: Th e lunatic creature’s alignment shifts one step toward 
  evil. If the base creature is already evil, the lunatic creature’s 
  alignment shifts one step toward chaotic.
  Lunatic Creature Characters
  A lunatic creature favors whichever class the base creature does.
  - Sample Creature:  Lunatic Yeth Hound (Full Moon) -
  Medium Outsider (Extraplanar, Evil)
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares), ﬂ y 60 ft. (good)
  Armor Class: 20 (+2 Dex, +8 natural), touch 12, ﬂ at-footed 18
  Base Attack/Grapple: +3/+8
  Attack: Bite +8 melee (1d8+9)
  Full Attack: Bite +8 melee (1d8+9)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Bay, light, lycanthrope control, trip
  Special Qualities: Damage reduction 10/silver, darkvision 60 ft., 
  low-light vision, ﬂ ight, scent
  Saves: Fort +6, Ref +5, Will +4
  Abilities: Str 23, Dex 15, Con 17, Int 6, Wis 12, Cha 10
  Skills: Listen +10, Spot +10, Search +7, Survival +10 (+12 
  following tracks)*
  Feats: Improved Initiative, Track
  Environment: An evil-aligned plane
  Organization: Solitary, pair, or pack (6–11)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral good
  Advancement: 4–6 HD (Medium); 7–9 HD (Large)
  Level Adjustment: +3 (cohort)
  Here is an example of a lunatic creature at full moon using a yeth 
  hound as the base creature.
  For twelve days out of each month, a lunatic yeth hound tends not 
  to trouble good creatures. Stranger still, on four of those twelve days, 
  when the moon is full, a lunatic yeth hound is the bane of lycanthropes. 
  Although often terrifying to settled communities, a pack of lunatic 
  yeth hounds can become their savior when the moon is full. On 
  such nights, the hounds ﬂ y out in search of lycanthropic prey. 
  When they ﬁ nd a lycanthrope, they chase it down and force it into 
  humanoid form before ripping it apart. 
  A lunatic yeth hound is a wolf like creature that stands 5 feet tall 
  at the shoulder and weighs about 400 pounds.
  Lunatic yeth hounds cannot speak, but they understand Infernal.
  Combat
  Like their normal brethren, lunatic yeth hounds hunt only at night. 
  Th ey fear the sun and never venture out in daylight, even if their 
  lives depend on it. 
  A lunatic yeth hound’s natural weapons, and any weapons it wields, 
  are treated as evil-aligned for overcoming damage reduction.
  Bay (Su): When a lunatic yeth hound howls or barks, every creature 
  (except another evil outsider) within a 300-foot spread must succeed 
  on a DC 11 Will save or become panicked for 2d4 rounds. Th e lunatic 
  yeth hound’s bay is a sonic, mind-aﬀ ecting, fear eﬀ ect. Whether or 
  not the save is successful, an aﬀ ected creature is immune to the same 
  lunatic yeth hound’s bay for 24 hours. Th e save DC is Charisma-based.
  Light (Sp): Caster level 3rd; see the lunatic creature template.
  Lycanthrope Control (Su): See the lunatic creature template.
  Trip (Ex): A lunatic yeth hound that hits with its bite attack 
  can attempt to trip the opponent (+3 check modiﬁ er) as a free 
  action without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot react to trip 
  the lunatic yeth hound.
  Flight (Su): A lunatic yeth hound can cease or resume ﬂ ight as a 
  free action.
  Skills: *A lunatic yeth hound has a +4 racial bonus on Survival 
  checks when tracking by scent.
  Lunatic Creature
  
  165
  165
  165
  165
   Magma Creature
  Magma creatures are produced by the fusion of elemental earth and ﬁ re. Th ese elemental beings are at home both on the Plane of Earth 
  and the Plane of Fire, but a few exist on the Material Plane, roaming the incredibly hot realms beneath the crust of the world. Magma 
  creatures sometimes pour out of volcanoes during an eruption, increasing the devastation of such events tenfold. 
  Th e typical magma creature resembles a normal being and has a similar temperament. However, its alien mind and blisteringly hot body 
  make communication with it nearly impossible. 
  Other Magma Creatures
  If you wish, you can expand the range of creatures that qualify for this template by simply ignoring the subtype restrictions. 
  Alternatively, you can make it an acquired template, using the only the subtypes, special attacks, special qualities, skill 
  adjustments, ability adjustments, CR adjustment, and level adjustment portions of the template.
  Creating a Magma Creature
  “Magma creature” is an inherited template that can be added 
  to any living, corporeal creature with the ﬁ re or earth subtype 
  (referred to hereafter as the base creature). 
  A magma creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to elemental with the 
  appropriate augmented subtype, plus the earth, extraplanar, and 
  ﬁ re subtypes if the base creature did not already have them. Do 
  not recalculate base attack bonuses, saves, or skill points. Size is 
  unchanged.
  Hit Dice: Change all racial HD to d8s.
  Speed: Th e magma creature gains a burrow speed equal to the base 
  creature’s highest speed. Its blisteringly hot body allows it 
  to melt and burrow through solid stone, leaving behind a 
  molten tunnel that collapses and ﬁ lls after 1 minute. Th e 
  tunnel deals 2d6 points of ﬁ re damage each round to every 
  creature inside it.
  Armor Class: Th e magma creature’s natural armor 
  bonus improves by +2 over that of the base 
  creature.
  Special Attacks: Th e magma creature retains all the 
  base creature’s special attacks and gains those 
  described here.
   
  Burn (Ex): A creature damaged by a magma creature’s ﬁ ery 
  touch, engulf, or ﬁ ery aura special attack must succeed on a 
  DC 15 Reﬂ ex save or catch ﬁ re. For complete rules about 
  catching on ﬁ re, see the DMG.
   
  Engulf (Ex): A magma creature can pull any creature at 
  least one size category smaller than itself that it has already 
  grabbed into its body with a successful grapple check. 
  Once inside, the opponent takes 2d6 points of bludgeoning 
  damage and 4d6 points of ﬁ re damage each round from 
  burning magma and crushing rock. While a magma creature 
  engulfs another creature, it is not considered grappled. Th e 
  engulfed creature is considered grappled and can free itself 
  with a successful grapple check or by dealing 5 points of cold 
  damage to the magma creature. Th e interior has the same 
  AC as the magma creature, not counting its Dexterity bonus, 
  armor bonus, or shield bonus. Once the engulfed creature 
  exits, the magma creature’s malleable body closes the hole. A 
  magma creature may only engulf one creature at a time. 
   
  Fiery Aura (Ex): A magma creature emits an aura of heat 
  that can burn nearby creatures to cinders. Any creature 
  within 10 feet of it takes 2d6 points of ﬁ re damage per 
  round that it remains within range. A successful Fortitude 
  save (DC 10 + magma creature’s character level + magma 
  creature’s Con modiﬁ er) halves the damage for that round. 
  A magma creature can suppress or resume the use of this 
  ability as a free action.
   
  Fiery Touch (Ex): A magma creature is hot to the touch. 
  Any creature that makes a successful touch attack against 
  it takes 2d6 points of ﬁ re damage. Each of the magma 
  creature’s natural melee attacks (including successful grapple 
  checks made during its turn) and attacks with metallic melee 
  weapons deals +2d6 points of cold damage. (Th is damage is 
  in addition to any damage dealt by the magma creature’s ﬁ ery 
  aura and engulf special attacks.) Th is ﬁ re damage is 
  cumulative but does not stack; each 2d6 points of ﬁ re 
  damage is considered damage from another source.
  Improved Grab (Ex): If a magma creature hits a 
  creature at least one size category smaller than 
  itself with a natural melee attack, it deals normal 
  damage and may attempt to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If the grapple check succeeds, the magma creature may 
  immediately attempt to engulf the foe.
  Special Qualities: Th e magma creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Earth Mastery (Ex): A magma creature gains a +1 morale 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If a magma creature attacks an 
  airborne or waterborne creature, it takes a –4 morale penalty 
  on attack and damage rolls.
   
  Magma Movement (Ex): A magma creature can swim through 
  magma and lava at a speed equal to its burrow speed, as though 
  it were moving through water with a swim speed. Th is ability 
  does not grant the magma creature a swim speed in water.
  Abilities: Change from the base creature as follows: +4 Str, –6 Dex 
  (minimum 1), +4 Con.
  Magma Creature
  
  166
  166
  166
  166
  Languages: If the magma creature can speak, it gains the ability to 
  speak Ignan and Terran in addition to any other languages 
  the base creature knows.
  Environment: Same as the base creature plus underground.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +5.
  Magma Creature Characters
  A magma creature favors whichever class the base creature does. 
  A magma creature’s ability to burrow through stone makes it an 
  unusually powerful PC. Although a level adjustment is provided, 
  carefully consider the eﬀ ects on your campaign before allowing a 
  PC to play a magma creature.
  - Sample Creature:  Magma Azer -
  Medium Elemental (Augmented Outsider, Earth, Extraplanar, Fire)
  Hit Dice: 2d8+6 (15 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares), burrow 30 ft. (6 squares)
  Armor Class: 17 (–1 Dex, +8 natural), touch 9, ﬂ at-footed 17
  Base Attack/Grapple: +2/+5
  Attack: Warhammer +5 melee (1d8+3/x3 plus 2d6+1 ﬁ re and 
  burn) or unarmed attack +5 melee (1d3 nonlethal plus 
  2d6+1 ﬁ re) or short-spear +0 ranged (1d6+3 plus 1 ﬁ re)
  Full Attack: Warhammer +5 melee (1d8+3/x3 plus 2d6+1 
  ﬁ re and burn) or unarmed attack +5 melee (1d3 
  nonlethal plus 2d6+1 ﬁ re) or short-spear +0 ranged 
  (1d6+3 plus 1 ﬁ re)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Burn, engulf, ﬁ ery aura, ﬁ ery touch, heat, 
  improved grab
  Special Qualities: Darkvision 60 ft., earth mastery, elemental 
  traits, immunity to ﬁ re, magma movement, spell resistance 
  13, vulnerability to cold
  Saves: Fort +6, Ref +1, Will +4
  Abilities: Str 17, Dex 7, Con 17, Int 12, Wis 12, Cha 9
  Skills: Appraise +6, Climb +6, Craft (any two) +6, Hide +1, 
  Jump +0, Listen +6, Search +6, Spot +6
  Feats: Power Attack
  Environment: Elemental Plane of Fire and underground
  Organization: Solitary, pair, team (3–4), squad (11–20 plus 
  2 3rd-level sergeants and 1 leader of 3rd–6th level), or 
  clan (30–100 plus 50% noncombatants plus 1 3rd-level 
  sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-
  level captains)
  Challenge Rating: 3
  Treasure: Standard coins; double goods (nonﬂ ammables only); 
  standard items (nonﬂ ammables only)
  Alignment: Always lawful neutral
  Advancement: By character class
  Level Adjustment: +9
  Here is an example of a magma creature using an azer as the base 
  creature.
  Like standard azers, magma azers are dwarﬂ ike beings native to 
  the Elemental Plane of Fire. Th e two kinds of creatures get along 
  famously, and matings between them are not uncommon. Normal 
  azers value magma azers for their ability to move through earth 
  and magma, while magma azers value the goods created by the less 
  nomadic azer culture.
  A magma azer resembles a dwarf with hair of ﬁ re and a beard of 
  ﬂ ames. Its body appears to be made of cracked and cooling magma. 
  Magma azers speak Ignan, Terran, and Common.
  Combat
  A magma azer knows that its mere presence can cause many 
  creatures to erupt in ﬂ ames and die. Th us, it uses its burrow ability 
  to attack foes from unexpected directions and trusts in its strength 
  and ﬁ ery touch to overwhelm most foes. If an enemy is small 
  enough, a magma azer typically engulfs it and then burrows away 
  or dives into a pool of magma—a tactic that almost always means 
  certain death for the trapped creature.
  Burn (Ex): DC 15 Reﬂ ex save; see the magma creature template.
  Engulf (Ex): See the magma creature template.
  Fiery Aura (Ex): See the magma creature template.
  Fiery Touch (Ex): See the magma creature template.
  Improved Grab (Ex): See the magma creature template.
  Heat (Ex): A magma azer’s body is intensely hot, so each of its 
  unarmed attacks deals 1 point of extra ﬁ re damage. Its metallic 
  weapons also conduct this heat.
  Earth Mastery (Ex): See the magma creature template.
  Elemental Traits: A magma azer has immunity to poison, sleep eﬀ ects, 
  paralysis, and stunning. It is not subject to critical hits or ﬂ anking. It 
  cannot be raised, reincarnated or resurrected (though a limited wish, wish, 
  miracle, or true resurrection spell can restore life). Darkvision 60 ft.
  Magma Movement (Ex): See the magma creature template.
  Magma Creature
  
  167
  167
  167
  167
   Manimal
  Somewhere between human and animal lies the manimal. Some say that these creatures are the abominable results of sorcerous 
  crossbreeding between humans and animals. Others speak of bizarre druidic rites that can give animals human forms.
  A manimal is an animal-like creatures with a humanoid shape and intellect. A manimal has two legs to walk upon and two arms with 
  hands that can manipulate tools. Manimals are often mistaken for lycanthropes—more powerful creatures whose origins are lost to time.
   Using Manimals in Your Game
  Manimals can provide an interesting way to introduce anthropomorphic creatures into your games without the unbalancing 
  eﬀ ect that lycanthropes can have. Some might consider anthropomorphic creatures and characters silly, but lycanthropes are 
  really no less so. Anthropomophic creatures can be funny, but they can also be terrifying, depending upon how they are played 
  and presented.
  Before you try out the manimal template, consider how you want it to work in your game. Once you know what purpose your 
  manimals will serve, you can ﬁ nd a way to introduce them that suits their function in your game. Here are a few ideas.
  • 
  Th e template might be applied to animals because of a spell, such as the one in the New Spell sidebar on page 168.
  • 
  A magic item could transform all the animals that live nearby or that touch it into manimals.
  • 
  A manimal race might be one of your game worlds normal races, just like gnolls or lizardfolk.
  • 
  A single crazed wizard or druid might be responsible for all the manimals in your world.
  • 
  A distant island or a diﬀ erent plane could be home to a host of diﬀ erent manimal races.
  • 
  A curse might transform PCs or NPCs into manimals until it is ended.
  • 
  A disrupted reincarnate or awaken animal spell might cause the creation of a manimal.
  Creating a Manimal
  “Manimal” is an inherited or acquired template that can be added 
  to any animal (referred to hereafter as the base creature). 
  A manimal uses all the base creature’s statistics and special abilities 
  except as noted here.
  Size and Type: Th e creature’s type changes to monstrous 
  humanoid with the appropriate augmented subtype. Size is 
  unchanged.
  Hit Dice: If the base creature has only a fractional racial Hit Die, 
  increase it to 1 racial HD.
  Shape: If the base creature has wings or a tail, these appendages 
  adjust to ﬁ t the manimal. Of its other limbs, two become 
  legs, and all others become arms. Any creature that does not 
  have enough limbs of the appropriate kind to form at least 
  two legs and two arms simply grows the necessary limbs.
  Speed: If the creature has a land speed slower than 10 feet (or no 
  land speed at all), its land speed becomes 10 feet.
  Base Attack Bonus: Th e manimal’s base attack bonus from racial 
  Hit Dice is equal to its racial Hit Dice.
  Attack: Th e manimal retains all the base creature’s attacks except 
  those that depended on limbs that have turned to legs. 
  Any other natural attacks it has retain the same primary or 
  secondary status they had for the base creature. Th e manimal 
  has the weapon and armor proﬁ ciencies of 
  creatures of the monstrous humanoid type.
  Space/Reach: Th e manimal has a space and reach 
  appropriate for its size, as noted in the 
  following table. If the base creature had 
  greater than normal reach for its size, add 5 
  feet to the reach indicated on the table.
  Space/Reach
   
  Size 
  New Space/Reach
   
  Fine 
  1/2 ft./0 ft.
   
  Diminutive 
  1 ft./0 ft.
   
  Tiny 
  2-1/2 ft./0 ft.
   
  Small 
  5 ft./5 ft.
   
  Medium 
  5 ft./5 ft.
   
  Large 
  10 ft./10 ft.
   
  Huge 
  15 ft./15 ft.
   
  Gargantuan 
  20 ft./20 ft.
   
  Colossal 
  30 ft./30 ft.
  Special Attacks: A manimal retains all of the base creature’s 
  special attacks except rake. 
  Special Qualities: Th e manimal retains all the base creature’s 
  special qualities and gains those described here. 
   
  Amphibious (Ex): If the base creature was aquatic but did 
  not have the amphibious special quality, the manimal gains 
  it now. An amphibious creature can breathe both air and 
  water equally easily.
   
  Animal Blood (Ex): A manimal counts both as an animal and 
  a humanoid for the purpose of spells, abilities, and eﬀ ects that 
  speciﬁ cally aﬀ ect animals. It is allowed a Will save to resist 
  spells and eﬀ ects that speciﬁ cally aﬀ ect animals, even 
  if the eﬀ ect does not normally allow a Will save. 
  Th e DC for such a save equals 10 + the spell’s level + 
  caster’s appropriate ability modiﬁ er. If the eﬀ ect is not 
  a spell, the DC is equal to 10 plus 1/2 manimal’s HD 
  plus manimal’s Charisma modiﬁ er. Success renders 
  the manimal immune to that particular eﬀ ect for 24 
  hours. Awaken animal has no eﬀ ect on a manimal.
  Manimal
  
  168
  168
  168
  168
  New Spell: Create Manimal
  Transmutation
  Level: Druid 6, Sorcerer/Wizard 7 
  Components: V, S, XP
  Casting Time: 1 day
  Range: Touch
  Target: Animal touched
  Duration: Instantaneous
  Saving Th row: Will negates
  Spell Resistance: Yes
  If you’d like a swift way to introduce manimals into your 
  campaign, try this new spell. 
  You grant an animal humanoid form and intelligence. 
  If it fails a Will saving throw (DC 10 + target’s 
  HD), the target animal transforms into a manimal, 
  gaining the manimal template. Th e resulting creature 
  initially reacts to you with a friendly attitude (see the 
  DMG), but you have no special empathy with it. A 
  manimal speaks a number of languages equal to 1 + 
  its Intelligence bonus, chosen from among those its 
  creator knows.
  XP Cost: 250 XP.
   Changing Manimal Sizes
  If you’re comfortable with advancing monsters and using diﬃ  cult templates, you may ﬁ nd it fairly easy to alter a manimal’s size 
  to suit your game. If you want Medium manimal horses, Small manimal cats, or any size other than the base creatures’ for your 
  manimals, follow the guidelines in the MM for advancing a creature and extrapolate that information to cover shrinking the 
  creature. Changing the manimal’s size usually aﬀ ects its Strength, Dexterity, Constitution, natural armor, natural attack damage, 
  Hide modiﬁ er, size modiﬁ er to attack, and size modiﬁ er to damage. 
  Saves: Reﬂ ex and Will are a manimal’s good saves; Fortitude is 
  poor. Recalculate the portion of each of the base creature’s 
  save bonuses derived from racial HD. Th e portion of the 
  base save bonus derived from class levels remains the same. 
  See Chapter Th ree: Classes of the PHB for the progression 
  of good and poor saves. New ability scores and new feats 
  may also alter save 
  bonuses.
  Abilities: Increase from the 
  base creature as follows: 
  Int +8, Cha +4.
  Skills: Ignore the base 
  creature’s skill modiﬁ ers. 
  Recalculate skill points 
  for the manimal’s racial 
  Hit Dice according to 
  the formula (2 + Int 
  modiﬁ er, minimum 1) x 
  (HD +3), then purchase 
  its skills afresh, treating 
  the base creature’s skills 
  and Listen, Spot, and 
  Survival as class skills 
  and all others as cross-
  class skills. Th e manimal 
  retains any skill points 
  gained from class levels 
  and any racial bonuses 
  the base creature has. 
  New size modiﬁ ers and 
  new ability scores all 
  modify skill modiﬁ ers. 
  If the manimal’s bonus 
  to Intelligence (see 
  Abilities, above) did not 
  increase its Intelligence 
  score to at least 10, you 
  may leave the skill point 
  assignments unchanged, and the manimal’s skills will be 
  correct number.
  Languages: A manimal speaks a number of languages equal to 1 + 
  its Intelligence bonus (if any), chosen from among those its 
  creator knows. 
  Challenge Rating: Base creature 1 HD or less, increase to 1/2; 
  1 HD or greater, same as the base creature. Increase by +1 
  if the application of the template grants the creature much 
  greater combat ability than the base creature based on the 
  manimal’s ability to wield weapons and wear armor.
  Treasure: Standard.
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: Th e template has no standard level adjustment 
  because the resulting creature is a new monster. To 
  determine the level adjustment of a manimal, look at the 
  level adjustments of creatures of similar size and HD and 
  adjust the level adjustment accordingly. In most cases, the 
  level adjustment should be +1, 
  but great Strength or special 
  attacks might warrant a level 
  adjustment of up to +3.
  Manimal 
  Characters
  Th e manimal template allows 
  players to play animal-
  like characters, and it also 
  provides a way to create all the 
  anthropomorphic creatures 
  a GM could want for a 
  campaign. 
  A manimal lacks a favored class 
  and can multiclass as easily a 
  human can. If you decide to 
  make whole races of manimals 
  in your game, you might want 
  to give each one a favored class 
  that suits the base creature’s 
  nature. For example, a manimal 
  dire rat’s favored class might be 
  rogue, a manimal wolverine’s 
  might be barbarian, a manimal 
  wolf ’s might be ranger, and a 
  manimal elephant’s might be 
  cleric. Alternatively, you could 
  assign a favored class based on 
  the manimal race’s best ability 
  score. If you use that logic, most manimals will end up with 
  melee-oriented favored classes.
  Another easy way to distinguish the various manimal races you 
  create is to give them diﬀ erent standard alignments. For example, 
  most predator races might be evil, omnivores neutral, and 
  herbivores good. Th e reliance of the base creature on a social unit 
  might determine its alignment on the law-chaos axis. Creatures 
  that live in groups with strict hierarchies might be lawful, while 
  those that normally live solitary lives could be chaotic. Neutrality 
  might be apply to creatures that have a less strict social hierarchy 
  or that often live singly but sometimes form social groups. Using 
  this system, manimal wolves might be considered lawful evil, 
  manimal bears could be chaotic neutral, and manimal horses might 
  be neutral good.
  Manimal
  
  169
  169
  169
  169
  Huge Monstrous Humanoid (Augmented Animal)
  Hit Dice: 16d8+124 (196 hp)
  Initiative: –1
  Speed: 30 ft. (6 squares)
  Armor Class: 25 (–2 size, –1 Dex, +7 half-plate, +11 natural), 
  touch 7, ﬂ at-footed 25
  Base Attack/Grapple: +16/+36
  Attack: Greatclub +24 melee (3d8+15) or gore +24 melee 
  (2d8+10)
  Full Attack: Greatclub +24/+19/+14/+9 melee (3d8+15) and gore 
  +19 melee (2d8+10)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Powerful charge, trample 2d12+15
  Special Qualities: Animal blood, darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +19, Ref +9, Will +6
  Abilities: Str 30, Dex 9, Con 25, Int 9, Wis 12, Cha 11
  Skills: Listen +13, Spot +12
  Feats: Alertness, Great Fortitude, Toughness (4)
  Environment: Temperate plains
  Organization: Solitary, pair, or herd (5–8)
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class (ﬁ ghter is favored)
  Level Adjustment: +3
  Here is an example of a manimal using a triceratops as the base 
  creature.
  Th is massive reptilian creature stands 20 feet tall and weighs 
  almost 20,000 pounds. Th ree long horns project from its frilled 
  head, and its small eyes glimmer with a mean intelligence.
  Th e manimal triceratops is short-tempered and aggressive. It uses 
  its great size and strength to force other creatures to do its labor 
  and often enslaves weaker creatures to work on vast plantations. 
  Sometimes a settlement of weaker creatures can bargain with a 
  manimal triceratops, oﬀ ering food and shelter for its protection of 
  the town, but the manimal often asks for too much or boorishly 
  takes what it wants from farmers’ ﬁ elds and merchant’s market 
  stalls, regardless of any bargain it made.
  Combat
  A manimal triceratops usually 
  tramples smaller opponents on its way to charge more 
  worthy foes. When smaller opponents present a signiﬁ cant threat, 
  it mercilessly pounds them into the ground with its huge greatclub.
  Powerful Charge (Ex): When a manimal triceratops charges, its 
  gore attack deals 4d8+20 points of damage.
  Trample (Ex): Reﬂ ex half DC 28. Th e save DC is Strength-based.
  Animal Blood (Ex): See the manimal template.
  - Sample Creature:  Manimal Triceratops -
   Metal-Clad Creature
  Metal-clad creatures are bonded to metal either by birth or through magic. Shining metal shells coat their forms, armoring them against 
  attacks but also burdening them with unwieldy weight.
  A metal-clad creature can be born of metal-clad parents, and indeed whole races of metal-clad creatures can exist. Conversely, a magical 
  ritual or a spell can cover a creature in metal, and sometimes the gods curse greedy individuals by covering them in the precious metals 
  they most covet. Creating a Metal-Clad Creature
  “Metal-clad creature” is an acquired, inherited, or created template 
  that can be added to any corporeal creature (referred to hereafter as 
  the base creature) that does not already have the metal-clad template. 
  A metal-clad creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Speed: Except in the case of a mithral-clad creature, each of a 
  metal-clad creature’s speeds is slower by 10 feet than the 
  corresponding speed of the base creature (minimum 5 feet). 
  Th e mithral-clad creature has no reduction in speed.
  Metal-Clad Creature
  
  170
  170
  170
  170
  Armor Class: Th e metal-clad creature’s natural armor bonus 
  improves over that of the base creature by an amount that 
  depends on the kind of metal that covers it, as given on the 
  following table.
  Armor Class
   
  Metal 
  Natural Armor Bonus Increase
   
  Adamantine 
  +10
   
  Brass 
  +3
   
  Bronze 
  +4
   
  Copper 
  +3
   
  Gold 
  +3
   
  Iron 
  +6
   
  Lead 
  +3
   
  Mithral 
  +8
   
  Platinum 
  +5
   
  Silver 
  +4
   
  Steel 
  +8
  Attack: Th e metal-clad creature retains all the base 
  creature’s attacks, and its weapon and armor 
  proﬁ ciencies. Th ese attacks retain the same 
  primary or secondary status they had for the 
  base creature. Th e metal-clad creature gains a 
  primary slam attack if it has no other natural 
  attacks. 
  Damage: If the metal-clad creature gained a slam 
  attack from the application of this template, its 
  base damage is as given on the following table.
  Damage
   
  Size 
  Slam Base Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Attacks: A metal-clad creature retains all the 
  base creature’s special attacks and gains those 
  described here.
   
  Metallic Attack: Th e exact metallic attack 
  bestowed depends on the kind of metal that 
  covers the metal-clad creature’s body, as 
  follows.
  Adamantine: Adamantine Limbs (Ex): An 
  adamantine-clad creature’s natural 
  attacks and grapple deal damage as 
   Cladding with Other Materials
  Th e metal-clad template is a simple idea that lends itself to many applications. By applying some creativity, you could create 
  diﬀ erent gem-clad, wood-clad, stone-clad, or element-clad creatures. With the metal-clad template or a diﬀ erently themed but 
  similar template, you could make almost any creatures into constructs. Any creature that becomes a construct, however, loses its 
  Constitution score.
  adamantine weapons, overcoming hardness and 
  damage reduction just as an adamantine weapon 
  would.
  Iron: Iron Limbs (Ex): An iron-clad creature’s natural attacks 
  and grapple deal damage as cold iron weapons, 
  overcoming damage reduction just as a cold iron 
  weapon would.
  Lead: Virulent Poison (Ex): If the metal-clad creature possesses a 
  natural poison attack, its DC increases by +1.
  Silver: Silver Limbs (Ex): A silver-clad creature’s natural attacks 
  and grapple deal damage as silver weapons, overcoming 
  damage reduction just as a silver weapon would.
  Special Qualities: A metal-clad creature retains all the base 
  creature’s special qualities and gains those described 
  here.
  Metallic Quality: Th e exact metallic quality bestowed 
  depends on the kind of metal that covers the metal-
  clad creature’s body, as follows.
  Metal-Clad Creature
  
  171
  171
  171
  171
  Adamantine: Damage Reduction (Ex): An adamantine-clad 
  creature gains damage reduction 10/adamantine.
   
  Heavy Fortiﬁ cation (Ex): Th e adamantine-clad 
  creature is immune to sneak attacks and critical hits.
   
  Resistances (Ex): An adamantine-clad creature has 
  electricity resistance 15 and ﬁ re resistance 20.
  Brass: Light Fortiﬁ cation (Ex): Whenever a sneak attack or 
  critical hit is scored against a brass-clad creature, there 
  is a 25% chance that the extra damage is negated and 
  damage is rolled normally.
   
  Resistance to Fire (Ex): A brass-clad creature has ﬁ re 
  resistance 5.
  Bronze: Medium Fortiﬁ cation (Ex): Whenever a sneak attack 
  or critical hit is scored against a bronze-clad creature, 
  there is a 75% chance that the extra damage is 
  negated and damage is rolled normally.
   
  Resistance to Fire (Ex): A bronze-clad creature has ﬁ re 
  resistance 10.
  Copper: Light Fortiﬁ cation (Ex): Whenever a sneak attack 
  or critical hit is scored against a copper-clad creature, 
  there is a 25% chance that the extra damage is 
  negated and damage is rolled normally.
   
  Resistance to Fire (Ex): A copper-clad creature has ﬁ re 
  resistance 10.
  Gold: Light Fortiﬁ cation (Ex): Whenever a sneak attack or 
  critical hit is scored against a gold-clad creature, there 
  is a 25% chance that the extra damage is negated and 
  damage is rolled normally.
   
  Resistance to Fire (Ex): A gold-clad creature has ﬁ re 
  resistance 10.
  Iron: Medium Fortiﬁ cation (Ex): Whenever a sneak attack 
  or critical hit is scored against an iron-clad creature, 
  there is a 75% chance that the extra damage is 
  negated and damage is rolled normally.
   
  Resistance to Fire (Ex): An iron-clad creature has ﬁ re 
  resistance 15.
   
  Rust Vulnerability (Ex): An iron-clad creature counts 
  as ferrous for the purpose of rusting attacks such as 
  rusting grasp.
  Lead: Divination Immunity (Ex): A lead-clad creature is 
  immune to divination spells and eﬀ ects cast to derive 
  information about it. Detect magic, detect poison, detect 
  thoughts, and detect alignment spells fail to reveal 
  any information about the lead-clad creature or the 
  objects it carries. Furthermore, a lead-clad creature 
  is invisible and inaudible to scrying, arcane eyes, and 
  clairaudience/clairvoyance. Lead-clad creatures and 
  their equipment cannot be located by discern location, 
  nor can locate object ﬁ nd objects they carry.
   
  Light Fortiﬁ cation (Ex): Whenever a sneak attack or 
  critical hit is scored against a lead-clad creature, there 
  is a 25% chance that the extra damage is negated and 
  damage is rolled normally.
   
  Resistance to Electricity (Ex): A lead-clad creature has 
  electricity resistance 5.
  Mithral: Medium Fortiﬁ cation (Ex): Whenever a sneak 
  attack or critical hit is scored against a mithral-clad 
  creature, there is a 75% chance that the extra damage 
  is negated and damage is rolled normally.
   
  Resistance to Fire (Ex): A mithral-clad creature has ﬁ re 
  resistance 15.
  Platinum: Light Fortiﬁ cation (Ex): Whenever a sneak 
  attack or critical hit is scored against a platinum-clad 
  creature, there is a 25% chance that the extra damage 
  is negated and damage is rolled normally.
   
  Resistances (Ex): A platinum-clad creature has 
  electricity resistance 5 and ﬁ re resistance 20.
  Silver: Light Fortiﬁ cation (Ex): Whenever a sneak attack 
  or critical hit is scored against a silver-clad creature, 
  there is a 25% chance that the extra damage is 
  negated and damage is rolled normally.
   
  Mirrored Finish (Su): A silver-clad creature is immune 
  to gaze attacks. Furthermore, its ﬁ nish reﬂ ects such 
  attacks. Th us, a creature with a gaze attack that actively 
  gazes at the silver-clad creature must save against its 
  own gaze attack, suﬀ ering the consequences of a failed 
  save even if it would normally be immune.
   
  Resistance to Fire (Ex): A silver-clad creature has ﬁ re 
  resistance 5.
  Steel: Medium Fortiﬁ cation (Ex): Whenever a sneak attack 
  or critical hit is scored against a steel-clad creature, 
  there is a 75% chance that the extra damage is 
  negated and damage is rolled normally.
   
  Resistance to Fire (Ex): A steel-clad creature has ﬁ re 
  resistance 15.
   
  Rust Vulnerability (Ex): A steel-clad creature counts 
  as ferrous for the purpose of rusting attacks such as 
  rusting grasp.
   
  Vulnerability to Electricity (Ex): A metal-clad creature 
  takes half again as much damage as normal (+50%) from 
  electricity, regardless of whether a saving throw is allowed, 
  and whether the save is a success or failure.
  Abilities: Change from the base creature. See the following table.
  Abilities
  Metal 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
   
  Adamantine 
  +4 
  –6* 
  +6 
  +0 
  +0 
  +2
   
  Brass 
  +2 
  –2* 
  +2 
  +0 
  –2* 
  +0
   
  Bronze 
  +2 
  –2* 
  +2 
  +0 
  +0 
  +0
   
  Copper 
  +0 
  +0 
  +0 
  +0 
  +2 
  –2*
   
  Gold  
  +0 
  –6* 
  +0 
  +2 
  –2* 
  +6
   
  Iron  
  +2 
  –4* 
  +2 
  +0 
  –2* 
  +0
   
  Lead  
  +0 
  –6* 
  +4 
  –2* 
  –2* 
  –2*
   
  Mithral  
  +4 
  +0 
  +2 
  +0 
  +0 
  +2
   
  Platinum  
  +2 
  –4* 
  +2 
  +2 
  +0 
  +4
   
  Silver  
  +0 
  –2* 
  +0 
  +2 
  +2 
  +4
   
  Steel  
  +4 
  –4* 
  +2 
  +0 
  +0 
  +0
  *Minimum 1
  Skills: Each metal-clad creature (except a mithral-clad creature) 
  takes a –4 penalty on Balance, Climb, Escape Artist, Hide, 
  Jump, Move Silently, Sleight of Hand, Swim, and Tumble 
  checks. Additional racial bonuses and penalties apply to 
  certain skill checks based on the kind of metal that covers 
  the creature’s body, according to the following table.
  Metal-Clad Creature
  
  172
  172
  172
  172
  Skills
   
  Metal 
  Racial Skill Bonuses
   
  Copper 
  +4 on Craft (any)
   
  Gold  
  +4 on Profession (any)
   
  Lead  
  +4 on Survival checks to avoid getting lost
   
  Mithral 
  –4 on Swim checks
   
  Silver  
  +4 on Bluﬀ  and Diplomacy
  Challenge Rating: Same as the base creature, except adamantine, 
  mithral, and steel same as the base creature +1.
  Treasure: Same as the base creature, but at the GM’s option, PCs 
  may be able to peel oﬀ  the metal cladding from the creature 
  and sell it.
  Challenge Rating: Th e CR increases based on the metal, as 
  follows.
  Challenge Rating
   
  Metal 
  CR Increase
   
  Adamantine 
  +6
   
  Brass 
  +1
   
  Bronze 
  +2
   
  Copper 
  +1
   
  Gold  
  +1
   
  Iron  
  +3
   
  Lead  
  +1
   
  Mithral  
  +5
   
  Platinum  
  +3
   
  Silver  
  +3
   
  Steel  
  +4
  Metal-Clad Characters
  A metal-clad creature favors whichever class the base creature does.
  - Sample Creature:  Lead-Clad Wyvern -
  Large Dragon
  Hit Dice: 7d12+28 (73 hp)
  Initiative: +1
  Speed: 10 ft. (4 squares), ﬂ y 50 ft. (poor)
  Armor Class: 18 (–1 size, -2 Dex, +11 natural), touch 9, ﬂ at-
  footed 18
  Base Attack/Grapple: +7/+15
  Attack: Sting +10 melee (1d6+4 plus poison) or talon +10 melee 
  (2d6+4) or bite +10 melee (2d8+4)
  Full Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 
  melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons 
  +8 melee (2d6+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, poison, virulent poison
  Special Qualities: Darkvision 60 ft., divination immunity, 
  immune to paralysis and sleep, light fortiﬁ cation, low-light 
  vision, resistance to electricity 5, scent, vulnerability to 
  electricity
  Saves: Fort +9, Ref +3, Will +6
  Abilities: Str 19, Dex 6, Con 19, Int 4, Wis 10, Cha 7
  Skills: Hide +0, Listen +12, Move Silently +4, Spot +15
  Feats: Ability Focus (poison), Alertness, Flyby Attack, 
  MultiattackB
  Environment: Warm hills
  Organization: Solitary, pair, or ﬂ ight (3–6)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 8–10 HD (Huge); 11–21 HD (Gargantuan)
  Level Adjustment: —
  Here is an example of a metal-clad creature using a wyvern as the 
  base creature and lead as the metal.
  Because they have good reason to be skittish about lightning, lead-
  clad wyverns spend most cloudy days sulking in their cavern lairs 
  or deep in hollows between hills.
  A lead-clad wyvern looks like a normal wyvern plated over with 
  dull metal. No rivets or fasteners pierce the metal, the creature 
  looks as though its individual scales were dipped in lead. 
  Lead-clad wyverns speak Draconic, but only barely. Th ey use few 
  words, and most creatures ﬁ nd their speech unintelligible.
  Combat
  Slow on the 
  ground and 
  ponderous in the air, 
  a lead-clad wyvern 
  prefers to have a lot 
  of room to ﬁ ght foes. 
  Its favorite tactic is 
  to swoop down on 
  foes and sting them as 
  it ﬂ ies by. It often uses 
  a hill as cover when it 
  wings about.
  Improved Grab (Ex): To use 
  this ability, a lead-clad wyvern 
  must hit with its talons. It can 
  then attempt to start a grapple 
  as a free action without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and stings.
  Poison (Ex): Injury, DC 20 Fortitude, initial and secondary 
  damage 2d6 Con. Th e save DC is Constitution-based.
  Virulent Poison (Ex): See the metal-clad creature template.
  Divination Immunity (Ex): See the metal-clad creature template.
  Light Fortiﬁ cation (Ex): See the metal-clad creature template.
  Skills: A lead-clad wyvern has a +3 racial bonus on Spot checks 
  and a +4 racial bonus to Survival checks to avoid getting lost. It 
  takes a –4 penalty on Balance, Climb, Escape Artist, Hide, Jump, 
  Move Silently, Sleight of Hand, Swim, and Tumble checks.
  Metal-Clad Creature
  
  173
  173
  173
  173
   Miniature 
  Miniatures are normal beings whose size has been greatly diminished by magic. Humans become the size of mice, and great wyrm 
  dragons become the size of humans.
  Miniatures look exactly like normal specimens of their kinds save for their size.
  Creating a Miniature Creature
  “Miniature” is an acquired template that can be added to any 
  creature (referred to hereafter as the base creature). 
  A miniature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type does not change. Its size 
  decreases by four categories below that of the base creature 
  (see the following table for new dimensions). Creatures 
  of diﬀ erent size categories that decrease to the same size 
  category because of the table’s lower limit retain their 
  proportions to one another within their new size category. 
  Th us, a miniature halﬂ ing is smaller than a miniature 
  human, and a miniature Fine creature is smaller than the 
  normal Fine version. Th e size change can 
  aﬀ ect AC, attack bonus, natural armor, 
  Constitution, Strength, Dexterity, Hide 
  checks, and grapple checks. Most of these 
  changes are noted in the following sections.
  Size & Type
   
  Old Size 
  New Size 
  New Size Range
   
  Fine 
  Fine 
  6 in. or less
   
  Diminutive 
  Fine 
  6 in. or less
   
  Tiny 
  Fine 
  6 in. or less
   
  Small 
  Fine 
  6 in. or less
   
  Medium-size 
  Fine 
  6 in. or less
   
  Large 
  Diminutive 
  6 in.–1 ft.
   
  Huge 
  Tiny 
  1 ft.–2 ft.
   
  Gargantuan 
  Small 
  2 ft.–4 ft.
   
  Colossal 
  Medium 
  4-ft.–8 ft.
  Hit Dice: Th e miniature creature retains the base creature’s Hit 
  Dice. To determine the miniature’s hit points, divide the 
  hit points it gains from Hit Dice by four before modifying 
  the hit points by the creature’s new Constitution score (see 
  Abilities, page 174). Constructs gain bonus hit points based 
  on size, so use the normal bonus amount for the creature’s 
  new size. Th e application of this template cannot reduce a 
  creature’s hit points below 1.
   
  A creature that took damage before miniaturization 
  has either its current hit point total or the hit points it 
  would have with the application of this template (the 
  base creature’s undamaged hit point total divided by 20), 
  whichever is lower. A creature that loses this template and 
  returns to normal size retains its current hit points but heals 
  2 hit points per HD, to a maximum of its normal hit point 
  total.
  Speed: Each of the miniature’s speeds decreases with its size, as 
  given on the following table. If the base creature’s speed is 
  greater than 100 feet, subtract 100 feet and consult the chart 
  again, adding +20 feet to the new speed to obtain the ﬁ nal 
  speed. For example, a base creature with a speed of 250 feet 
  would have a speed of 50 feet when miniaturized (20 feet 
  for the ﬁ rst 100 feet, 20 feet for the second 100 feet, and 10 
  feet for the last 50, from the table).
  Speed
   
  Old Speed 
  New Speed
   
  5 to 35 feet 
  5 feet
   
  40 to 55 feet 
  10 feet
   
  60 to 75 feet 
  15 feet
   
  80 to 100 feet 
  20 feet
   
  100+ feet 
  20 feet plus another table increment
  Armor Class: Th e base creature’s size modiﬁ er to 
  AC is replaced by one based on the miniature’s 
  new size, as given in the following table. In addition, 
  its natural armor decreases from that of the base 
  creature by the amount indicated. Reduction of 
  the natural armor bonus cannot result in a natural 
  armor penalty (minimum +0 natural armor bonus).
  Armor Class
   
  Old 
  New 
  Size 
  Natural Armor 
   
  Size 
  Size 
  Modiﬁ er 
  Bonus Change
   
  Fine 
  Fine 
  +8 
  +0
   
  Diminutive 
  Fine 
  +8 
  +0
   
  Tiny 
  Fine 
  +8 
  +0
   
  Small 
  Fine 
  +8 
  +0
   Medium-size 
  Fine 
  +8 
  +0
   
  Large 
  Diminutive 
  +4 
  –2
   
  Huge 
  Tiny 
  +2 
  –5
   
  Gargantuan 
  Small 
  +1 
  –9
   
  Colossal 
  Medium 
  +0 
  –14
  Grapple: Th e miniature’s size modiﬁ er on grapple checks is based 
  on its new size, as given on the following table. It may 
  also have a new Strength modiﬁ er if its Strength score has 
  increased.
  Grapple
   
  Miniature’s  
  Size Modiﬁ er for 
   
  Size 
  Grapple Checks
   
  Fine 
  –16
   
  Diminutive 
  –12
   
  Tiny 
  –8
   
  Small 
  –4
   
  Medium 
  +0
  Attack: Th e miniature retains all the base creature’s attacks, and 
  its weapon and armor proﬁ ciencies. Its bonus on attack rolls 
  changes based on its new Strength modiﬁ er and its new size 
  modiﬁ er, as given on the following table.
  Miniature
  
  174
  174
  174
  174
  Attack
   
  Miniature Size 
  Size Modiﬁ er for Attacks
   
  Fine 
  +8
   
  Diminutive 
  +4
   
  Tiny 
  +2
   
  Small 
  +1
   
  Medium 
  +0
  Damage: Each of a miniature’s natural attacks and weapon attacks 
  deals less damage than it would for the base creature. 
  Scale down the base damage once for each size category 
  of diﬀ erence between the base creature and the miniature 
  (minimum 1 point). 
   
  Damage
   
  Old Damage 
  New Damage
   
  1d2 
  1
   
  1d3 
  1d2
   
  1d4 
  1d3
   
  1d6 
  1d4
   
  1d8 
  1d6
   
  2d6 
  1d8
   
  2d8 
  1d10
   
  3d6 
  2d6
   
  3d8 
  2d8
   
  6d6 
  4d6
   
  6d8 
  4d8
  Space/Reach: Th e miniature 
  has a space and reach 
  appropriate for its new 
  size, as described in 
  Why a Template?
  Th e miniature template does not simply reduce the size of a creature. A simple size reduction can be accomplished by following 
  the guidelines in the DMG and the MM for size changes. Instead, the miniature template is designed to dramatically reduce 
  both the size and the threat level of a creature, so that other creatures at their normal size represent correspondingly greater 
  threats. To a miniature, rats seem like behemoths, and orcs seem like titans. 
  Perhaps the best use of this template is on the PCs, since it makes feasible the classic concept of an evil wizard who shrinks her 
  enemies. Th is template makes it possible for shrunken PCs to ﬁ ght normal-sized but ordinarily weak creatures and uses rules 
  that make that process fun.
  the following table. If the base creature had greater than 
  normal reach for its size, add 5 feet to the reach indicated 
  on the table.
  Space/Reach
   
  New Size 
  New Space/Reach
   
  Fine 
  1/2 ft./0 ft.
   
  Diminutive 
  1 ft./0 ft.
   
  Tiny 
  2-1/2 ft./0 ft.
   
  Small 
  5 ft./5 ft.
   
  Medium 
  5 ft./5 ft.
  Special Attacks: A miniature retains all of the base creature’s special 
  attacks. For spells and spell-like abilities, the ranges, areas, 
  and damage dealt for these attacks change. To ﬁ nd the new 
  range and area, divide the base creature’s value by 20 and 
  round down to the nearest 5-foot increment. For example, a 
  ﬁ reball spell cast by a miniature 7th-level caster would have 
  a range of 30 feet (680 feet divided by 20 equals 34, rounded 
  down to 30 feet), and it would aﬀ ect a single 5-foot square.
   
  If the special attack deals hit point damage, its base damage 
  decreases as described in the Damage section (minimum 
  1). For example, a ﬁ reball spell cast by a miniature creature 
  would deal 1 point of ﬁ re damage per caster level. In addition, 
  changes in ability scores may change special attack DCs.
  Special Qualities: Th e miniature retains all the base creature’s 
  special qualities and gains those described here. To ﬁ nd 
  the new range and area for a special quality, divide the base 
  creature’s value by 20 and round down to the nearest 5-foot 
  increment. Th is procedure applies to special qualities that 
  give speciﬁ c ranges, such as darkvision and scent, but not 
  low-light vision. 
   
  Damage reduction, fast healing, energy resistance, 
  regeneration, and similar abilities work diﬀ erently, as 
  given below.
   Damage Reduction and Energy Resistance: Th ese abilities 
  reduce damage diﬀ erently for a miniature creature. Divide 
  the normal damage reduction or energy resistance by 
  5 to learn how the new reduction value (minimum 1). 
  Th us, damage reduction 10/silver would become damage 
  reduction 2/silver.
   
  Fast Healing and Regeneration: Divide the hit point 
  beneﬁ t associated with these abilities by 5 to learn the new 
  beneﬁ t provided (minimum 1). For example, fast healing 3 
  would become fast healing 1, and regeneration (acid 10, ﬁ re 
  10) would become regeneration 2 (acid 2, ﬁ re 2).
  Abilities: Th e miniature’s ability scores change based on its 
  size change, as given in the following table. 
  Miniature
  
  175
  175
  175
  175
  New Spell: Miniaturize
  Transmutation
  Level: Druid 6, Sorcerer/Wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  Saving Th row: Will negates
  Spell Resistance: Yes
  You dramatically shrink the target, granting it the 
  miniature template.
  Th e miniaturize spell makes it an easy matter to introduce 
  the miniature template into play. Because it requires the 
  GM or player to apply the miniature template, and that 
  task can slow down play, the spell should be used only 
  rarely—mainly by NPCs until you become familiar with 
  the template’s changes. If you decide to use the spell 
  against the PCs and they have access to dispel magic, 
  consider placing the spell’s eﬀ ect in a unique magic item 
  whose destruction is required to break the eﬀ ect.
  Abilities
   
  Old Size 
  New Size 
  Str 
  Dex 
  Con
   
  Fine 
  Fine 
  +0 
  +0 
  +0
   
  Diminutive 
  Fine 
  +0 
  +2 
  +0
   
  Tiny 
  Fine 
  –2* 
  +4 
  +0
   
  Small 
  Fine 
  –6* 
  +6 
  +0
   
  Medium 
  Fine 
  –10* 
  +8 
  –2*
   
  Large 
  Diminutive 
  –18* 
  +8 
  –6*
   
  Huge 
  Tiny 
  –24* 
  +8 
  –10*
   
  Gargantuan 
  Small 
  –28* 
  +6 
  –14*
   
  Colossal 
  Medium 
  –32* 
  +4 
  –16*
  *Minimum 1
  Skills: A change in size changes the creature’s Hide modiﬁ er, and 
  a change in speed changes the base creature Jump modiﬁ er.
  Challenge Rating: Th e miniature template drastically and 
  unpredictably changes a creature’s challenge rating. Against 
  other miniature foes, the creature’s CR may stay the same. 
  Against normal-sized foes, however, the creature’s CR should 
  be diminished. Consider one-half or one-quarter normal as a 
  rule of thumb, but evaluate each creature individually.
  Treasure: Same as the base creature, but all items are of a size 
  commensurate with the miniature’s. Non-magic items are 
  worth 1/8th of their normal value.
  Advancement: Same as the base creature, but reapply the template 
  to an advanced version of the base creature.
  Miniature Creature Characters
  A miniature favors whichever class the base creature does. If the 
  GM allows a miniature PC, the template has a level adjustment of 
  –4, but application to PCs is not the best way to use the template. 
  If the GM wishes to run an adventure in which miniature PCs 
  ﬁ ght normal-sized monsters and other miniature creatures, he 
  should consider PCs to be 1/2 their normal level. When planning 
  encounters with miniature PCs, carefully weigh the threat of any 
  creature they encounter and dole out experience accordingly.
  - Sample Creature:  Miniature Formian Warrior -
  Fine Outsider (Extraplanar, Lawful)
  Hit Dice: 4d8+4 (8 hp)
  Initiative: +7
  Speed: 10 ft. (2 squares)
  Armor Class: 30 (+8 size, +7 Dex, +5 natural), touch 25, ﬂ at-
  footed 23
  Base Attack/Grapple: +4/–14
  Attack: Sting +10 melee (1d2-2 plus poison) 
  Full Attack: Sting +10 melee (1d2–2 plus poison) and 2 claws +8 
  melee (1–2) and bite +8 melee (—)
  Space/Reach: 1/2 ft./0 ft.
  Special Attacks: Poison
  Special Qualities: Hive mind, immunity to poison, petriﬁ cation, 
  petriﬁ cation, and cold, resistances (electricity 2, ﬁ re 2, sonic 
  2), spell resistance 18
  Saves: Fort +6, Ref +11, Will +5
  Abilities: Str 7, Dex 24, Con 12, Int 10, Wis 12, Cha 11 
  Skills: Climb +5, Hide +30, Jump –3, Listen +8, Move Silently +14, 
  Search +7, Spot +8, Survival +1 (+3 following tracks), Tumble +16 
  Feats: Dodge, Multiattack
  Environment: Any lawfully aligned plane
  Organization: Solitary, pair, team (3–4), or troop (6–11)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always lawful neutral
  Advancement: 7–9 HD (Medium)
  Level Adjustment: —
  Here is an example of a miniature using a formian warrior as the 
  base creature.
  Miniature formians are as aggressive as their full-sized cousins. 
  Th ey rapidly take over areas claimed by various kinds of vermin 
  and creature miniature cities of their own. 
  A miniature formian looks like a 5-inch-long insectoid centaur. It 
  has the general form of an ant, except that the front section of its 
  body is held upright. Its two front legs act as arms, and its front 
  claws serve as surprisingly dexterous hands. 
  Combat
  A miniature formian warrior ﬁ ghts in the same manner as its 
  full-sized cousin. Knowing full well that its potential for dealing 
  damage is limited, however, it always attempts to hide and attack 
  by surprise, hoping its poison can incapacitate its foes.
  A miniature formian warrior’s natural weapons, and any weapons it 
  wields, are treated as lawful-aligned for the purpose of overcoming 
  damage reduction.
  Poison (Ex): Injury, Fortitude DC 13, initial and secondary 
  damage 1d6 Str. Th e save DC is Constitution-based.
  Hive Mind (Ex): All miniature formians within 2 1/2 miles of their 
  queen are in constant communication. If one is aware of a particular 
  danger, they all are. If one in a group is not ﬂ at-footed, none of them 
  are. No formian in a group is considered ﬂ anked unless all of them are.
  Miniature
  
  176
  176
  176
  176
   Mist Creature
  Mist creatures live in areas where mists rise in the morning and fogs roll over the land at night. Th ese beings of elemental air and water 
  occasionally choose to leave the Elemental Plane of Air and dwell instead on the Material Plane, where their abilities can be used to 
  greater eﬀ ect. Mist creatures tend to be ﬂ ighty but highly adaptable beings. Th ey go where the wind takes them and deal with what they 
  encounter along the way as best as they can.
  A typical mist creature resembles a being of air or water with a pure white body and hair or feathers the color of fog. 
  Creating a Mist Creature
  “Mist creature” is an inherited template that can be added to any 
  living, corporeal creature with the air or water subtype (referred to 
  hereafter as the base creature). 
  A mist creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to elemental with 
  the appropriate augmented subtype, plus the air and water 
  subtypes if the base creature did not already have them. Do 
  not recalculate base attack bonuses, saves, or skill points. 
  Size is unchanged.
  Hit Dice: Change all racial HD to d8s.
  Special Attacks: Th e mist creature retains all the base creature’s 
  special attacks and gains the one described here.
   
  Spell-Like Abilities: 3/day—obscuring mist, fog cloud, stinking 
  cloud; 1/day—solid fog, cloudkill. Caster level 
  equals mist creature’s character level. Th e save 
  DCs are Charisma based. A mist creature 
  may use these spells while in gaseous form.
  Special Qualities: Th e mist creature retains all the 
  base creature’s special qualities and gains 
  those described here.
   
  Air Breather (Ex): A mist creature can breathe air even if 
  the base creature breathed only water.
   
  Air Mastery (Ex): Any airborne creature takes a –1 penalty 
  on attack and damage rolls against a mist creature.
   
  Cloud Sight (Ex): A mist creature can see through clouds, 
  gases, fogs, mists, and smoke as though they didn’t inhibit 
  vision. Creatures and objects do not gain concealment from 
  a mist creature due to such conditions. A mist creature may 
  use this ability while gaseous.
   
  Gaseous Form (Su): A mist creature can assume gaseous 
  form at will. Th is ability works like the gaseous form spell 
  gaseous form. Becoming gaseous or resuming its normal form 
  is a move action.
   
  Immunities (Ex): A mist creature is immune to inhaled 
  poisons and gas-, fog-, or cloud-based attacks and spells.
   
  Resistances (Ex): A mist creature has resistance 10 to cold 
  and ﬁ re 10.
  Abilities: Change from the base creature as follows: Dex +4, Int 
  +2, Wis +2.
  Skills: If the mist creature is gaseous in an area aﬀ ected by fog, 
  cloud, smoke or any similar condition, it receives a +15 
  circumstance bonus on Hide checks. 
  Languages: If the mist creature can speak, it gains 
  the ability to speak Aquan and Auran in addition to 
  any other languages the base creature knows.
  Environment: Elemental Plane of Air and any land.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +5.
  Mist Characters
  A mist creature favors whichever class the base creature does. Th e 
  ability to become gaseous at will can ruin many dungeon-based 
  adventures, so GMs should be wary of allowing mist creature 
  characters in their campaigns.
  - Sample Creature:  Mist Djinni -
  Large Elemental (Air, Augmented Outsider, Extraplanar, Water)
  Hit Dice: 7d8+14 (45 hp)
  Initiative: +10
  Speed: 20 ft. (4 squares), ﬂ y 60 ft. (perfect)
  Armor Class: 18 (–1 size, +6 Dex, +3 natural), touch 15, ﬂ at-
  footed 12
  Base Attack/Grapple: +7/+15
  Attack: Slam +10 melee (1d8+4)
  Full Attack: 2 slams +10 melee (1d8+4)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Spell-like abilities, whirlwind
  Special Qualities: Air mastery, air breather, cloud sight, darkvision 
  60 ft., elemental traits, gaseous form, immunities, immunity to 
  acid, plane shift, resistances (cold 10, ﬁ re 10), telepathy 100 ft.
  Saves: Fort +7, Ref +11, Will +10
  Abilities: Str 18, Dex 23, Con 14, Int 16, Wis 17, Cha 15
  Skills: Appraise +13, Concentration +12, Craft (any one) +13, 
  Diplomacy +4, Escape Artist +16, Hide +2*, Knowledge (any 
  one) +13, Listen +13, Move Silently +16, Sense Motive +13, 
  Spellcraft +13, Spot +13, Use Rope +6 (+8 with bindings)
  Feats: Combat Casting, Combat Reﬂ exes, Dodge, Improved InitiativeB
  Environment: Elemental Plane of Air and any land
  Organization: Solitary, pair, company (3–4), or band (6–15)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always chaotic good
  Advancement: 8–10 HD (Large); 11–21 (Huge)
  Level Adjustment: +11
  Here is an example of a mist creature using a djinni as the base 
  creature.
  Mist Creature
  
  177
  177
  177
  177
   Other Mist Creatures
  If you wish, you can expand the range of creatures that qualify for this template by simply ignoring the subtype restrictions. 
  Alternatively, you can make it an acquired template, using the only the subtypes, special attacks, special qualities, ability 
  adjustments, CR adjustment, circumstance bonus on Hide checks, and level adjustment portions of the template.
  Mist djinn are creatures of the Elemental Plane of Air that are tied 
  to the Elemental Plane of Water in a way only they can comprehend. 
  Th ey are equally at home any place on the Material Plane where 
  mist rises at dawn or where the night covers the land in fog. Th eir 
  expansive powers over fogs and mists make them formidable foes on 
  the Material Plane, but on their home plane, other creatures’ powers to 
  disperse fogs with wind put the mist djinn at a distinct disadvantage.
  A mist djinni looks like a human between 10 and 12 feet tall. 
  It has pure white skin and foggy gray hair that constantly ﬂ oats 
  about its head as though ruﬄ  ed by a persistent breeze. Fog and 
  light spray always surround its often naked form.
  Mist djinn speak Aquan, Auran, Celestial, Common, and Ignan.
  Combat
  From the safety of gaseous form, a mist djinni usually 
  shrouds the battleﬁ eld in stinking cloud, solid fog, and 
  cloudkill eﬀ ects, then uses its immunity to them and its 
  ability to see through cloudy conditions to strike at foes 
  with impunity. If it ﬁ nds these tactics ineﬀ ective, it uses 
  its whirlwind ability to carry enemies high into the 
  air before dropping them back into the areas of its 
  deadly cloud-based spell eﬀ ects. If it must, it ﬂ ees 
  using the wind walk spell.
  Spell-Like Abilities: At will—invisibility (self 
  only); 1/day—create food and water, create 
  wine (as create water, but wine instead), 
  major creation (created vegetable matter is 
  permanent), persistent image (DC 17), wind 
  walk. Caster level 20th.  3/day—obscuring 
  mist, fog cloud, stinking cloud; 1/day—solid fog, 
  cloudkill. Caster level 3rd. Th e mist djinni 
  may use these spells while in gaseous form. 
  Th e save DCs are Charisma-based.
  Plane Shift (Sp): A mist djinni can enter any 
  of the elemental planes, the Astral Plane, or the 
  Material Plane. Th is ability transports the genie 
  and up to eight other creatures, provided they all link 
  hands with the mist djinni. It is otherwise similar 
  to the spell of the same name (caster level 13th).
  Whirlwind (Su): A mist djinni can transform 
  itself into a whirlwind once every 10 minutes and 
  remain in that form for up to 7 rounds. In this 
  form, it can move through the air or along a surface 
  at its ﬂ y speed. Th e whirlwind is 5 feet wide at the 
  base, up to 30 feet wide at the top, and up to 50 feet tall. Th e 
  mist djinni controls the exact height, but it must be at least 10 feet. 
  A mist djinni’s movement while in whirlwind form does not 
  provoke attacks of opportunity, even if it enters the space another 
  creature occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if the mist 
  djinni moves into or through the creature’s space. Creatures one 
  or more size categories smaller than the mist djinni might take 
  damage when caught in the whirlwind and be lifted into the air. 
  An aﬀ ected creature must succeed on a DC 20 Reﬂ ex save when 
  it comes into contact with the whirlwind or take 3d6 points of 
  damage. It must also succeed on a second DC 20 Reﬂ ex save or 
  be picked up bodily and held suspended in the powerful winds, 
  automatically taking 1d8 points of damage each round. A creature 
  with a ﬂ y speed is allowed a DC 20 Reﬂ ex save each round to 
  escape the whirlwind. Th e creature still takes damage but can 
  leave if the save is successful. Th e save DC is Strength-based and 
  includes a +3 racial adjustment. 
  Creatures trapped in the whirlwind cannot move except to go 
  where the mist djinni carries them or to escape the whirlwind. A 
  creature caught in the whirlwind can otherwise act normally but 
  must make a Concentration check (DC 15 + spell level) to cast a 
  spell. Any creature caught in the whirlwind takes a –4 penalty 
  to Dexterity and a –2 penalty on attack rolls. Th e mist 
  djinni can have only as many creatures trapped inside a 
  whirlwind at one time as will ﬁ t inside its volume. Th e 
  mist djinni can eject any carried creatures whenever 
  it wishes, depositing them wherever the whirlwind 
  happens to be. 
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. Th is cloud is 
  centered on the mist djinni and has a diameter 
  equal to half the whirlwind’s height. Th e cloud 
  obscures all vision, including darkvision, 
  beyond 5 feet. Creatures 5 feet away have 
  concealment, while those farther away have 
  total concealment. Anyone caught in the cloud 
  must succeed on a Concentration check (DC 
  15 + spell level) to cast a spell. 
  A mist djinni in whirlwind form cannot make 
  melee attacks and does not threaten the area 
  around it.
  Air Mastery (Ex): Any airborne creature 
  takes a –1 penalty on attack and damage 
  rolls against a mist djinni.
  Air Breather: See the mist creature template.
  Cloud Sight (Ex): See the mist creature 
  template.
  Elemental Traits: A mist djinni has 
  immunity to poison, sleep eﬀ ects, paralysis, 
  and stunning. It is not subject to critical hits 
  or ﬂ anking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle, or 
  true resurrection spell can restore life). Darkvision 60 ft.
  Gaseous Form (Su): See the mist creature template.
  Immunities (Ex): See the mist creature template.
  Resistances: See the mist creature template.
  Skills: *If the mist djinni is gaseous in an area aﬀ ected by 
  fog, cloud, smoke or any similar condition, it receives a +15 
  circumstance bonus on Hide checks.
  Mist Creature
  
  178
  178
  178
  178
   Monstrous Lycanthrope
  A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a 
  hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures 
  with its natural attacks. Aﬄ  icted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain 
  times regardless of their will.
  Using the Monstrous Lycanthrope Template
  You can use the monstrous lycanthrope template in many ways. Here are a few suggestions.
  • 
  An aﬄ  icted monstrous lycanthrope’s change might be controlled by a diﬀ erent phase of the moon than a standard 
  lycanthrope’s. Alternatively, it could be controlled by an hour of day, a season, a natural monstrous lycanthrope, or some 
  other trigger altogether.
  • 
  Th e monster chosen for the werecreature form might not appear in your campaign world except as a natural or aﬄ  icted 
  lycanthrope. Consider, for instance, having only weresahuagin in your game but no true sahuagin.
  • 
  Your game world might feature only aﬄ  icted monstrous lycanthropes, but no natural ones. In such a case, the monster 
  chosen as the alternate form might inﬂ ict lycanthropy itself. For instance, chimeras might inﬂ ict lycanthropy that turns 
  victims that escape them into werechimeras.
  Creating a Monstrous Lycanthrope
  “Monstrous lycanthrope” is a template that can be added to any 
  living humanoid, monstrous humanoid, giant, or other creature 
  with a generally humanoid form—namely, two arms, two legs, and 
  a head (referred to hereafter as the base creature). Th e monstrous 
  lycanthrope template can be inherited (for natural monstrous 
  lycanthropes) or acquired (for aﬄ  icted monstrous lycanthropes). 
  Th e monstrous lycanthrope takes on the characteristics of 
  some other kind of living creature (referred to hereafter as the 
  werecreature). Th e werecreature can be any creature whose 
  size is within one step of the base creature’s size. A monstrous 
  lycanthrope can also adopt a hybrid shape that 
  combines features of the base creature with those of 
  the werecreature. 
  A monstrous lycanthrope uses either the base 
  creature’s or the werecreature form’s statistics and 
  special abilities, as described here.
  Size and Type: Th e monstrous lycanthrope retains 
  the base creature’s type and gains the shapechanger subtype 
  and the subtypes of the werecreature if the base creature did 
  not already have them. If two subtypes conﬂ ict (such as ﬁ re 
  and cold), the monstrous lycanthrope retains all immunities 
  granted by the conﬂ icting subtypes but loses them both. 
   
  Size of the monstrous lycanthrope is the same as the base 
  creature in its normal form and the same as the werecreature 
  in monster form. Its hybrid shape is the same size as the 
  werecreature’s or the base creature’s form, whichever is larger.
  Form: A monstrous lycanthrope can take any of three forms: the 
  base creature’s form (called normal form), a hybrid form, or 
  the werecreature’s form (called monster form). Th e hybrid 
  form has the base creature’s body shape and number of 
  limbs and heads, but it shares certain characteristics of 
  the werecreature form, including scales, fur, or skin tones. 
  Th e hybrid form might also include smaller versions of 
  the werecreature’s wings, horns, or facial features, or even 
  vestigial limbs (or heads) of the werecreature form that the 
  base creature form does not possess.
  Hit Dice: A monstrous lycanthrope has a number of racial 
  Hit Dice equal to the base creature’s racial HD + the 
  werecreature’s racial HD. All its racial HD are of the same 
  type as the base creature’s racial HD. To calculate its hit 
  points, apply the base creature’s Constitution modiﬁ er 
  to the base creature’s racial HD and the werecreature’s 
  Constitution modiﬁ er to the werecreature’s HD.
  Speed: Same as the base creature or werecreature, depending 
  on which form the monstrous lycanthrope is using. Th e 
  hybrid form retains the speeds of the base creature. If the 
  base creature lacks a particular type of movement 
  that the werecreature possesses, the hybrid form 
  possesses that mode of movement at one-half the 
  werecreature’s speed.
  Armor Class: Th e monstrous lycanthrope’s natural 
  armor bonus improves by +2 over that of the base 
  creature in all its forms. A monstrous lycanthrope 
  in hybrid form has a natural armor bonus equal to the 
  werecreature’s or the base creature’s, whichever is higher.
  Base Attack Bonus: Recalculate the monstrous lycanthrope’s base 
  attack bonus for its racial Hit Dice based on its creature 
  type and number of racial HD, according to the following 
  table. Add to this value the base attack bonus for any class 
  Hit Dice it has.
  Base Attack Bonus
   Base Attack Bonus 
  Creature Type
   HD x 3/4 (as cleric) 
  Aberration, animal, construct, elemental, 
  giant, humanoid, ooze, plant, vermin
   HD (as ﬁ ghter) 
  Dragon, magical beast, monstrous 
  humanoid, outsider
   HD x 1/2 (as wizard) Fey, undead
  Grapple: Th e monstrous lycanthrope’s grapple modiﬁ er varies 
  with the size and Strength of the form it is using. Th e size 
  modiﬁ er for grapple checks is given on the following table.
  Monstrous Lycanthrope
  
  179
  179
  179
  179
   A Weretreant?
  Th e monstrous lycanthrope template is modeled very closely after the lycanthrope template in the MM, but it allows more 
  creatures to gain the template and does not limit the alternate forms to those of animals. Even wereconstructs and wereundead 
  are possible, though they lack the features of the construct or undead type in werecreature form. Although it might seem silly 
  to have a werebugbear or werenaga, consider how silly a werebear would sound to you were it not for the creature’s long history 
  in legend and in the d20 game.
  Creating a credible and threatening monstrous lycanthrope begins with the selection of the base creature. If you choose a 
  very threatening creature and then choose a nonthreatening creature for its alternate form, an encounter with the resulting 
  werecreature may not be particularly exciting. You should consider choosing an alternate form that follows a theme. For 
  example, it’s much more believable and far less incongruous if the lizardfolk warrior is a werewyvern than a wereformian. It 
  also helps if monstrous lycanthropes are already part of your world. If the players have heard hints about such creatures before 
  encountering them, their ﬁ rst encounter with it may be much better received.
  A great deal of your success in creating the desired eﬀ ect in a monstrous lycanthrope encounter is based on the description you 
  give. Spend some time devising the best way to present your monster. If you wish, you can try the following exercise: Read the 
  template and then think about what a human with the template would look like in hybrid form. A little imagination can make 
  a somewhat silly idea downright horrifying.
  Grapple
   
  Amalgam’s Size 
  Size Modiﬁ er for Grapple Checks
   
  Fine 
  –16
   
  Diminutive 
  –12
   
  Tiny 
  –8
   
  Small 
  –4
   
  Medium 
  +0
   
  Large 
  +4
   
  Huge 
  +8
   
  Gargantuan 
  +12
   
  Colossal 
  +16
  Attack: In normal or monster form, the monstrous lycanthrope 
  retains all the attacks of the form it is using, and the weapon 
  and armor proﬁ ciencies of both forms. In hybrid form, 
  it gains a bite attack with each head if the werecreature 
  has a bite attack and a claw attack with each arm if the 
  werecreature has a claw attack. Th e bite attack is primary 
  if the creature has no other natural attacks, or secondary 
  otherwise. Th e claw attacks (if any) are primary. Any other 
  natural attacks it has retain the same primary or secondary 
  status they had for the base creature. In hybrid form, a 
  monstrous lycanthrope usually attacks with a weapon, a 
  natural attack, or a claw.
  Damage: If the monstrous lycanthrope gained bite or claw attacks 
  for its hybrid form from the application of this template, the 
  base damage for each is as given on the following table.
  Damage
   
  Size of 
  Bite Base 
  Claw Base 
   
  Hybrid Form  
  Damage 
  Damage
   
  Fine 
  — 
  1
   
  Diminutive 
  1 
  1d2
   
  Tiny 
  1d2 
  1d3
   
  Small 
  1d3 
  1d4
   
  Medium 
  1d4 
  1d6
   
  Large 
  1d6 
  1d8
   
  Huge 
  1d8 
  2d6
   
  Gargantuan 
  2d6 
  2d8
   
  Colossal 
  2d8 
  4d6
  Space/Reach: A monstrous lycanthrope has the base creature’s space 
  and reach in normal form and the werecreature’s space and 
  reach in werecreature form. In hybrid form, the monstrous 
  lycanthrope has the space of either the base creature or 
  the werecreature, whichever is larger. If the base creature is 
  smaller than the werecreature but has a longer reach, the 
  hybrid creature’s reach is equal to that of the base creature. If 
  the werecreature is the larger form but has an unusually long 
  reach, the hybrid form has the reach typical for a humanoid 
  creature of the monster form’s size category. Otherwise, the 
  hybrid form has the reach of the larger of the two forms.
  Special Attacks: Th e monstrous lycanthrope retains all the special 
  attacks of the base creature or the werecreature when it is 
  in normal or monster form, respectively. Th e hybrid form 
  does not gain any special attacks of the werecreature form. 
  A monstrous lycanthrope spellcaster cannot cast spells with 
  V, S, or M components in werecreature form, or spells with 
  V components in hybrid form, unless its werecreature form 
  can cast spells in the same manner as the base creature can. 
  Th e monstrous lycanthrope also gains the following special 
  attack while in the forms speciﬁ ed.
   
  Curse of Lycanthropy (Su): Any humanoid, monstrous 
  humanoid, giant, or creature with a generally humanoid 
  form (two arms, two legs, and a head) that is hit by the 
  bite attack of a natural monstrous lycanthrope in animal 
  or hybrid form must succeed on a DC 15 Fortitude save 
  or contract lycanthropy. If the victim is not within one 
  size category of the monstrous lycanthrope’s monster form 
  (for example, a hill giant bitten by a weresprite), the victim 
  cannot contract lycanthropy from that creature. Aﬄ  icted 
  monstrous lycanthropes cannot pass on the curse of 
  lycanthropy.
  Special Qualities: Th e monstrous lycanthrope retains all the 
  special qualities of the base creature or the werecreature 
  when it is in normal or monster form, respectively. Th e 
  hybrid form does not gain any special qualities of the 
  werecreature form. Th e monstrous lycanthrope also gains 
  the following special qualities while in the forms speciﬁ ed.
   
  Alternate Form (Su): A monstrous lycanthrope can shift 
  into normal, monster, or hybrid form as though using the 
  polymorph spell on itself, except that its gear is not aﬀ ected, 
  it does not regain hit points for changing form, and only 
  Monstrous Lycanthrope
  
  180
  180
  180
  180
  one speciﬁ c werecreature’s form can be assumed. Th e 
  monstrous lycanthrope does not assume the ability scores of 
  the werecreature; instead, it adds the werecreature’s physical 
  ability score modiﬁ ers (see Abilities, below) to the ability 
  scores of the base creature when assuming either monster 
  or hybrid form. A slain monstrous lycanthrope reverts to 
  its normal form, although it remains dead, but separated 
  body parts retain their current form. Aﬄ  icted monstrous 
  lycanthropes ﬁ nd this ability diﬃ  cult to control (see the 
  Lycanthropy as an Aﬄ  iction section on the next page), but 
  natural monstrous lycanthropes have full control over this 
  power.
   
  Damage Reduction (Ex): A monstrous lycanthrope in hybrid 
  or monster form gains damage reduction 10/silver. If the 
  werecreature has damage reduction of another sort, the 
  monstrous lycanthrope becomes vulnerable to damage from 
  silver weapons in all forms.
   
  Lycanthropic Empathy (Ex): In any form, a monstrous 
  lycanthrope can communicate and empathize with normal 
  creatures of its werecreature kind. Th is ability gives the 
  creature a +4 racial bonus on Charisma-based checks made 
  to inﬂ uence the creature’s attitude.
  Saves: Th e monstrous lycanthropes base saves for its racial Hit 
  Dice depend on its type, as given on the following table. 
  Any saves not noted as good for a particular type are poor. 
  See Chapter 3: Classes of the PHB for the progression 
  of good and poor saves. Add to each of these values the 
  corresponding base save bonuses for any class Hit Dice 
  the monstrous lycanthrope has, and apply the appropriate 
  modiﬁ ers from ability scores and feats for whichever form 
  the creature is using.
  Saves
   
  Creature Type 
  Good Saves
   
  Aberration 
  Will
   
  Animal 
  Fortitude and Reﬂ ex (and sometimes 
  Will)
   
  Construct 
  —
   
  Dragon 
  Fortitude, Reﬂ ex, Will
   
  Elemental 
  Fortitude (Earth or Water) or Reﬂ ex 
  (Air or Fire)
   
  Fey 
  Reﬂ ex and Will
   
  Giant 
  Fortitude
   
  Humanoid 
  Fortitude or Reﬂ ex or Will
   
  Magical beast 
  Fortitude, Reﬂ ex
   
  Monstrous humanoid 
  Reﬂ ex, Will
   
  Ooze 
  —
   
  Outsider 
  Fortitude, Reﬂ ex, Will
   
  Plant 
  Fortitude
   
  Undead 
  Will
   
  Vermin 
  Fortitude
  Abilities: When a monstrous lycanthrope is in werecreature or 
  hybrid form, each of its physical ability scores (Strength, 
  Dexterity, and Constitution) improves by an amount equal 
  to the corresponding score for the werecreature –10 (if even) 
  or –11 (if odd). For example, a werecrocodile (Str 19, Dex 
  12, Con 17) would add Str +8 (19–11), Dex +2 (12–10), 
  and Con +6 (17–11) to the appropriate scores for the base 
  creature upon taking crocodile form. If the werecreature 
  lacks a certain ability (such as a Constitution score for a 
  construct or undead), ignore this adjustment for that score. 
  Th e monstrous lycanthrope may also gain additional 
  ability score increases by virtue of its extra Hit 
  Dice, just as any other character would.
  Skills: Th e monstrous lycanthrope gains a 
  number of additional skill points from its 
  added Hit Dice based on its type, as given 
  in the following table. Skills given in 
  the werecreature’s description are class 
  skills for its werecreature Hit Dice, 
  and all others are cross-class skills. Th e 
  monstrous lycanthrope retains any 
  skill points gained from class levels. 
  In any form, the monstrous lycanthrope 
  also retains the base creature’s and the 
  werecreature’s racial skill bonuses, 
  although conditional skill bonuses 
  (such as a weretiger’s camouﬂ age bonus 
  on Hide checks) apply only in forms 
  with the proper coloration. New racial 
  bonuses, new size modiﬁ ers, and new 
  ability scores all modify skill modiﬁ ers. In 
  addition, any size change also changes the size 
  modiﬁ er on Hide checks.
  Monstrous Lycanthrope
  
  181
  181
  181
  181
  Skills
   
  Creature Type 
  Skill Points
   
  Aberration 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Animal 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Construct 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Dragon 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Elemental 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Fey 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Giant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Magical beast 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Monstrous 
   
   humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Ooze 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Outsider 
  (8 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Plant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Undead 
  (4 + Int modiﬁ er, minimum 1) x (HD +3)
   
  Vermin 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  Feats: Th e monstrous lycanthrope retains the feats of both the base 
  creature and the werecreature. If the monstrous lycanthrope 
  ends up with the same feat twice, it loses the duplicate 
  feat unless it is one that can normally be taken more than 
  once. If the monstrous lycanthrope has more feats than its 
  character level would allow, the “extra” feats are gained as 
  bonus feats. If the monstrous lycanthrope cannot meet the 
  prerequisites for a given feat in a particular form, it still 
  has the feat but cannot use it in that form. A monstrous 
  lycanthrope also receives Iron Will as a bonus feat if neither 
  the base creature nor the werecreature already has it.
  Environment: Same as either the base creature or the 
  werecreature.
  Organization: Solitary, pair, family (3–4), or pack (6–10).
  Challenge Rating: Same as the challenge rating of the base 
  creature + the challenge rating of the werecreature.
  Treasure: Standard or same as the werecreature, whichever is 
  greater.
  Alignment: Any, usually same as the werecreature.
  Advancement: Same as either the base creature or the 
  werecreature.
  Level Adjustment: Same as the base creature plus either the 
  level adjustment of the werecreature or +2, whichever is 
  greater. Th e monstrous lycanthrope’s eﬀ ective level equals its 
  character level.
  Lycanthropy as an Affliction
  When a creature contracts lycanthropy via a monstrous 
  lycanthrope’s natural attack, no symptoms appear until the ﬁ rst 
  night of the next full moon. On that night, the aﬄ  icted creature 
  involuntarily assumes monster form and forgets its own identity, 
  temporarily becoming an NPC under the GM’s control. Th e 
  creature remains in monster form, assuming the appropriate 
  alignment, until the next dawn. Th e monstrous lycanthrope’s 
  actions during this ﬁ rst change are dictated by the alignment of 
  its monster form. Th e base creature remembers nothing about the 
  entire episode (or subsequent episodes) unless it succeeds on a 
  DC 15 Wisdom check, which makes it aware of its lycanthropic 
  condition.
  Th ereafter, the monstrous lycanthrope is subject to involuntary 
  transformation under the full moon and any time it is damaged 
  in combat. It feels an overwhelming rage building up and must 
  succeed on a Control Shape check to resist changing into monster 
  form (see the Control Shape feat in the MM). Any monstrous 
  lycanthrope not yet aware of its condition temporarily becomes an 
  NPC under the GM’s control during an involuntary change and 
  acts as described above. A good or neutral creature immediately 
  seeks to get away from civilization and intelligent creatures 
  (including its former companions), while an evil creature attacks 
  anyone in its vicinity.
  A monstrous lycanthrope that is aware of its condition retains its 
  identity and does not lose control of its actions upon changing. 
  However, each time it changes to its monster form, it must make 
  a Will save (DC 15 + the number of times it has been in monster 
  form) or permanently assume the alignment of the werecreature 
  in all shapes. An evil monstrous lycanthrope that is aware of 
  its actions in monster form is not compelled to murder and 
  kill indiscriminately, but it delights in bloodshed and seeks out 
  opportunities to slaughter intelligent beings, preferably those of its 
  own race.
  Once the base creature becomes aware of the aﬄ  iction, it can 
  voluntarily attempt to change to monster or hybrid form, using the 
  appropriate Control Shape DC. Each such attempt is a standard 
  action and can be tried once per round. Any voluntary change 
  to animal or hybrid form immediately and permanently changes 
  the monstrous lycanthrope’s alignment to that of the appropriate 
  werecreature.
  Changing Form
  Changing form is a standard action. If the change is involuntary, 
  it occurs on the monstrous lycanthrope’s next turn after the 
  triggering event. Changing to monster or hybrid form ruins the 
  base creature’s armor and clothing (including any items worn) if 
  the new form is larger than the base creature’s natural form. Any 
  carried items are simply dropped. Th e monstrous lycanthrope can 
  hastily doﬀ  clothing while changing, but not armor. Magic armor 
  survives the change if it succeeds on a DC 15 Fortitude save. An 
  aﬄ  icted monstrous lycanthrope that is not aware of its condition 
  remains in monster form until the next dawn. An aﬄ  icted 
  monstrous lycanthrope that is aware of its condition can try to 
  resume normal form following a change (voluntary or involuntary) 
  with a Control Shape check. Failure leaves the monstrous 
  lycanthrope in monster (or hybrid) form until the following dawn.
  Curing Lycanthropy
  An aﬄ  icted monstrous lycanthrope that eats a sprig of belladonna 
  (also called wolfbane) within an hour of acquiring the curse of 
  lycanthropy can attempt a DC 20 Fortitude save to shake oﬀ  the 
  aﬄ  iction. If a healer administers the herb, use the base creature’s 
  save or the healer’s Heal check, whichever is higher, to modify 
  the roll. Th e victim gets only one save, no matter how much 
  belladonna is consumed. 
  Th e belladonna used for the cure must be reasonably fresh (picked 
  within the last week). Fresh or not, however, belladonna is toxic. 
  Th e monstrous lycanthrope must succeed on a DC 13 Fortitude 
  save or take 1d6 points of Strength damage. One minute later, it 
  must succeed on a second save or take an additional 2d6 points of 
  Strength damage. 
  A remove disease or heal spell cast by a cleric of at least 12th level 
  also cures the aﬄ  iction, provided the victim receives the spell 
  within three days of the monstrous lycanthrope’s attack. Th e only 
  other way to remove the aﬄ  iction is to cast remove curse or break 
  enchantment on the monstrous lycanthrope during one of the three 
  days of the full moon. After receiving the spell, it must succeed 
  Monstrous Lycanthrope
  
  182
  182
  182
  182
  Here is an example of a monstrous lycanthrope using a tieﬂ ing as 
  the base creature and a hell hound as the werecreature.
  Tiefling Form
  Medium Outsider (Evil, Fire, Lawful)
  Hit Dice: 1d8+1 plus 4d8+4 (27 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+1 Dex, +2 natural, +3 studded leather, +1 light 
  shield), touch 11, ﬂ at-footed 16
  Base Attack/Grapple: +5/+6
  Attack: Rapier +7 melee (1d6+1/18–20) or light crossbow +6 
  ranged (1d8/19–20)
  Full Attack: Rapier +7 melee (1d6+1/18–20) or light crossbow +6 
  ranged (1d8/19–20)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Darkness
  Special Qualities: Damage reduction 10/silver, darkvision 60 ft., 
  hell hound empathy, immunity to ﬁ re, resistances (cold 5, 
  electricity 5), scent, vulnerability to cold
  Saves: Fort +7, Ref +5, Will +5
  Abilities: Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6
  Skills: Bluﬀ  +4, Hide +11, Jump +7, Listen +7, Move Silently +9, 
  Sleight of Hand +1, Spot +7, Survival +7*
  Feats: Improved Initiative, Iron WillB, RunB, TrackB, Weapon 
  Focus (rapier)
  Environment: Temperate plains
  Organization: Solitary, pair, family (3–4), or pack (6–10)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: By character class
  Level Adjustment: +4
  Hybrid Form
  Medium Outsider (Evil, Fire, Lawful)
  Hit Dice: 1d8+2 plus 4d8+8 (32 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares)
  Armor Class: 23 (+2 Dex, +7 natural, +3 studded leather, +1 light 
  shield), touch 12, ﬂ at-footed 21
  Base Attack/Grapple: +5/+6
  Attack: Rapier +8 melee (1d6+2/18–20) or bite +7 melee (1d6+2) 
  or light crossbow +7 ranged (1d8/19–20)
  Full Attack: Rapier +8 melee (1d6+2/18–20) and bite +2 melee 
  (1d6+1) or 2 claws +7 melee (1d4+2) and bite +2 melee 
  (1d6+1) or light crossbow +7 ranged (1d8/19–20)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Curse of lycanthropy, darkness
  Special Qualities: Damage reduction 10/silver, darkvision 60 ft., 
  hell hound empathy, immunity to ﬁ re, resistances (cold 5, 
  electricity 5), scent, vulnerability to cold
  Saves: Fort +8, Ref +6, Will +5
  Abilities: Str 15, Dex 15, Con 14, Int 12, Wis 9, Cha 6
  Skills: Bluﬀ  +4, Hide +12, Jump +7, Listen +7, Move Silently +10, 
  Sleight of Hand +2, Spot +7, Survival +7*
  Feats: Improved Initiative, Iron WillB, RunB, TrackB, Weapon 
  Focus (rapier)
  Environment: Temperate plains
  Organization: Solitary, pair, family (3–4), or pack (6–10)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: By character class
  Level Adjustment: +4
  Hell Hound Form
  Medium Outsider (Evil, Fire, Lawful)
  Hit Dice: 1d8+2 plus 4d8+8 (32 hp)
  Initiative: +7
  Speed: 40 ft. (8 squares)
  Armor Class: 19 (+2 Dex, +7 natural), touch 12, ﬂ at-footed 17
  Base Attack/Grapple: +5/+6
  Attack: Bite +7 melee (1d8+2 plus 1d6 ﬁ re)
  Full Attack: Bite +7 melee (1d8+2 plus 1d6 ﬁ re)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon, curse of lycanthropy, ﬁ ery bite, 
  darkness
  Special Qualities: Damage reduction 10/silver, darkvision 60 ft., 
  hell hound empathy, immunity to ﬁ re, resistances (cold 5, 
  electricity 5), scent, vulnerability to cold
  Saves: Fort +8, Ref +6, Will +5
  Abilities: Str 15, Dex 15, Con 14, Int 12, Wis 9, Cha 6
  Skills: Bluﬀ  +4, Hide +14, Jump +10, Listen +7, Move Silently 
  +12, Sleight of Hand +4, Spot +7, Survival +7*
  Feats: Improved Initiative, Iron WillB, RunB, TrackB, Weapon 
  Focus (rapier)
  Environment: Temperate plains
  Organization: Solitary, pair, family (3–4), or pack (6–10)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: By character class
  Level Adjustment: +4
  Even in humanoid form, a tieﬂ ing werehellhound bears the sinister 
  marks of an otherworldly heritage. Small horns, cloven hooves, or a 
  devil’s tail marks a tieﬂ ing werehellhound as something other than 
  human. In hellhound form, the tieﬂ ing werehellhound looks like 
  the shaggy, evil beast that often accompanies it, but the ﬁ endish 
  intelligence that characterizes both glimmers even more brightly in 
  the tieﬂ ing werehellhound’s eyes. A tieﬂ ing werehellhound’s hybrid 
  form is a true horror to look upon, with a demonic dog face and a 
  muscular body bristling with fur that stinks of ash and brimstone.
  A tieﬂ ing werehellhound is wholly evil and seeks to dominate 
  everyone it encounters. If confronted with an evil greater than its 
  own, it may attempt to ally itself with that force.
  Tieﬂ ing werehellhounds speak Common and Infernal.
  - Sample Creature:  Tiefling Werehellhound Warrior 1 -
  on a DC 20 Will save to break the curse. Th e caster automatically 
  knows whether the spell works. Otherwise, the process must be 
  repeated. Monstrous lycanthropes undergoing this treatment are 
  often kept bound or conﬁ ned in cages until the cure takes eﬀ ect. 
  Only aﬄ  icted monstrous lycanthropes can be cured of lycanthropy.
  Monstrous Lycanthrope Characters
  Very few cautions apply equally to all monstrous lycanthrope 
  characters. Th us, a GM who is considering allowing a monstrous 
  lycanthrope PC must work out all the details of the creature ﬁ rst.
  Monstrous Lycanthrope
  
  183
  183
  183
  183
  Combat
  In combat, a tieﬂ ing werehellhound changes to hybrid form to ﬁ ght 
  foes at range, then takes hellhound form and breathes ﬁ re while 
  closing to melee. If its foes show resistance to ﬁ re, it reverts to hybrid 
  form and continues the attack. Should defeat seem imminent, a 
  tieﬂ ing werehellhound assumes hellhound form and retreats.
  A tieﬂ ing werehellhound’s natural attacks, and any weapons 
  it wields, are treated as lawful-aligned and evil-aligned for 
  overcoming damage reduction.
  Breath Weapon (Su): Once every 2d4 rounds, a tieﬂ ing 
  werehellhound can breathe a 10-foot cone of ﬁ re. Any creature 
  within this area takes 2d6 points of ﬁ re damage (Reﬂ ex DC 14 
  half). Th e save DC is Constitution-based.
  Darkness (Sp): A tieﬂ ing werehellhound can use darkness once per 
  day (caster level equals class levels).
  Curse of Lycanthropy (Su): See the monstrous lycanthrope template.
  Fiery Bite (Su): A tieﬂ ing werehellhound in hellhound form 
  deals an extra +1d6 points of ﬁ re damage every time it bites an 
  opponent, as if its bite were a ﬂ aming weapon.
  Alternate Form (Su): See the monstrous lycanthrope template.
  Hell Hound Empathy (Ex): See the monstrous lycanthrope template.
  Skills: A tieﬂ ing werehellhound has a +7 racial bonus on Hide 
  checks, a +5 racial bonus on Move Silently checks, and a +2 racial 
  bonus on Bluﬀ  checks. *It also receives a +8 racial bonus on Survival 
  checks when tracking by scent, due to its keen sense of smell.
  Creating a Muck Creature
  “Muck creature” is an inherited template that can be added to any 
  living, corporeal creature with the water or earth subtype (referred 
  to hereafter as the base creature). 
  A muck creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to elemental with the 
  appropriate augmented subtype, plus the earth, extraplanar, and 
  water subtypes if the base creature did not already 
  have them. Do not recalculate base attack bonuses, 
  saves, or skill points. Size is unchanged.
  Hit Dice: Change all racial HD to d8s.
  Speed: Th e muck creature gains a climb speed and 
  a swim speed equal to one-half its highest 
  speed. If the base creature already has either 
  speed, the muck creature either retains that speed or replaces 
  it with a speed equal to one-half the base creature’s highest 
  speed, whichever is faster.
  Special Attacks: Th e muck creature retains all the base creature’s 
  special attacks and gains those described here.
   
  Exude Muck (Su): At will as a full-round action, a muck 
  creature can exude a puddle slippery muck in a 20-foot-
  diameter spread centered on its body. Th is muck remains 
  in the aﬀ ected area until washed away. Any creature 
  attempting to move in, through, or out of the area must 
  succeed on a DC 15 Balance check when or fall prone. 
  Muck creatures are immune to this eﬀ ect.
   
  Improved Grab (Ex): If a muck creature hits a creature of 
  any size with a natural melee attack, it deals normal damage 
  and may attempt to start a grapple as a free action without 
  provoking an attack of opportunity. It the grapple succeeds, 
  the muck creature may automatically aﬀ ect the opponent 
  with its smother attack.
   
  Mudball (Su): A muck creature can launch a mudball as 
  a thrown weapon with a range increment 20 feet. It deals 
  nonlethal damage based on the water-infused creature’s 
  size, according to the following table. As with other thrown 
  weapons, the water-infused creature’s full Strength bonus 
  applies to the damage roll. In addition, the target is covered 
  in slippery mud and takes a –3 circumstance penalty 
  on all attack rolls, Reﬂ ex saving throws, and checks 
  based on Strength or Dexterity, though it also gains 
  a +3 circumstance bonus on saves against ﬁ re eﬀ ects. 
  Th e eﬀ ects of the slippery mud last for 1 minute or 
  until the mud is washed oﬀ  by total immersion in 
  water or washing with at least 10 gallons of water or 
  other liquid. Th e bonuses and penalties from multiple 
  mudballs do not stack, but the slippery mud eﬀ ect continues 
  until 1 minute after the last mudball struck, or until the 
  mud is washed away. Muck creatures are immune to this 
  attack.
  Mudball
   
  Size 
  Mudball Base Damage (Nonlethal)
   
  Fine 
  —
   
  Diminutive 
  1
   
  Tiny 
  1d2
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Muck Creature
   Muck Creature
  Muck creatures are elemental beings made of earth and water. Th ey exist in small numbers on both the Elemental Plane of Water and the 
  Elemental Plane of Air, but many also thrive on the Material Plane in marshlands and other swampy locations.
  A muck creature resembles a pile of dripping mud and slime formed into the vague shape of some other being. Its sludge like body drips 
  nauseating muck, and it leaves puddles of the slippery stuﬀ  wherever it goes. 
  Muck creatures tend to be lazy and antisocial, but almost any personality type can come to the fore in an individual.
  
  184
  184
  184
  184
  Other Muck Creatures
  If you wish, you can expand the range of creatures that qualify for this template by simply ignoring the subtype restrictions. 
  Alternatively, you can make it an acquired template, using the only the subtypes, special attacks, special qualities, skill 
  adjustments, ability adjustments, CR adjustment, and level adjustment portions of the template.
   
  Smother (Ex): With a successful grapple check, a muck 
  creature can ﬁ ll the mouth and nose (or other breathing and 
  speaking oriﬁ ces) of a creature with noxious muck. If the 
  target creature breathes air or water, it must immediately 
  begin holding its breath (see Drowning in the DMG). 
  A creature aﬀ ected by a muck creature’s smother attack 
  cannot speak. Furthermore, it must succeed on a Fortitude 
  save (DC 10 + 1/2 muck creature’s character level + muck 
  creature’s Con modiﬁ er) each round that it is unable to 
  breathe or be nauseated (see the DMG for a description of 
  the nauseated condition) until 1d4 rounds after its breathing 
  oriﬁ ces are clear. A creature aﬀ ected by this attack can clear 
  the mud from its mouth and nose as a move-equivalent 
  action (even while grappled) by succeeding on a DC 15 
  Constitution check. Muck creatures are immune to this 
  special attack.
  Special Qualities: Th e muck creature retains all the base creature’s 
  special qualities and gains those described here.
   
  Air Breather (Ex): A muck creature can breathe air even if 
  the base creature breathed only water.
   
  Earth and Water Mastery (Ex): A muck creature gains a +1 
  morale bonus on attack and damage rolls if its foe touches 
  the ground or water while the muck creature touches the 
  ground or water. A muck creature that attacks an airborne 
  creature or attacks while airborne takes a –4 morale penalty 
  on attack and damage rolls.
  Abilities: Change from the base creature as follows: Con +4, Cha 
  –2 (minimum 1).
  Skills: A muck creature gains a +10 racial bonus on Escape Artist 
  checks. It also has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while swimming, provided 
  it swims in a straight line. *In addition, a muck creature gains a 
  +4 circumstance bonus on Hide checks in areas of mud or silt.
  Languages: If the muck creature can speak, it gains the ability to 
  speak Aquan and Terran in addition to any other languages 
  the base creature knows.
  Environment: Same as the base creature plus marshes, 
  underground, the Elemental Plane of Earth, and the 
  Elemental Plane of Water.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +4.
  Muck Creature Characters
  A muck creature favors whichever class the base creature does.
  - Sample Creature: Adult  Muck Tojanida -
  Medium Elemental (Augmented Outsider, Earth, Extraplanar, 
  Water)
  Hit Dice: 7d8+28 (59 hp)
  Initiative: +1
  Speed: 45 ft. (9 squares), swim 45 ft. (9 squares)
  Armor Class: 23 (+1 Dex, +12 natural), touch 11, ﬂ at-footed 22
  Base Attack/Grapple: +7/+10
  Attack: Bite +10 melee (2d8+3) or mudball +8 ranged (1d6+3)
  Full Attack: Bite +10 melee (2d8+3) and 2 claws +5 melee 
  (1d6+1) or mudball +8 ranged (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Exude muck, improved grab, ink cloud, mudball, 
  smother
  Special Qualities: Air breather, all-around vision, darkvision 60 
  ft., earth and water mastery, elemental traits, immunities 
  (acid, cold), resistances (electricity 10, ﬁ re 10)
  Saves: Fort +9, Ref +6, Will +6 
  Abilities: Str 16, Dex 13, Con 19, Int 10, Wis 12, Cha 7 
  Skills: Diplomacy +0, Escape Artist +21, Hide +11*, Knowledge 
  (the planes) +6, Listen +11, Search +14, Sense Motive 
  +11, Spot +15, Survival +1 (+3 other planes and following 
  tracks), Swim +11, Use Rope +1 (+3 with bindings)
  Feats: Blind-Fight, Dodge, Power Attack
  Environment: Marshes, underground, the Elemental Plane of 
  Earth, and the Elemental Plane of Water
  Organization: Solitary, pair, or clutch (3–4) 
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 8–14 HD (Medium)
  Level Adjustment: +7
  Here is an example of a muck creature using an adult tojanida as 
  the base creature.
  Muck tojanidas are equally at home on land or in the water, but 
  they prefer to lair in areas where both are abundant. Th us, they 
  particularly love muddy marshlands. Muck tojanidas live as simple 
  hunter-gatherers, feeding oﬀ  smaller creatures and the minerals 
  found in silt. Muck tojanidas tend to ignore creatures they do not 
  consider prey, but if attacked, they react ﬁ ercely.
  A muck tojanida looks like an animate lump of sludge with shapes 
  barely recognizable as limbs projecting from it. Four of these 
  projections resemble paddles and serve as ﬂ ippers or ﬁ ns to help propel 
  the creature through the water and aid it in gliding over land. Two 
  other projections end in mud-slicked claws, and still another bears a 
  vertically opening maw ﬂ anked on each side by a small black eye.
  Muck tojanidas speak Aquan and Terran.
  Combat
  A muck tojanida uses its great speed on land and in the water to 
  advantage. Slippery muck often coats the area that a muck tojanida 
  Muck Creature
  
  185
  185
  185
  185
  frequents, giving it even greater ability 
  to outmaneuver foes. Th is increased 
  mobility helps a muck tojanida stays 
  out of danger while it blinds foes 
  and hits them with mudballs. Prone 
  opponents and those struck by 
  mudballs make prime targets for 
  the creature’s smother ability.
  Exude Muck (Su): DC 15 
  Balance check; see the muck 
  creature template.
  Improved Grab (Ex): See the 
  muck creature template.
  Ink Cloud (Ex): A muck 
  tojanida can emit a spherical, 
  30-foot-radius cloud of jet-
  black ink once per minute 
  as a free action. Its eﬀ ect is 
  similar to fog cloud (caster 
  level equals muck tojanida’s 
  racial Hit Dice). Out of 
  water, the ink emerges in 
  a stream up to 30 feet long, 
  which the muck tojanida can 
  squirt into an opponent’s eyes. 
  Th e aﬀ ected creature must succeed 
  on a DC 17 Reﬂ ex save or be 
  blinded for 1 round. Th e save DC is 
  Constitution-based.
  Mudball (Su): 1d6+3 nonlethal; see the muck creature template.
  Smother (Ex): DC 17 Fortitude save; see the muck creature template.
  Air Breather (Ex): See the muck creature template.
  All-Around Vision (Ex): Th e multiple apertures 
  in a muck tojanida’s shell allow it to look in any 
  direction, granting it a +4 racial bonus on Search 
  and Spot checks. Opponents gain no ﬂ anking 
  bonuses when attacking a muck tojanida.
  Earth and Water Mastery (Ex): See 
  the muck creature template.
  Elemental Traits: A muck 
  tojanida has immunity 
  to poison, sleep 
  eﬀ ects, paralysis, and 
  stunning. It is not 
  subject to critical 
  hits or ﬂ anking. 
  It cannot 
  be raised, 
  reincarnated 
  or resurrected 
  (though a 
  limited wish, 
  wish, miracle, or true 
  resurrection spell can restore life). 
  Darkvision 60 ft.
  Skills: A muck tojanida gains 
  a +10 racial bonus on Escape 
  Artist checks. It also has a +8 
  racial bonus on any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action while swimming, 
  provided it swims in a straight line. *In addition, a muck tojanida gains 
  a +4 circumstance bonus to Hide checks in areas of mud or silt.
   Negative-Energy-Charged Creature
  Undead creatures are intrinsically linked to the Negative Energy Plane, and this linkage grants them both their semblance of life and 
  their death-bringing powers. Th rough dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its 
  unnatural existence. Th e resulting creature is empowered by the Negative Energy Plane and cloaked in its black energy.
  Creating a Negative-Energy-Charged Creature
  “Negative-energy-charged creature” is an acquired template that 
  can be added to any undead creature (referred to hereafter as the 
  base creature). 
  A negative-energy-charged creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  Speed: Each of a negative-energy-charged creature’s speeds is 
  double the corresponding speed of the base creature.
  Armor Class: A negative-energy-charged creature gains a +2 
  dodge bonus to Armor Class.
  Full Attack: A negative-energy-charged creature 
  ﬁ ghting without weapons uses all its natural 
  attacks when making a full attack. If armed 
  with a weapon, it uses that as its primary 
  attack and all its natural attacks that do not 
  depend on its arms as secondary attacks. It 
  also gains one extra attack with a natural or manufactured 
  weapon of its choice at its highest attack bonus each round 
  that it makes a full attack.
  Damage: Each of a negative-energy-charged creature’s natural 
  attacks, touch attacks, incorporeal touch attacks, and 
  weapon attacks deals negative energy damage (see Charged 
  Attacks, below) in addition to normal damage.
  Special Attacks: Th e negative-energy-charged creature retains all the 
  base creature’s special attacks and gains those described here.
   Charged Attacks (Su): Each of a negative-energy-
  charged creature’s natural attacks, touch attacks, 
  incorporeal touch attacks, and weapon attacks deals 
  +1d6 points of negative energy damage in addition to 
  its normal damage. Undead are healed by this negative 
  energy, so the negative-energy-charged creature can 
  Negative-Energey-Charged Creature
  
  186
  186
  186
  186
  heal 1d6 points of damage 
  by using touch attacks (as 
  an attack action or part of 
  a full attack action) against 
  itself or other undead. Th e 
  negative-energy-charged 
  creature’s natural weapons, 
  and any weapons it wields, 
  are treated as evil-aligned 
  for overcoming damage 
  reduction.
   
  Searing Darkness (Sp): 
  Once every 1d4 rounds, a 
  negative-energy-charged 
  creature can blast a 
  distant creature with 
  a dark ray of negative 
  energy. Th is ability 
  works like a searing light 
  spell (caster level equals 
  negative-energy-charged 
  creature’s character level), 
  except that the damage 
  is due to negative energy. 
  Th is attack heals undead, 
  and such targets beneﬁ t 
  from the greater damage 
  normally dealt to undead by the searing light spell. Th e 
  negative-energy-charged creature can use this ability on 
  itself to heal damage.
  Special Qualities: Th e negative-energy-charged creature retains all 
  the base creature’s special qualities and gains the following.
   
  Blindsight (Su): A negative-energy-charged creature has 
  blindsight to a range of 60 feet. Th is blindsight is based on 
  a supernatural awareness and does not go away in the area 
  of a silence spell, nor is it negated if the negative-energy-
  charged creature is blinded.
   
  Damage Reduction (Su): Th e negative-energy-charged 
  creature gains damage reduction 5/good.
   
  Obscuring Energy (Su): Black negative energy plays about 
  the body of a negative-energy-charged creature, obscuring 
  its form and providing it with 
  concealment. Th us, attacks 
  against it suﬀ er a 20% miss 
  chance, and it can hide behind 
  its energy “shield” when 
  unobserved. Th is negative 
  energy takes the form of a black 
  cloud and is thus easy to locate 
  in normal light, but it still grants 
  the negative-energy-charged 
  creature total concealment (50% 
  miss chance) and allows it to 
  make an attack from hiding.
  Resistant to Positive Energy 
  (Su): A negative-energy-
  charged creature takes 10 fewer 
  points of damage than normal 
  from positive energy eﬀ ects that 
  deal hit point damage.
  Turn Resistance (Ex): A 
  negative-energy-charged 
  creature has turn resistance +4.
  Turn Vexing (Ex): A negative-
  energy charged creature that 
  would normally be turned 
  or rebuked instead loses the 
  negative-energy-charged template. A negative-energy-
  charged creature that would be destroyed or commanded 
  loses the negative-energy-charged template in addition to 
  being turned or rebuked.
  Abilities: Change from the base creature as follows: Str +4, Dex 
  +4, Cha +4.
  Feats: Th e negative-energy-charged creature gains Improved Initiative 
  as a bonus feat if the base creature did not already have it.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +4.
  Negative-Energy-Charged Characters
  A negative-energy-charged character favors whichever class the 
  base creature does.
  New Spell: Empower Undead
  Necromancy [Evil]
  Level: Clr 6, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Undead creature touched
  Duration: Instantaneous
  Saving Th row: None
  Spell Resistance: No
  Th e following new spell is an excellent way to introduce 
  the negative-energy-charged creature template. Evil 
  clerics and wizards that deal with undead should enjoy 
  employing this spell on their minions. 
  Th is spell grants the touched undead the negative-energy-
  charged creature template. Th e target is immediately 
  empowered with the beneﬁ ts of the template and knows 
  how to utilize all the abilities it grants.
  Material Component: A gem worth at least 10 gp that 
  has spent a night within the body of an undead creature. 
  - Sample Creature:  Negative-Energy-Charged Wight -
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +7
  Speed: 60 ft. (12 squares)
  Armor Class: 19 (+3 Dex, +4 natural, +2 dodge bonus), touch 15, 
  ﬂ at-footed 14
  Base Attack/Grapple: +2/+5
  Attack: Slam +5 melee (1d4+4 plus 1d6 negative energy plus 
  energy drain)
  Full Attack: 2 slams +5 melee (1d4+4 plus 1d6 negative energy 
  plus energy drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Charged attacks, create spawn, energy drain, 
  searing darkness
  Special Qualities: Blindsight 60 ft., damage reduction 5/good, 
  darkvision 60 ft., obscuring energy, resistant to positive 
  energy, undead traits, turn resistance +4, turn vexing
  Saves: Fort +1, Ref +4, Will +5
  Abilities: Str 16, Dex 16, Con —, Int 11, Wis 13, Cha 19
  Skills: Hide +10, Listen +7, Move Silently +18, Spot +7
  Feats: Alertness, Blind-Fight, Improved Initiative
  Environment: Any
  Organization: Solitary, pair, gang (3–5), or pack (6–11)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always lawful evil
  Advancement: 5–8 HD (Medium)
  Level Adjustment: —
  Here is an example of a negative-energy-charged creature using a 
  wight as the base creature.
  Shrouded in ﬂ ickering black ﬁ re, a negative-energy-charged wight 
  delights in its powers to harm the living and heal the dead.
  Negative-energy-charged wights speak Common.
  Negative-Energey-Charged Creature
  
  187
  187
  187
  187
  Combat
  Negative-energy-charged wights attack 
  with their ﬁ sts and their searing 
  darkness attacks. Th ey fearlessly 
  confront clerics and paladins, 
  conﬁ dent in their ability to 
  confound turning attempts.
  Charged Attacks (Su): See 
  the negative-energy-charged 
  creature template.
  Create Spawn (Su): Any 
  humanoid slain by a negative-
  energy-charged wight becomes 
  a wight in 1d4 rounds. Spawn 
  are under the command of the 
  negative-energy-charged wight 
  that created them and remain 
  enslaved until its death. Th ey 
  do not possess any of the 
  abilities they did in life.
  Energy Drain (Su): Any 
  living creature hit by a 
  negative-energy-charged 
  wight’s slam attack gains one 
  negative level. Th e DC for the 
  Fortitude save to remove a 
  negative level is 16. Th e save 
  DC is Charisma-based. For 
  each such negative level bestowed, 
  the negative-energy-charged wight 
  gains 5 temporary hit points.
  Searing Darkness (Sp): See the negative-energy-
  charged creature template.
  Blindsight (Su): 60 feet; see the negative-energy-charged creature 
  template.
  Obscuring Energy (Su): 
  See the negative-energy-
  charged creature template.
  Resistant to Positive 
  Energy (Su): See the 
  negative-energy-charged 
  creature template.
  Turn Resistance (Ex): 
  See the negative-energy-
  charged creature template.
  Turn Vexing (Ex): See the 
  negative-energy-charged 
  creature template.
  Undead Traits: A 
  negative-energy-charged 
  wight is immune to mind-
  aﬀ ecting eﬀ ects, poison, 
  sleep eﬀ ects, paralysis, 
  stunning, disease, death 
  eﬀ ects, and any eﬀ ect that 
  requires a Fortitude save 
  unless it also works on 
  objects or is harmless. He 
  is not subject to critical 
  hits, nonlethal damage, 
  ability damage to his 
  physical ability scores, 
  ability drain, energy 
  drain, fatigue, exhaustion, 
  or death from massive 
  damage. He cannot be 
  raised, and resurrection 
  works only if he is willing. 
  Darkvision 60 ft.
  Skills: A negative-energy-charged wight has a +8 racial bonus on 
  Move Silently checks.
   Nightmare Creature
  Sleep, that little death, is made heavenly by dreams. Th ese fancies of the unconscious mind are rarely troubled by dark or fearful thoughts, 
  but when they are, relief from them usually comes in the blink of an eye when the aﬄ  icted creature awakens. Not so, when a nightmare 
  creature becomes involved.
  Nightmare creatures can enter another’s dreams and turn them into murderous nightmares. In the dream world, they have absolute power, 
  and they can even keep a creature asleep and trap it in its dreams.
  Player Characters vs. Nightmare Creatures
  Th e night terrors attack of a nightmare creature can be deadly to PCs, but such an event can also be an excellent plot device. A 
  character who witnesses the eﬀ ects of night terrors for the ﬁ rst time on a PC or NPC should be allowed a Knowledge check, a 
  bardic knowledge check, or the option of doing research about the topic. Success might reveal some information about how to 
  defend against such an attack. Even without such information, however, a party can defend against night terrors by judicious 
  use of low-level spells, though some long nights and tense moments could still result. Eventually, the player characters should 
  learn what they’re up against and then make an eﬀ ort to ﬁ nd the nightmare creature, but each time they rest from their battles, 
  the nightmare creature gains another opportunity to invade their dreams.
  Nightmare Creature
  
  188
  188
  188
  188
  “Nightmare creature” is an inherited template that can be 
  added to any creature of evil alignment whose Intelligence and 
  Charisma scores are each at least 6 (referred to hereafter as the 
  base creature). A nightmare creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  Size and Type: Size and type are unchanged, but the creature 
  gains the evil subtype if the base creature 
  did not already have it.
  Speed: Th e avian creature retains the base creature’s 
  speeds and gains a ﬂ y speed of 10 feet with 
  perfect maneuverability. If the base creature 
  already has a ﬂ y speed, it increases to 10 feet 
  or remains the same, whichever is faster. In 
  either case, its maneuverability becomes perfect. Although 
  ponderously slow in the air, a nightmare creature’s ﬂ ight is 
  nonetheless ominous to see.
  Special Qualities: A nightmare creature retains all the base 
  creature’s special attacks and gains those described here.
   
  Fear Aura (Su): Any creature within 60 feet of a nightmare 
  creature must succeed on a Will save (DC 10 + 1/2 
  nightmare creature’s character level + nightmare creature’s 
  Cha modiﬁ er) or become shaken each time it comes 
  within 60 feet of the nightmare creature during the next 
  24 hours. (See the DMG for a description of the shaken 
  condition.) If the save is successful, the creature is immune 
  to that nightmare creature’s fear aura for 24 hours. Th is 
  ability aﬀ ects even creatures that cannot see the nightmare 
  creature.
   
  Frightful Presence (Ex): When the nightmare creature 
  charges, makes a surprise attack, or succeeds on a DC 15 
  Intimidate or Perform check, every creature within 30 
  feet must succeed on a Will save (DC 10 + 1/2 nightmare 
  creature’s character level + nightmare creature’s Cha 
  modiﬁ er) or become panicked for 2d6 rounds. Success 
  renders the creature immune to that nightmare creature’s 
  frightful presence for 1 hour.
   
  Night Terrors (Su): A nightmare creature can enter the 
  dreams of a sleeping creature at will as a standard action. 
  Th is ability has the same eﬀ ect as a dream spell, except 
  that once inside the dream of another creature, the 
  nightmare creature can control the dream world 
  with which the sleeper interacts. 
  When the nightmare creature ﬁ rst arrives in the 
  dream, it can deliver a message, as described in 
  the dream spell. So long as it does not attempt to 
  control the victim’s dreams, this message is harmless 
  and the dreamer can awaken at any time. 
   
  Immediately upon entering the victim’s dream or at any time 
  thereafter while it remains there, the nightmare creature can 
  attempt to control the victim’s dream. Th e victim must then 
  succeed on a Will save (DC 10 + 1/2 nightmare creature’s 
  character level + nightmare creature’s Cha modiﬁ er) or 
  remain unconscious and asleep, trapped in the dream world 
  with the nightmare creature. Th e nightmare creature controls 
  all aspects of the dream world, and the victim is powerless 
  to change anything—although the nightmare creature 
  might allow it to think it has such power or even that it has 
  awakened from the dream. Each hour thereafter, the victim 
  must make a new Will save. Success allows it to awaken 
  immediately; failure means it remains asleep and trapped in 
  the dream world. Th e victim automatically awakens after 8 
  hours if it is still alive.
   
  Each hour that the victim remains trapped in sleep by the 
  nightmare creature, it takes 1d4 points of Charisma damage. 
  A creature that has taken Charisma damage during its 
  dream awakens fatigued and does not heal or regain spells 
  as it normally would while resting. A creature reduced to 0 
  Charisma by the night terrors dies.
  Nightmare Creatures as Undead
  If desired, you can alter the nightmare creature template to include undead. Such an altered template is excellent for mimicking 
  horror movie villains like the one from Nightmare on Elm Street. To do so, simply alter the features of the nightmare creature 
  template in the following ways.
  • 
  Make nightmare creature an acquired template gained when an evil individual is killed in a particularly torturous manner 
  by good creatures.
  • 
  Th e creature’s type changes to undead. Its current and future Hit Dice change to d12s, and it loses its Constitution score.
  • 
  Change the regeneration quality to fast healing 5. 
  • 
  Drop the feign death ability. Since an undead nightmare creature is destroyed when it drops to 0 hit points, that ability 
  is useless unless you allow it to feign its destruction. Depending on what happens to undead when they are destroyed in 
  your game, such a solution may not be possible.
  Nightmare creatures are born evil, but few possess the full range of their abilities, or the skill to use them, at birth. Most nightmare 
  creatures gain their powers gradually, blundering into other creature’s dreams without understanding what they have done at ﬁ rst. 
  Gradually, however, a nightmare creature learns to use its ability to control other creatures’ dreams for its own purposes, causing 
  “prophetic” dreams or killing those who anger it. When such events begin to occur, nightmare creatures are often driven from their 
  communities. Unfortunately, such precautions rarely prevent the nightmare creature from exacting its revenge.
  Nightmare creatures have all kinds of motivations for their evil acts, but most harm others just for the sense of empowerment that doing 
  so gives them. Some take sadistic glee in terrifying other creatures and thrill at the powers they have in the dream world. Others enjoy 
  impersonating deities and granting worshipers “revelations” that can beneﬁ t the nightmare creature or turn good people against one 
  another. Whatever forms their tortures take, nightmare creatures have no pity or empathy for their victims.
  Creating a Nightmare Creature
  Nightmare Creature
  
  189
  189
  189
  189
   
  A wish or miracle spell or an antimagic ﬁ eld ends the eﬀ ect 
  and awakens the victim. A protection from evil spell blocks 
  night terrors for its duration, but it does not awaken the 
  creature. A dream spell used on the sleeping creature allows 
  the victim a new save to break free of the eﬀ ect, but the 
  deliverer of the dream message must succeed on a Will save 
  or be trapped in sleep with the nightmare creature ruling 
  its dreams, just as though it were the original target of the 
  night terrors. A blanket of silver links worth at least 2,000 
  gp prevents a nightmare creature from entering a creature’s 
  dreams so long as it in contact with the sleeping creature, 
  but it has no eﬀ ect if placed on a sleeping creature already 
  embroiled in night terrors.
   
  Nightmare Spellcasting (Su): A nightmare creature’s 
  eﬀ ective caster level for fear, phantasm, and shadow spells 
  increases by +2 over that of the base creature.
  Special Qualities: A nightmare creature retains all the special 
  qualities of the base creature and gains those described here.
   
  Damage Reduction (Su): Th e nightmare creature gains 
  damage reduction 5/silver or good.
   
  Darkvision (Su): A nightmare creature has darkvision to a 
  range of 120 feet.
   
  Feign Death (Ex): With a successful Bluﬀ  check, a nightmare 
  creature can make itself appear dead. Any creature wishing 
  to ascertain whether the nightmare creature is really dead 
  must make a Heal check opposed by the nightmare creature’s 
  Bluﬀ  check. Th e nightmare creature cannot move or take any 
  actions while pretending to be dead.
   
  In addition, whenever a nightmare creature falls 
  unconscious, it appears dead. Th e Heal DC to ascertain 
  that the nightmare creature is alive is 10 + nightmare 
  creature’s Hit Dice + the nightmare creature’s Cha 
  modiﬁ er. Nightmare creatures use this ability to escape 
  destruction, to gain revenge, or to trick foes into 
  approaching them.
   
  Illusion Immunity (Su): Nightmare creatures are immune to 
  illusion spells and eﬀ ects. Th ese eﬀ ects function as though 
  they had failed to penetrate spell resistance.
   
  Protection from Good (Su): A nightmare creatures gains a +2 
  deﬂ ection bonus to AC and a +2 resistance bonus on saves 
  against attacks by good creatures. Furthermore, it is immune to 
  any attempt by a good creature to possess, charm, or inﬂ uence it.
   
  Regeneration (Su): A nightmare creature regenerates 5 hit 
  points per round. Silver or good-aligned weapons and spells 
  or eﬀ ects with the good descriptor deal normal damage to it.
   
  Shadow Walk (Sp): Once per day, a nightmare creature may 
  use shadow walk, as the spell (caster level equals nightmare 
  creature’s character level).
  Abilities: Change from the base creature as follows: Dex +4, Int 
  +2, Cha +4.
  Skills: A nightmare creature has a +6 racial bonus on Hide, Move 
  Silently, and Intimidate checks.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +1.
  Alignment: Any evil.
  Level Adjustment: —
  Nightmare Characters
  A nightmare character favors whichever class the base creature 
  does. Th is template does not provide a level adjustment because 
  the night terrors ability can be very deadly in the hands of a PC. A 
  character who merely sleeps in some distant guarded location and 
  dreams monsters to death doesn’t make for many fun adventures.
  - Sample Creature:  Nightmare Chain Devil (Kyton) -
  Medium Outsider (Evil, Extraplanar, Lawful)
  Hit Dice: 8d8+16 (52 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares), ﬂ y 10 ft. (perfect)
  Armor Class: 22 (+4 Dex, +8 natural), touch 14, ﬂ at-footed 18
  Base Attack/Grapple: +8/+10
  Attack: Chain +10 melee (2d4+2/19–20)
  Full Attack: 2 chains +10 melee (2d4+2/19–20)
  Space/Reach: 5 ft./5 ft. (10 ft. with chains)
  Special Attacks: Dancing chains, fear aura, frightful presence, 
  night terrors, nightmare spellcasting, unnerving gaze
  Special Qualities: Damage reduction 5/silver or good, darkvision 
  120 ft., illusion immunity, immunity to cold, protection 
  from good, regeneration 5, shadow walk, spell resistance 18
  Saves: Fort +8, Ref +10, Will +6
  Abilities: Str 15, Dex 19, Con 15, Int 8, Wis 10, Cha 16
  Skills: Climb +13, Craft (blacksmithing) +18, Escape Artist +15, 
  Hide +10, Intimidate +20, Move Silently +10, Listen +13, 
  Spot +13, Use Rope +4 (+6 with bindings)
  Feats: Alertness, Improved Critical (chain), Improved Initiative
  Environment: Hell
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: 9–16 HD (Medium)
  Level Adjustment: —
  Here is an example of a nightmare creature using a chain devil 
  (kyton) as the base creature.
  A nightmare chain devil looks like a normal specimen of its kind, 
  but it has an aura of menace that no ordinary kyton can hope 
  to match. In another creature’s dreams, a nightmare chain devil 
  can take on any form, but it often appears as a humanoid made 
  wholly of chains or as dismembered body parts connected by 
  barbed chains.
  Few creatures in Hell sleep, but those that do sometimes ﬁ nd 
  themselves plagued by nightmares that only devils can have. 
  Nightmare chain devils use their powers to gain inﬂ uence in 
  Hell. Th ose that work for more powerful devils hope for an 
  assignment on the Material Plane, where many more dreamers 
  sleep.
  Nightmare chain devils speak Infernal and Common.
  Combat
  A nightmare chain devil ﬁ lls its victims’ dreams with the clatter of 
  chains and the faces of dead loved ones. Imprisonment, slavery, and 
  regret are central themes of its night terrors attacks. If engaged in 
  Nightmare Creature
  
  190
  190
  190
  190
  battle, it enjoys trapping 
  foes and subjecting 
  them to its fear aura 
  and dancing chains, 
  but it steps in to ﬁ ght 
  personally if necessary. 
  A nightmare chain 
  devil’s natural weapons, and any 
  weapons it wields, are treated 
  as evil-aligned and lawful-
  aligned for the purpose 
  of overcoming damage 
  reduction.
  Dancing Chains (Su): A 
  nightmare chain devil can 
  control up to four chains 
  within 20 feet as a standard 
  action, making them dance 
  or move as it wishes. In 
  addition, it can increase the 
  length of each chain by up to 
  15 feet and cause it to sprout 
  razor-edged barbs. Whether 
  augmented or not, these 
  chains attack as eﬀ ectively as 
  the devil itself. If a chain is in 
  another creature’s possession, 
  the creature can attempt a DC 
  17 Will save to break the nightmare chain devil’s 
  power over it. If the save is successful, the nightmare kyton 
  cannot attempt to control that particular chain again for 24 hours 
  or until it leaves the creature’s possession. Th e save DC is Charisma-
  based. A nightmare chain devil can climb chains it controls at its 
  normal speed without making Climb checks.
  Fear Aura (Su): DC 17 Will save negates; see the nightmare 
  creature template.
  Frightful Presence (Ex): DC 17 Will save negates; see the 
  nightmare creature template.
  Night Terrors (Su): DC 17 
  Will save negates; see the 
  nightmare creature template.
  Nightmare Spellcasting 
  (Su): See the nightmare 
  creature template.
  Unnerving Gaze (Su): A 
  nightmare chain devil can 
  make its face resemble one of an 
  opponent’s departed loved ones or 
  bitter enemies. Anyone within 30 
  feet who fails a DC 17 Will save 
  takes a –2 penalty on attack rolls 
  for 1d3 rounds. Th e save DC is 
  Charisma-based.
  Feign Death (Ex): See the 
  nightmare creature template.
  Illusion Immunity (Su): See 
  the nightmare creature 
  template.
  Protection from Good 
  (Su): See the nightmare 
  creature template.
  Regeneration (Ex): 
  Nightmare chain devils take 
  normal damage from silvered 
  weapons, good-aligned weapons, and spells 
  or eﬀ ects with the good descriptor. A 
  nightmare chain devil that loses a piece of its 
  body regrows it in 2d6 x 10 minutes. Holding 
  the severed member against the stump reattaches it instantly.
  Shadow Walk (Sp): Caster level 8th; see the nightmare creature 
  template.
  Skills: A nightmare chain devil has a +8 racial bonus on Craft 
  checks involving metalwork. It also has a +6 racial bonus on Hide, 
  Intimidate, and Move Silently checks.
   Nocturnal Creature
  Nocturnal creatures spend their days sleeping and awaken at night to go about the tasks that diurnal creatures would do during the day. 
  Th ey have larger eyes and ears than their diurnal cousins, and they detest bright light. 
  Creating a Nocturnal Creature
  “Nocturnal creature” is an inherited template that can be added to 
  any living, corporeal creature that is normally active 
  during the day (referred to hereafter as the base 
  creature). 
  A nocturnal creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  Special Qualities: A nocturnal creature retains all 
  the special qualities of the base creature and 
  gains those described here.
  Light Sensitivity (Ex): When operating in an area of continual 
  bright light (such as a daylight spell), nocturnal creatures 
  are dazzled. See the DMG for a description of the dazzled 
  condition.
   Night Vision (Ex): A nocturnal creature gains low-
  light vision and can see twice as far as a human in 
  starlight, torchlight, moonlight, and other low-light 
  conditions. If the base creature already has low-
  light vision, the nocturnal creature instead gains 
  darkvision to a range of 60 feet.
  Skills: A nocturnal creature beneﬁ ts from a +4 racial bonus on 
  Hide, Listen, and Move Silently checks and takes a –4 
  circumstance penalty on Spot checks when inside or looking 
  into areas of bright light.
  Nocturnal Creature
  
  191
  191
  191
  191
  Nocturnal Characters
  A nocturnal character favors whichever class the base creature 
  does. When roleplaying a nocturnal creature, keep in mind that 
  the character is normally asleep during daylight hours. Th us, 
  not sleeping during the day could make the character irritable, 
  paranoid, or merely sleepy. Intergrating this sort of subtle nuance 
  can be a big roleplaying challenge.
   Using the Nocturnal Template
  Th e nocturnal template is relatively simple, but it can have a profound aﬀ ect on your campaign world. Adding this template to 
  a character race can greatly change cultures and racial relations. For example, a city often visited by nocturnal halﬂ ings might 
  have a surprisingly boisterous nightlife. Nocturnal elves that make peace with diurnal elves could ally to provide formidable 
  protection of their mutual forest home.
  - Sample Creature:  Nocturnal Brown Bear -
  Large Animal
  Hit Dice: 6d8+24 (51 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, ﬂ at-
  footed 14
  Base Attack/Grapple: +4/+16
  Attack: Claw +11 melee (1d8+8)
  Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab
  Special Qualities: Darkvision 60 ft., light sensitivity, low-light 
  vision, scent
  Saves: Fort +9, Ref +6, Will +3
  Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, 
  Cha 6
  Skills: Hide +1, Listen +8, Move Silently +5, 
  Spot +7*, Swim +12
  Feats: Endurance, Run, Track
  Environment: Cold forests
  Organization: Solitary or pair
  Challenge Rating: 4
  Advancement: 7–10 HD (Large)
  Level Adjustment: —
  Here is an example of a nocturnal creature 
  using a brown bear as the base creature.
  Bad-tempered and territorial, nocturnal brown 
  bears are the bane of travelers who camp in the 
  wilderness. Th ese carnivores hunt by scent at night, 
  seeking unwary or sleeping victims.
  Th e nocturnal brown bear is a massive carnivore 
  that weighs more than 1,800 pounds and stands 
  nearly 9 feet tall when it rears up on its hind 
  legs. Its ears are longer than a normal brown 
  bear’s, and they ﬂ op forward and droop a bit. 
  Combat
  A nocturnal brown bear attacks mainly by 
  tearing at opponents with its claws.
  Improved Grab (Ex): To use this ability, a 
  nocturnal brown bear must hit with a claw 
  attack. It can then attempt to start a grapple 
  as a free action without provoking an attack 
  of opportunity.
  Light Sensitivity (Ex): See the nocturnal creature template.
  Skills: A nocturnal brown bear has a +4 racial bonus on 
  Hide, Listen, Move Silently, and Swim checks. *It takes a –4 
  circumstance penalty on Spot checks when inside or looking into 
  areas of bright light.
  Nocturnal Creature
  
  192
  192
  192
  192
   Ooze Creature
  An ooze creatures is an intelligent ooze created when a creature dies in the slime left behind by another ooze creature. Th e ﬁ rst ooze 
  creature might have been the creation of a deity of oozes and slimes, but today ooze creatures are self-perpetuating races in their own 
  right.
  An ooze creature resembles the creature it once was, but its body consists of semi-translucent slime and dripping goo. Th ough it possesses 
  many of the same skills as it did before, it lacks the personality and memory of its original form and is interested only in dissolving and 
  eating other living creatures.Creating an Ooze Creature
  “Ooze creature” is an acquired template that can be added to any 
  living, corporeal creature (referred to hereafter as the base creature) 
  that is not of the ooze type. 
  An ooze creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to ooze with the 
  appropriate augmented subtype. Do not 
  recalculate base attack bonuses, saves, or skill 
  points. Size is unchanged.
  Hit Dice: Increase all racial Hit Dice to d10s.
  Speed: Each of the ooze creature’s speeds is reduced 
  to one-half the corresponding speed of the 
  base creature. If the base creature has a ﬂ y 
  speed, its maneuverability becomes clumsy if it was not 
  already.
  Armor Class: Th e ooze creature loses the base creature’s natural 
  armor bonus.
  Attack: Th e ooze creature retains all the base creature’s attacks, 
  and its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. Th e ooze creature gains a primary slam attack if it 
  has no other natural attacks. 
  Damage: If the ooze creature gained a slam attack from the 
  application of this template, its base damage is as given on 
  the following table. In addition, each of an ooze creature’s 
  natural attacks deals acid damage, as shown on the table.
  Damage
   
  Size 
  Acid Damage 
  Slam Base Damage
   
  Fine 
  1 
  —
   
  Diminutive 
  1d2 
  1
   
  Tiny 
  1d3 
  1d2
   
  Small 
  1d4 
  1d3
   
  Medium 
  1d6 
  1d4
   
  Large 
  1d8 
  1d6
   
  Huge 
  2d6 
  1d8
   
  Gargantuan 
  2d8 
  2d6
   
  Colossal 
  4d6 
  2d8
  Special Attacks: Th e ooze creature retains all the base creature’s 
  special attacks and gains those described here.
   
  Acid (Ex): An ooze creature deals acid damage with each 
  of its natural attacks, as given on the preceding table. Any 
  creature grappling with an ooze creature automatically takes 
  the ooze creature’s acid damage each round that the grapple 
  is maintained. Th is damage is in addition to any damage the 
  ooze creature might deal with a successful grapple check. 
   
  Bilious Globule (Ex): An ooze creature can throw a glob 
  of acid at foes as a ranged touch attack. An acid globule is 
  considered a thrown weapon with a range increment of 20 
  feet. Th e globule deals the same amount of acid damage as 
  the ooze creature’s natural attack does.
   
  Create Spawn (Ex): Any living creature reduced to 0 or 
  fewer hit points and lying prone in an ooze creature’s 
  exuded ooze makes stabilization checks normally. 
  However, when a stabilization check fails, the 
  creature immediately transforms into ooze, gaining 
  the ooze template instead of losing a hit point. Th e 
  new ooze creature arises on the following round with 
  average hit points for its character level. Th e new 
  ooze creature is controlled by the one that exuded 
  the ooze that transformed it. Because of the deadly 
  acidic nature of these ooze puddles, the spawning of ooze 
  creatures is rare and often happens entirely at random.
   
  Exude Ooze (Su): At will as a full-round action, an ooze 
  creature can exude a circle of slippery ooze in a spread 
  centered on its body. Th e diameter of the spread and the 
  duration that it remains in the area depend on the ooze 
  creature’s size, as given in the following table. Any creature 
  attempting to move in, through, or out of the area must 
  succeed on a DC 15 Balance check when or fall prone. 
  Each round that a creature remains in contact with the 
  ooze puddle, it takes 1d6 points of acid damage. A creature 
  that falls prone or maintains a higher-than-normal degree 
  of contact with the ooze (such as a snake wriggling 
  through it) instead takes 3d6 points of acid damage per 
  round. Th is acid also damages the area it covers, and each 
  object in that area takes 3d6 points of acid damage per 
  round of contact, though half damage and hardness apply 
  normally.
  Exude Ooze
   
  Size 
  Diameter of Puddle 
  Duration of Eﬀ ect
   
  Fine 
  One 5-foot square 
  2 rounds
   
  Diminutive 
  One 5-foot square 
  3 rounds
   
  Tiny 
  One 5-foot square 
  5 rounds
   
  Small 
  5 feet 
  1 minute
   
  Medium 
  10 feet 
  1 minute
   
  Large 
  15 feet 
  2 minutes
   
  Huge 
  20 feet 
  3 minutes
   
  Gargantuan 
  30 feet 
  5 minutes
   
  Colossal 
  40 feet 
  10 minutes
  Improved Grab (Ex): If an ooze creature hits a creature 
  of any size with a natural attack, it deals normal damage 
  and may attempt to start a grapple as a free action without 
  provoking an attack of opportunity.
  Ooze Creature
  
  193
  193
  193
  193
  Special Qualities: Th e ooze creature retains all the base creature’s 
  special qualities and gains those described here.
   
  Acid Immunity (Ex): Ooze creatures are immune to acid.
   
  Mutable Form (Ex): An ooze creature’s body is only semi-
  solid. Th is ﬂ uidity allows the ooze creature to squeeze 
  its form through apertures and into spaces that its size 
  would normally prevent it from entering. An ooze creature 
  is treated as two size categories smaller than it is when 
  determining whether it can ﬁ t through an aperture.
   
  Remembered Abilities (Ex): An ooze creature recalls the skills 
  and abilities it possessed in life, but not its past personality or 
  feelings. Every ooze creature has an Intelligence score of at 
  least 1, and although it might be a poor strategist, it can make 
  use of the abilities and attacks that its former self possessed, 
  unless the changes imposed by the template make those 
  functions impossible. Despite its innate intelligence, however, 
  ooze creatures remain immune to mind-inﬂ uencing eﬀ ects.
  Abilities: Change from the base creature as follows: Str +4, Dex 
  –6 (minimum 1), Con +4, Int –4 (minimum 1), Wis –4 
  (minimum 1), Cha –4 (minimum 1).
  Skills: An ooze creature retains the base creature’s skills, modiﬁ ed 
  by its new ability scores. In addition, an ooze creature gains 
  a +20 racial bonus on Escape Artist checks.
  Organization: Solitary, pair, or gang (3–4).
  Challenge Rating: Same as the base creature +1.
  Treasure: One-half the base creature’s value due to acid damage.
  Alignment: Always chaotic neutral.
  Level Adjustment: Same as the base creature +3.
  Ooze Characters
  An ooze creature favors whichever class the base creature does.
  - Sample Creature:  Ooze Troglodyte -
  Medium Ooze (Augmented Humanoid, Reptilian)
  Hit Dice: 2d10+8 (19 hp)
  Initiative: –4
  Speed: 30 ft. (6 squares)
  Armor Class: 6 (–4 Dex), touch 6, ﬂ at-footed 6
  Base Attack/Grapple: +1/+3
  Attack: Claw +3 melee (1d4+2 plus 1d6 acid) or acid glob –3 
  ranged touch (1d6 acid)
  Full Attack: 2 claws +3 melee (1d4+2 plus 1d6 acid) and bite +1 
  melee (1d4+2 plus 1d6 acid) or acid glob –3 ranged touch 
  (1d6 acid)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Acid, bilious globule, create spawn, exude ooze, 
  improved grab, stench
  Special Qualities: Darkvision 90 ft., immunity to acid, mutable 
  form, ooze traits, remembered abilities
  Saves: Fort +7, Ref –4, Will -2
  Abilities: Str 14, Dex 3, Con 18, Int 4, Wis 6, Cha 6
  Skills: Escape Artist +16, Hide +2*, Listen +1
  Feats: MultiattackB, Weapon Focus (javelin)
  Environment: Underground
  Organization: Solitary or gang (2-4)
  Challenge Rating: 2
  Treasure: 25% coins; 25% goods; 25% items
  Alignment: Always chaotic neutral
  Advancement: By character class
  Level Adjustment: +5
  Here is an example of an ooze creature using a troglodyte as the 
  base creature.
  An ooze troglodyte is a strange, gelatinous mass in a vaguely lizard 
  like bipedal form. Th e spawn of other ooze creatures, they seek 
  nothing more than to dissolve other creatures with their acidic bodies. 
  Combat 
  An ooze troglodyte usually attempts to hide from foes while it 
  exudes ooze, hoping to cover as many of its opponents’ escape routes 
  as possible in slippery acid. It then hurls acid globs at its foes from 
  cover, hoping they will be foolish enough to engage it in melee. 
  Acid (Ex): See the ooze creature template.
  Bilious Globule (Ex): See the ooze creature template.
  Create Spawn (Ex): See the ooze creature template.
  Exude Ooze (Ex): DC 15 Balance check, 10-foot diameter, 1-
  minute duration; see the ooze creature template.
  Improved Grab (Ex): See the ooze creature template.
  Stench (Ex): When an ooze troglodyte is angry or frightened, it 
  secretes an oily, musk chemical nearly every form of animal life 
  ﬁ nds oﬀ ensive. Any living creature (except troglodytes and ooze 
  troglodytes) within 30 feet of an ooze troglodyte must succeed on 
  a DC 15 Fortitude save or be sickened for 10 rounds. Th e save DC 
  is Constitution-based. A creature that successfully saves cannot be 
  aﬀ ected by the same ooze troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the eﬀ ect. Creatures with 
  immunity to poison are unaﬀ ected, and those resistant to poison 
  receive their normal bonuses on the saving throws.
  Ooze Creature
  
  194
  194
  194
  194
  Mutable Form (Ex): See the ooze creature template.
  Ooze Traits: An ooze troglodyte is blind (blindsight 60 ft.) and 
  immune to gaze attacks, visual eﬀ ects, illusions, and other attack 
  forms that rely on sight. It is immune to poison, sleep eﬀ ects, 
  paralysis, stunning, and polymorphing. It is not subject to critical 
  hits or ﬂ anking.
  Remembered Abilities (Ex): See the ooze creature template.
  Skills: An ooze troglodyte has a +20 racial bonus to Escape Artist 
  checks. In addition, its skin changes color somewhat, allowing it 
  to blend in with its surroundings like a chameleon and providing a 
  +4 racial bonus on Hide checks. *In rocky or underground settings, 
  this bonus improves to +8.
   Plague Bearer
  Plague bearer creatures bring doom with them everywhere. Th ese living agents of infection and corruption are host to a dozen illnesses 
  and half a dozen plagues. Whether they intend it or not, they spread disease wherever they go, contaminating other creatures by their 
  mere presence. Some plague bearers relish this power, but others despise and fear it.
  A plague bearer looks like a normal creature infected with many terrible plagues. Black boils cover its body, its skin is red and cracked, its 
  hair is patchy, and its hide and nails ﬂ ake oﬀ  and fall around it. It coughs, it wheezes, and its eyes well with tears, but still its back remains 
  unbent by its apparent suﬀ ering, and it lives on despite all manner of maladies.
  Creating a Plague Bearer
  “Plague bearer” is an inherited template that can be applied to 
  any living, corporeal creature (referred to hereafter as the base 
  creature). 
  A plague bearer uses all of the base creature’s statistics and 
  special abilities except as noted here.
  Damage: Each of the plague bearer’s natural and weapon attacks 
  can infect the target with disease (see Disease, below).
  Special Attacks: Th e plague bearer retains all the base creature’s 
  special attacks and gains those described here.
   
  Disease (Ex): With a successful melee touch attack, the 
  plague bearer can infect a creature with slimy doom and 
  the shakes. In addition to these two maladies, the plague 
  bearer’s natural and weapon attacks can inﬂ ict red ache. 
   
  Any creature touched by a plague bearer must succeed 
  on a Fortitude save (DC 10 + 1/2 plague 
  bearer’s character level + plague bearer’s 
  Con modiﬁ er) or contract both slimy doom 
  and the shakes. A creature damaged by the 
  plague bearer’s natural or weapon attack must 
  succeed on a Fortitude save at the same 
  DC or contract red ache, slimy doom, and 
  the shakes. (See the DMG for descriptions 
  of these diseases.) Anyone casting a remove disease spell to 
  rid a creature of these diseases must succeed on a caster 
  level check (DC 10 + 1/2 plague bearer’s character level + 
  plague bearer’s Con modiﬁ er) or be unable to remove the 
  disease that day.
   
  Disease Cloud (Ex): An invisible cloud of contagion 
  surrounds a plague bearer. Any breathing creature that 
  begins its turn within 30 feet of the plague bearer must 
  succeed on two Fortitude saves (DC 10 + 1/2 plague 
  bearer’s character level + plague bearer’s Con modiﬁ er) 
  against inhaled diseases. A failure on the ﬁ rst save infects 
  the creature with crackle fever; failure on the second 
  infects it with mindﬁ re. (See the DMG for descriptions 
  of these diseases.) Anyone casting a remove disease spell to 
  rid a creature of these diseases must succeed on a caster 
  level check (DC 10 + 1/2 plague bearer’s character level + 
  plague bearer’s Con modiﬁ er) or be unable to remove the 
  disease that day.
   
  Diseased Flesh (Ex): Th e plague bearer carries the disease 
  known as blinding sickness within its body. Any creature 
  that makes a successful bite attack against plague bearer, 
  or swallows it whole, or otherwise eats some of its ﬂ esh 
  must succeed on a Fortitude save (DC 10 + 1/2 plague 
  bearer’s character level + plague bearer’s Con modiﬁ er) or 
  contract blinding sickness. (See the DMG for a description 
  of this disease.) Anyone casting a remove disease spell to 
  rid a creature of these diseases must succeed on a caster 
  level check (DC 10 + 1/2 plague bearer’s character level + 
  plague bearer’s Con modiﬁ er) or be unable to remove the 
  disease that day.
  Special Qualities: Th e plague bearer retains all the base 
  creature’s special qualities and gains those 
  described here.
  Carrier (Ex): Although a plague bearer is immune 
  to the eﬀ ects of diseases, it can still carry infections, 
  and it continues to do so regardless of magical 
  healing or successful Fortitude saves.
  Immunity to Disease (Ex): A plague bearer is immune 
  to the eﬀ ects of all diseases, including magical diseases 
  such as mummy rot.
   
  Quick Incubation (Ex): Each of the diseases that a plague 
  bearer carries has an incubation period of 1 round.
  Abilities: Change from the base creature as follows: Con +6.
  Challenge Rating: Same as the base creature +1. 
  Alignment: Often evil (any).
  Level Adjustment: Same as the base creature +3.
  Plague Bearer Characters
  A plague bearer favors whichever class the base creature does.
  Plague Bearer
  
  195
  195
  195
  195
  Using the Plague Bearer Template
  Th is template is deﬁ ned as inherited, but like the poisonous template, it can easily be used as an acquired template if desired. 
  A deity of disease might grant it to his favored followers, or it might result from a curse laid upon one or more creatures to 
  prevent them from enjoying the company of their own kind.
  Small Outsider (Evil, Extraplanar)
  Hit Dice: 1d8+4 (9 hp)
  Initiative: +1
  Speed: Fly 30 ft. (good) (6 squares)
  Armor Class: 12 (+1 size, +1 Dex), touch 11, ﬂ at-footed 11
  Base Attack/Grapple: +1/–3
  Attack: Bite +3 melee (1d4 plus poison and disease)
  Full Attack: Bite +3 melee (1d4 plus poison and disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Disease, disease cloud, diseased ﬂ esh, kiss, poison, 
  shriek
  Special Qualities: Carrier, darkvision 60 ft., immunity to disease, 
  quick incubation
  Saves: Fort +6, Ref +3, Will +3
  Abilities: Str 10, Dex 13, Con 18, Int 5, Wis 12, Cha 8
  Skills: Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5
  Feats: Weapon Finesse
  Environment: Any evil-aligned plane
  Organization: Solitary, pair, cluster (3–5) or mob (6–11)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral 
  evil
  Advancement: 2–3 HD 
  (Small)
  Level Adjustment: —
  Here is an example of a plague 
  bearer using a vargouille as the 
  base creature.
  A plague bearer vargouille 
  looks like a demonic head 
  with large bat wings for 
  ears. Covered in boils and 
  cracking skin that oozes pus 
  and blood, the plague bearer 
  vargouille’s visage has been 
  know to drive creatures 
  mad. 
  Because plague bearer 
  vargouilles enjoy spreading 
  disease, they gleefully bite other 
  creatures and ﬂ ap away, leaving 
  the diseases to do their worst.
  Plague bearer vargouilles speak 
  Infernal.
  Combat
  Plague bearer vargouilles attack by biting 
  with their jagged teeth, but their special 
  attacks make them even more dangerous. 
  A plague bearer vargouille’s natural weapons, and any weapons it 
  wields, are treated as evil-aligned for the purpose of overcoming 
  damage reduction.
  Disease (Ex): Fortitude save DC 14; see the plague bearer template.
  Disease Cloud (Ex): Fortitude save DC 14; see the plague bearer 
  template.
  Diseased Flesh (Ex): Fortitude save DC 14; see the plague bearer 
  template.
  Kiss (Su): A plague bearer vargouille can kiss a paralyzed target 
  with a successful melee touch attack. An aﬀ ected opponent 
  must succeed on a DC 18 Fortitude save or begin a terrible 
  transformation that turns it into a plague bearer vargouille within 
  24 hours (and often much sooner; roll 1d6 separately for each 
  phase of the transformation).
  First, over a period of 1d6 hours, all the victim’s hair falls out. 
  Within another 1d6 hours thereafter, its ears grow into leathery 
  wings, tentacles sprout on its chin and scalp, and its teeth become 
  long, pointed fangs. During the next 1d6 hours, the victim takes 1 
  point of Intelligence drain 
  and 1 point of Charisma 
  each hour (to a minimum 
  of 3 in each score). Th e 
  transformation is complete 
  1d6 hours later, when the head 
  breaks free of the body (which 
  promptly dies) and becomes a 
  plague bearer vargouille. Th is 
  transformation is interrupted 
  by sunlight, and even a daylight 
  spell can delay the victim’s death, 
  but reversing the transformation 
  requires remove disease. Th e save 
  DC is Constitution-based and 
  includes a +4 racial bonus.
  Poison (Ex): Injury, 
  Fortitude DC 12 or 
  be unable to heal the 
  plague bearer vargouille’s 
  bite damage naturally or 
  magically. A neutralize poison 
  or heal spell removes the 
  eﬀ ect, while delay poison 
  allows magical healing. Th e 
  save DC is Constitution-
  based and includes a +1 
  racial bonus.
  Shriek (Su): Instead of 
  biting, a plague bearer 
  vargouille can open its 
  distended mouth and let 
  - Sample Creature:  Vargouille Plague Bearer -
  Plague Bearer
  
  196
  196
  196
  196
  out a terrible shriek. Every creature within 60 feet (except other 
  vargouilles) that hears the shriek and can clearly see the creature 
  must succeed on a DC 14 Fortitude save or be paralyzed with 
  fear. Th is eﬀ ect lasts 2d4 rounds or until the monster attacks the 
  creature, goes out of range, or leaves its sight. A paralyzed creature 
  is susceptible to the plague bearer vargouille’s kiss (see Kiss on page 
  195). A creature that successfully saves cannot be aﬀ ected again by 
  the same plague bearer vargouille’s shriek for 24 hours. Th e shriek 
  is a mind-aﬀ ecting fear eﬀ ect. Th e save DC is Constitution-based 
  and includes a +1 racial bonus.
  Carrier (Ex): See the plague bearer template.
  Quick Incubation (Ex): Th e diseases a plague bearer carries have 
  an incubation period of 1 round.
   Poisonous Creature
  Poisonous creatures are deadly to all but their own kind. Contact with toxins that surround these ﬂ ukes of nature often kills their mothers 
  and incapacitates others nearby during the birthing process. Sometimes, however, the toxic nature of poisonous creatures does not 
  reveal itself until adolescence. Th ese cursed children are usually cast out from their communities or killed, making those who survive to 
  adulthood rare. No one knows what accident of birth creates a poisonous creature, and few care to give the tragic topic much study.
  A poisonous creatures resembles a normal member of its race, but its body is surrounded by an invisible cloud of toxin. Often angry and 
  resentful beings, many poisonous creatures yearn for revenge against those who are too weak to bear their presence. Some are proud of 
  their poisonous natures and despise creatures that lack immunity to their toxic bodies.
   Using the Poisonous Creature Template
  Th is template is deﬁ ned as inherited, but it can easily be used as an acquired template if desired. A deity of poisons might grant 
  it to her favored followers, or it might result from a curse laid upon one or more creatures to prevent them from enjoying the 
  company of their own kind. Th e poisonous template can also be applied to all creatures of a particular race. For instance, all 
  trolls in your game might be poisonous trolls.
  Creating a Poisonous Creature
  “Poisonous creature” is an inherited template that can be applied to any 
  living, corporeal creature (referred to hereafter as the base creature). 
  A poisonous creature uses all of the base creature’s statistics and 
  special abilities except as noted here.
  Damage: Each of the poisonous creature’s natural and weapon 
  attacks can deliver poison (see Poison, below).
  Special Attacks: Th e poisonous creature retains all the 
  base creature’s special attacks and gains those 
  described here.
   
  Poison (Ex): Each of the base creature’s natural 
  attacks that causes slashing or piercing damage 
  can deliver an injected poison with each 
  attack. Th e Fortitude save for the poison has 
  a DC of 10 + 1/2 poisonous creature’s character 
  level + poisonous creature’s Con modiﬁ er. Th e initial and 
  secondary damage is 1d2 points of Constitution damage.
   
  Poisonous Cloud (Ex): A poisonous creature is constantly 
  surrounded by an invisible cloud of poisonous gas. Th is inhaled 
  poison aﬀ ects any creature that breathes the air or water within 
  10 feet of the poisonous creature. Th e DC for the Fortitude 
  save is 10 + 1/2 poisonous creature’s character level + poisonous 
  creature’s Con modiﬁ er. Th e initial damage is 1d6 points of 
  Strength damage plus sickness for 1 minute (see the DMG for 
  a description of the sickened condition). Th e secondary damage 
  is 2d6 points of Strength damage plus sickness for 1 hour. 
   
  Toxic Flesh (Ex): Th e poisonous creature’s ﬂ esh exudes a 
  contact poison. Each time a poisonous creature makes physical 
  contact with another creature, it delivers its poison (Fortitude 
  DC 10 + 1/2 poisonous creature’s character level + poisonous 
  creature’s Con modiﬁ er, initial and secondary damage 1d6 
  points of Dexterity damage). Such contact includes grappling 
  and successful touch or natural attacks by either the poisonous 
  creature or its foe, unless a glove or gauntlet prevents ﬂ esh-to-
  ﬂ esh contact. Th is contact poison loses its eﬀ ectiveness when 
  removed from the poisonous creature, so it is not eﬀ ective 
  when placed upon objects. In addition, any creature 
  that eats a poisonous creature’s ﬂ esh or swallows it 
  whole is aﬀ ected by the poison as if it had touched the 
  poisonous creature.
   
  Venomous Breath (Ex): Once every 1d4 
  rounds, a poisonous creature can spew forth a 
  disorienting spray of contact poison in a 60-foot 
  cone as a standard action. Each creature in the area must 
  succeed on a Reﬂ ex save (DC 10 + 1/2 poisonous creature’s 
  character level + poisonous creature’s Con modiﬁ er) to 
  avoid contact with the spray. Failure means the poison 
  (Fortitude DC 10 + 1/2 poisonous creature’s character level 
  + poisonous creature’s Con modiﬁ er, initial damage 1d6 
  points of Intelligence damage and 1d6 points of Wisdom 
  damage, secondary damage confusion for 1 hour). See the 
  DMG for a description of the confused condition.
  Special Qualities: Th e poisonous creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Detect Anti-Poison (Su): At will as a standard action, the 
  poisonous creature can detect alchemical items, magic 
  eﬀ ects, and magic items within 30 feet that neutralize or 
  Poisonous Creature
  
  197
  197
  197
  197
  delay poisons, or determine whether a creature in the same 
  range is naturally immune or resistant to poisons. For each 
  qualiﬁ er in the area, the poisonous creature can make a DC 
  15 Wisdom check. Success indicates that the poisonous 
  creature knows the location of the qualifying creature, object, 
  or magic eﬀ ect and why it qualiﬁ es. Knowing the location 
  of a hidden or invisible qualiﬁ er does not reveal it; the 
  poisonous creature merely knows what square or squares the 
  qualiﬁ er occupies. Th e poisonous creature knows the location 
  a qualifying object, eﬀ ect, or creature at the moment of the 
  detection, but it cannot follow the qualiﬁ er’s movement 
  without another detection attempt. Most poisonous creatures 
  use this ability to determine whether their poisons can aﬀ ect 
  a certain foe, but some spellcasting poisonous creatures use it 
  to detect spells so that they can dispel them.
  Immunity to Poison (Ex): Poisonous creatures are immune to all 
  poisons.
  Abilities: Change from the base creature as follows: Con +4.
  Challenge Rating: Same as the base creature +1. For characters with 
  easy access to delay poison and neutralize poison, the poisonous 
  creature template doesn’t add much of a challenge unless the 
  poisonous creature has the ability to dispel these eﬀ ects.
  Alignment: Often neutral evil.
  Level Adjustment: Same as the base creature +4.
  Poisonous Creature Characters
  A poisonous creature favors whichever class the base creature does.
  - Sample Creature:  Poisonous Manticore -
  Large Magical Beast
  Hit Dice: 6d10+36 (69 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), ﬂ y 50 ft. (clumsy)
  Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, ﬂ at-
  footed 15
  Base Attack/Grapple: +6/+15
  Attack: Claw +10 melee (2d4+5 plus poison) or 6 spikes +8 
  ranged (1d8+2/19–20 plus poison)
  Full Attack: 2 claws +10 melee (2d4+5 plus poison) and bite 
  +8 melee (1d8+2 plus poison) or 6 spikes +8 ranged 
  (1d8+2/19–20 plus poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Poison, poisonous cloud, spikes, toxic ﬂ esh, 
  venomous breath
  Special Qualities: Darkvision 60 ft., detect anti-
  poison, immunity to poison, low-light 
  vision, scent
  Saves: Fort +11, Ref +7, Will +3
  Abilities: Str 20, Dex 15, Con 23, Int 7, Wis 
  12, Cha 9
  Skills: Listen +5, Spot +9, Survival +1
  Feats: Flyby Attack, Multiattack, 
  TrackB, Weapon Focus (spikes)
  Environment: Warm marshes
  Organization: Solitary, pair, or pride 
  (3–6)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Often neutral evil
  Advancement: 7–16 HD 
  (Large); 17–18 HD 
  (Huge)
  Level Adjustment: +7
  Here is an example of a 
  poisonous creature using 
  a manticore as the base 
  creature.
  A poisonous 
  manticore has the 
  body of a lion 
  and the wings 
  of a dragon. Its 
  back is set with 
  curved barbs, 
  and its long tail ends in a cluster of deadly spikes. Its jaws and 
  tail spikes drip with poison, and a green toxic substance oozes 
  from its pores. 
  Poisonous manticores tend to be excitable and easy to anger. Th ey 
  enjoy hunting creatures larger than themselves, knowing that 
  their poisons give them an unfair advantage.
  Poisonous manticores speak Common.
  Combat
  A poisonous manticore begins most attacks 
  with a volley of spikes, then uses its breath 
  weapon. Th ereafter, it closes to melee and 
  slashes with claws and teeth.
  Spikes (Ex): With a snap of its tail, a poisonous 
  manticore can loose a volley of six spikes as a 
  standard action, making an attack roll for each 
  spike. Th is attack has a range of 180 feet 
  with no range increment. All targets 
  must be within 30 feet of each other. 
  Th e poisonous manticore can launch only 
  twenty-four spikes in any 24-hour period.
  Poison (Ex): DC 19 Fortitude save; 
  see the poisonous creature template.
  Poisonous Cloud (Ex): DC 19 
  Fortitude save; see the poisonous 
  creature template.
  Toxic Flesh (Ex): DC 19 Fortitude save; 
  see the poisonous creature template.
  Venomous Breath (Ex): DC 19 
  Fortitude save; see the poisonous 
  creature template.
  Detect Anti-Poison 
  (Su): See the 
  poisonous creature 
  template.
  Skills: *A 
  poisonous 
  manticore has 
  a +4 racial 
  bonus on 
  Spot checks.
  Poisonous Creature
  
  198
  198
  198
  198
   Poltergeist
  A poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that 
  house poltergeists are places where they felt a sense of ownership and security. A simple death, even a murder, is rarely enough to cause the 
  victim’s spirit to remain as a poltergeist—the death must intimately involve the location. A gravedigger buried alive in his graveyard might 
  become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk.
  Poltergeists are mad and erratic beings that often lie dormant for weeks or even months at a time. A poltergeist may resurface when some 
  creature reminds it of its former life or deﬁ les the place it is attached to. Naturally invisible and possessed of frightening powers, poltergeists 
  usually manage to frighten oﬀ  trespassers without causing signiﬁ cant harm, but some are more malignant, seeking to trap and kill interlopers.
  Creating a Poltergeist
  “Poltergeist” is an acquired template that can be added to any 
  living, intelligent creature with a Charisma score of 3 or higher 
  (referred to hereafter as the base creature). 
  A poltergeist uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to undead with the 
  appropriate augmented subtype, plus the incorporeal subtype 
  if the base creature did not already have it. Do not recalculate 
  base attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: A poltergeist loses all the base creature’s speeds and gains 
  a ﬂ y speed equal to the base creature’s highest speed, with 
  perfect maneuverability.
  Armor Class: Th e base creature’s armor, shield, and natural armor 
  bonuses no longer apply, but the poltergeist gains a deﬂ ection 
  bonus to Armor Class equal to its Charisma bonus or +1, 
  whichever is higher. Unlike most incorporeal creatures, 
  poltergeists can use and carry equipment; see Manipulation 
  uner Special Attacks.
  Attack: Th e poltergeist retains all the base creature’s natural attacks, 
  and its weapon and armor proﬁ ciencies. However, all its 
  attacks become incorporeal touch attacks, retaining the same 
  primary or secondary status they had for the base creature. 
  Th e poltergeist gains a primary incorporeal touch attack if it 
  has no other natural attacks.  A poltergeist uses its primary 
  incorporeal touch attack when making an attack action. 
  Because an incorporeal creature has no Strength score, its 
  Dexterity modiﬁ er rather than its Strength modiﬁ er applies 
  to all its attack rolls.
   
  Unlike most incorporeal creatures, a poltergeist can use 
  and carry equipment (see Manipulation). When it has a 
  weapon, it usually uses that instead.
  Full Attack: A poltergeist uses all its incorporeal touch attacks 
  during a full attack. 
  Damage: Th e poltergeist’s incorporeal touch attacks deal slashing 
  damage unmodiﬁ ed by Strength, as given on the following table. 
  Damage
   
  Size 
  Slashing Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Attacks: Th e poltergeist loses all special attacks that 
  require corporeal contact but gains those described here.
   
  Manipulation (Su): Although it is incorporeal, a poltergeist 
  can use and carry equipment, manipulating the objects as 
  it did in life, so long as the total weight of the items does 
  not exceed 10 pounds per the character level the poltergeist 
  possesses. Th us, a poltergeist can wear armor, use weapons, 
  and beneﬁ t from magic items worn just as any corporeal 
  creature can. Th ese items do not encumber the poltergeist, 
  so it does not take from armor check penalties or have an 
  arcane spell failure chance. Its items do not become invisible 
  or incorporeal, and the poltergeist cannot take them along 
  as it passes through objects and creatures.
   
  A poltergeist cannot grapple foes or move living creatures 
  with its manipulation ability; it can move only objects 
  within its weight limit that are not held by creatures. Even 
  Creating a Dread Poltergeist
  If you’d like a template for a dread poltergeist, just make the following changes to the poltergeist template.
  • 
  Th e dread poltergeist gains turn resistance +2 and damage reduction 10/good. 
  • 
  A dread poltergeist is permanently destroyed only when it is brought to 0 hit points when the area where it died is under 
  the eﬀ ects of a hallow spell.
  • 
  In addition to the ability score changes in the template, the Dexterity increases by an additional +4.
  • 
  Th e dread poltergeist gains Ability Focus (terrifying image) and Ability Focus (telekinesis) as bonus feats if the base 
  creature does not already have them.
  • 
  Th e Challenge Rating becomes same as the base creature +3.
  Poltergeist
  
  199
  199
  199
  199
  if it wears a full suit of armor, a poltergeist cannot use its 
  gauntlet to grab a creature. It cannot use manipulation to 
  disarm foes or take items from creature holding them, but it 
  can use a weapon to disarm or trip a foe, using its Dexterity 
  modiﬁ er instead of its Strength modiﬁ er on the roll. A 
  poltergeist resists disarm attempts normally, using Dexterity 
  rather than Strength to modify its opposing attack roll.
   
  If a poltergeist is wearing clothing or armor, an opponent 
  can attempt to grab its garb with a touch attack as though 
  starting a grapple, then bull rush or overrun the clothing or 
  armor. A poltergeist automatically fails all grapple checks 
  and all attempts to resist bull rush or overrun attacks. On 
  such a failure, it can choose to move with the armor or 
  clothes as though wearing them or it can remain where it is 
  and lose possession of the items.
   
  Telekinesis (Sp): Once every 1d4 rounds, a poltergeist can 
  use telekinesis as the spell (caster level equals poltergeist’s 
  character level). Th e save DC is Charisma-based.
   
  Terrifying Image (Sp): At will, the poltergeist can produce 
  an eﬀ ect like that of the major image spell, (caster level equals 
  poltergeist’s character level), except that the poltergeist can 
  make the image frightening if desired. Upon ﬁ rst seeing or 
  hearing such an illusion, a creature must succeed on a Will save 
  (DC 13 + poltergeist’s Cha modiﬁ er) or be panicked while 
  the image is within its sight or hearing range. Success avoids 
  the eﬀ ect if the creature’s character levels equal or exceed the 
  poltergeist’s; otherwise the creature is still shaken. See the 
  DMG for descriptions of the panicked and shaken conditions.
  Special Qualities: Th e poltergeist retains all the base creature’s 
  special qualities that do not require corporeal contact with 
  another creature and gains those described here.
   
  Bonded to Site (Ex): A poltergeist must remain within 300 
  feet of the site where its living form died. It cannot be 
  permanently destroyed unless that place is aﬀ ected by a 
  consecrate or hallow spell; otherwise, the poltergeist returns 
  to its bonded site 1d4 days after being destroyed. Th ese 
  spells do not automatically destroy a poltergeist, they only 
  render permanent destruction possible.
   
  Greater Invisibility (Su): A poltergeist is always invisible, 
  even when it attacks. True seeing, see invisibility, and similar 
  eﬀ ects allow a creature to see the poltergeist’s ghostly 
  form. Invisibility purge renders its ghastly visage visible, but 
  it can become invisible again as a free action. Objects it 
  manipulates are not invisible and can be seen normally.
   
  Mage Hand (Sp): At will, a poltergeist can use mage hand, as 
  the spell (caster level equals the poltergeist’s character level).
  Abilities: Change from the base creature as follows: Cha +4. If 
  the base creature’s Strength is higher than its Dexterity, the 
  poltergeist’s Dexterity becomes equal to the base creature’s 
  Strength. As an incorporeal creature, a poltergeist lacks 
  a Strength score, and as an undead creature, it has no 
  Constitution score.
  Environment: Any, usually same as the base creature.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +2.
  Alignment: Usually chaotic evil.
  Level Adjustment: —
  Poltergeist Characters
  A poltergeist favors whichever class the base creature does.
  - Sample Creature:  Athach Poltergeist -
  Huge Undead (Augmented Aberration, Incorporeal)
  Hit Dice: 14d12 (84 hp)
  Initiative: +1
  Speed: Fly 50 ft (perfect).
  Armor Class: 20 (–2 size, +8 Dex, +3 hide armor, +1 deﬂ ection), 
  touch 17, ﬂ at-footed 12
  Base Attack/Grapple: +10/—
  Attack: Morningstar +18 melee (3d6) or rock +18 ranged (2d6) or 
  bite +18 melee (1d8)
  Full Attack: Morningstar +14/+9 melee (3d6) and 2 morningstars 
  +14 melee (3d6) and bite +14 melee (1d8) or rock +14 
  ranged (2d6) and 2 rocks +14 ranged (2d6)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits
  Saves: Fort +4, Ref +12, Will +10
  Abilities: Str —, Dex 26, Con —, Int 7, Wis 12, Cha 10
  Skills: Climb +4, Jump +13, Listen +7, Spot +7
  Feats: Alertness, Cleave, Multiweapon Fighting, Power Attack, 
  Weapon Focus (bite)
  Environment: Temperate hills
  Organization: Solitary
  Challenge Rating: 10
  Treasure: 1/2 coins; double goods; standard items
  Alignment: Usually chaotic evil
  Advancement: 15–28 HD (Huge)
  Level Adjustment: —
  Poltergeist
  
  200
  200
  200
  200
  Here is an example of a poltergeist using an athach as the base 
  creature.
  When visible, the athach poltergeist appears as a hulking, 
  misshapen biped with three arms. One arm juts from its chest just 
  below a head ﬁ lled with tusklike fangs. Th is particular poltergeist 
  athach died in a mudslide in the lee of the hill that was his home.
  Poltergeist athaches speak a crude dialect of Giant.
  Combat
  A poltergeist athach ﬁ lls its bonded area with images of itself in 
  life that greatly exaggerate its ferocity and strength. To terrify 
  foes, it creates illusions of itself tearing apart illusory doubles of its 
  enemies.
  If its opponents are out of reach, the poltergeist athach throws 
  rocks; otherwise it charges into melee. With its ﬁ rst few melee 
  attacks, it tends to ﬂ ail about indiscriminately, but after a few 
  rounds, it concentrates on the foes that have hit it most often 
  and uses its bite on the one that has dealt it the most damage. If 
  disarmed, the poltergeist athach often attempts to regain its arms 
  and armor using telekinesis. Should this prove diﬃ  cult, it happily 
  uses telekinesis to ﬂ ing foes into walls or over cliﬀ s.
  Manipulation (Su): 140 pound maximum; see the poltergeist 
  template.
  Telekinesis (Sp): Caster level 14th; see the poltergeist template.
  Terrifying Image (Sp): Caster level 14th; see the poltergeist 
  template
  Bonded to Site (Ex): See the poltergeist template.
  Greater Invisibility (Su): See the poltergeist template.
  Mage Hand (Sp): Caster level 14th; see the poltergeist template.
  Incorporeal Traits: A poltergeist athach is harmed only by other 
  incorporeal creatures, magic weapons, spells, spell-like abilities, and 
  supernatural abilities. It has a 50% chance to ignore any damage 
  from a corporeal source, except for force eﬀ ects or attacks made 
  with ghost touch weapons. It can pass through solid objects, but 
  not force eﬀ ects, at will. Its attacks ignore natural armor, armor, 
  and shields, but deﬂ ection bonuses and force eﬀ ects work normally 
  against them. An incorporeal creature always moves silently and 
  cannot be heard with Listen checks if it doesn’t wish to be.
  Undead Traits: A poltergeist athach is immune to mind-aﬀ ecting 
  eﬀ ects, poison, sleep eﬀ ects, paralysis, stunning, disease, death 
  eﬀ ects, and any eﬀ ect that requires a Fortitude save unless it also 
  works on objects or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death from 
  massive damage. It cannot be raised, and resurrection works only if 
  he is willing. Darkvision 60 ft.
   Primitive
  Primitives are thought to be evolutionary throwbacks or devolved creatures. Th eir origins are unknown, but they are obviously diﬀ erent 
  from normal specimens of their kinds.  A primitive has a heavily muscled and thick-skinned body, but it lacks the intelligence common 
  to its more evolved cousins.
  Creating a Primitive
  “Primitive” is an inherited template that can be added to any living, 
  corporeal, intelligent creature (referred to hereafter as the base 
  creature). 
  A primitive uses all the base creature’s statistics and special abilities 
  except as noted here.
  Armor Class: Th e primitive’s natural armor bonus improves by +2 
  over that of the base creature.
  Attack: Th e primitive retains all the base creature’s attacks, and 
  its weapon and armor proﬁ ciencies. Th ese attacks retain the 
  same primary or secondary status they had for the base 
  creature. Th e primitive gains a primary slam 
  attack if it has no other natural attacks. 
  Damage: If the primitive gained a slam attack from 
  the application of this template, its base 
  damage is as given on the following table.
  Damage
   
  Size 
  Slam Base Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
  Damage (continued)
   
   
  Size 
  Slam Base Damage 
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Special Qualities: Th e primitive retains all the base creature’s 
  special qualities and gains those described here.
  Low-Light Vision (Ex): A primitive can see twice 
  as far as a human in starlight, torchlight, moonlight, 
  and other low-light conditions.
  Scent (Ex): A primitive can detect approaching 
  enemies and sniﬀ  out hidden foes by sense of smell 
  alone. See the MM for details of this quality.
  Abilities: Change from the base creature as follows: Str +4, Con 
  +4, Int –4 (minimum 1), Cha –2 (minimum 1).
  Skills: Th e primitive loses all skill ranks the base creature 
  possessed. Recalculate skill points for the cave creature’s 
  racial Hit Dice according to its type, as given on the 
  following table, then purchase its skills afresh, treating 
  Primative
  
  201
  201
  201
  201
  Climb, Hide, Listen, Spot, Move Silently, and Survival as 
  class skills as class skills and all others as cross-class skills. A 
  primitive creature retains the base creature’s racial modiﬁ ers 
  on skill checks and gains a +4 racial bonus on Hide, Move 
  Silently, and Survival checks. Th e primitive creature retains 
  any skill points gained from class levels.
  Skills
   
  Creature Type 
  Skill Points
   Aberration 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Animal 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Construct 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Dragon 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Elemental 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Fey 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Giant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Magical beast 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Monstrous 
    humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  Skills (continued)
   
  Creature Type 
  Skill Points
   Ooze 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Outsider 
  (8 + Int modiﬁ er, minimum 1) x (HD +3)
   Plant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Undead 
  (4 + Int modiﬁ er, minimum 1) x (HD +3)
   Vermin 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  Feats: A primitive gains Alertness, Great Fortitude, Toughness, 
  and Track as bonus feats if the base creature did not already 
  have them.
  Challenge Rating: Same as the base creature, or +1 if the template 
  plays heavily on the creature’s strengths.
  Level Adjustment: Same as the base creature +2.
  Primitive Characters
  A primitive character favors the barbarian class.
  - Sample Creature:  Primitive Ogre -
  Large Giant
  Hit Dice: 4d8+22 (40 hp)
  Initiative: –1
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (–1 size, –1 Dex, +7 natural), touch 8, ﬂ at-
  footed 15
  Base Attack/Grapple: +3/+14
  Attack: Greatclub +10 melee (2d8+10)
  Full Attack: Greatclub +10 melee (2d8+10)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +10, Ref +0, Will +1
  Abilities: Str 25, Dex 8, Con 19, Int 2, 
  Wis 10, Cha 5
  Skills: Climb +10, Hide –1, Listen 
  +4, Move Silently +3, Spot +4, 
  Survival +4
  Feats: Alertness, Great Fortitude, 
  Toughness (2), Track, Weapon Focus 
  (greatclub) 
  Environment: Temperate hills
  Organization: Solitary, pair, gang (3–4), or band (5–8)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +4
  Here is an example of a primitive using an ogre as 
  the base creature.Primitive ogres are hun
  ter-gatherers that have no compunctions about preying on sentient 
  creatures.
  A primitive ogre has the intelligence of a gorilla, but what it lacks 
  in mental faculties it makes up in physical power. It is exceptionally 
  strong and hale, and although it doesn’t wear armor, its hide is 
  thick and hard. 
  Primitive ogres usually cannot speak any language, but exceptional 
  individuals sometimes learn to speak Common or Giant.
  Combat
  Primitive ogres lack the intelligence to use real tactics, but like 
  wolves, they stalk prey by scent and attempt to surprise their 
  quarry.
  Primative
  
  202
  202
  202
  202
   Prismatic
  Glowing and beautiful, prismatics have bright forms that belie their sometimes dark natures. Th eir bodies shift through the colors of the 
  rainbow, and though most ﬁ nd them diﬃ  cult to dislike, they run the gamut of good and evil.
  A creature can become a prismatic by surviving exposure to great prismatic assaults, such as many color spray, rainbow pattern, searing 
  light, or similar spells in a day. Alternatively, the transformation can occur after a creature has managed to survive all the terrible eﬀ ects of 
  a spell such as prismatic wall. Th e exact reason why such exposure should create prismatics baﬄ  es sages, but many suspect that some long-
  dead god’s essence might still be exerting inﬂ uence through the release of such energies. Regardless of their origins, prismatic creatures 
  are rare, since the eﬀ ects that create them are hard to reproduce.
  Using the Prismatic Template
  If you’re looking for another explanation as to why creatures become prismatics, consider the following options.
  Rainbow People: A certain race of creatures in your campaign world has always consisted of prismatics. Th ese creatures do not 
  shift colors as described in the prismatic template; instead, each color is a separate subrace that has a diﬀ erent culture and lives 
  in a diﬀ erent environment. If you choose this option, consider reducing the prismatic’s level adjustment to +2.
  Rainbow Rulers: Diﬀ erent races or cultures might give birth to prismatics within their royal lines. Each ruling family has a 
  diﬀ erent color. If you choose this option, consider reducing the prismatic’s level adjustment to +2.
  Th e End of the Rainbow: Th e end of the rainbow or the source of all rainbows is a place that truly brave adventurers can go. 
  Creatures that go to such a place might come back as prismatics, or its many guardians might be prismatic monsters.
  Creating a Prismatic
  “Prismatic” is an acquired template that can be added to any 
  creature with a Charisma score of 3 or higher (referred to hereafter 
  as the base creature). 
  A prismatic uses all the base creature’s statistics and special 
  abilities except as noted here.
  Special Attacks: Th e prismatic retains the base creature’s special 
  attacks and gains those described here.
   
  Spell-Like Abilities: A prismatic has two or 
  more spell-like abilities, depending on its 
  Hit Dice, as indicated on the following table. 
  Th ese abilities are cumulative. Caster level equals 
  prismatic’s character level, and the save DCs are 
  Charisma-based.
  Spell-Like Abilities
   
  Character Level 
  Abilities
   
  1–2 
  Dancing lights 3/day, ﬂ are at will
   
  3–4 
  Color spray 2/day
   
  5–6 
  Hypnotic pattern 1/day
   
  7–8 
  Daylight 1/day
   
  9–10 
  Searing light 1/day
   
  11–12 
  Rainbow pattern 1/day
   
  13–14 
  Prismatic spray 1/day
   
  15–16 
  Scintillating pattern 1/day
   
  17–18 
  Prismatic wall 1/day
   
  19–20 
  Prismatic sphere 1/day
  Special Qualities: Th e prismatic retains all the base creature’s 
  special qualities and gains those described here.
   
  Low-Light Vision (Ex): A prismatic can see twice as far as a 
  human in starlight, torchlight, moonlight, and other low-light 
  conditions.
   
  Prismatic Body (Su): A prismatic’s body glows with a light 
  equivalent to that of a candle, illuminating a 5-foot radius 
  around itself. Each round, this light takes on a diﬀ erent hue, 
  determined at random. While so lit, a prismatic creature 
  cannot beneﬁ t from concealment due to darkness or shadowy 
  conditions. Once per round, the prismatic may suppress its 
  light or choose its color as a free action with a successful 
  DC 15 Concentration check. Th e light resumes its random 
  color changes on the prismatic creature’s next turn unless it 
  succeeds on another DC 15 Concentration check. 
  Reinstating the suppressed light is a free action.
  In addition, the hue of the prismatic creature’s light 
  grants it an immunity as given in the following table. 
  At the end of each round, roll on the chart below to 
  determine the color of the prismatic creature’s light. 
  While its light is suppressed, it does not beneﬁ t from 
  any immunity granted by the prismatic body special quality.
  Prismatic Body
   
  Color 
  Immunity
   
  Red 
  Fire
   
  Orange 
  Acid
   
  Yellow 
  Electricity
   
  Green 
  Poison
   
  Blue 
  Mind-aﬀ ecting eﬀ ects
   
  Indigo 
  Cold
   
  Violet 
  Sonic
   
  Prismatic Immunities (Ex): Prismatics are immune to 
  the adverse eﬀ ects of the spells noted in the Spell-Like 
  Abilities section. In addition, they are immune to all 
  blinding, dazzling, or dazing eﬀ ects caused by exposure to 
  light. If the base creature suﬀ ers negative eﬀ ects in bright 
  light, the prismatic loses that vulnerability.
  Prismatic
  
  203
  203
  203
  203
  Abilities: Change from the base creature as follows: Cha +4.
  Skills: If the base creature gains a bonus on Hide checks due to 
  coloration, the prismatic loses that bonus. It also takes a –8 
  penalty to Hide checks while lit.
  Organization: Same as the base creature or solitary.
  Challenge Rating: 8 or fewer HD, same as the base creature; 9 or 
  more HD, same as the base creature +1.
  Alignment: Usually chaotic neutral.
  Level Adjustment: Same as the base creature +3.
  Prismatic Characters
  A prismatic creature favors whichever class the creature is is based 
  on does. 
  - Sample Creature:  Prismatic Chimera -
  Large Magical Beast
  Hit Dice: 9d10+27 (76 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares), ﬂ y 50 ft. (poor)
  Armor Class: 19 (–1 size, +1 Dex, +9 
  natural), touch 10, ﬂ at-footed 18
  Base Attack/Grapple: +9/+17
  Attack: Bite +12 melee (2d6+4)
  Full Attack: Bite +12 melee (2d6+4) and 
  bite +12 melee (1d8+4) and 
  gore +12 melee (1d8+4) and 
  2 claws +10 melee (1d6+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Breath weapon, 
  spell-like abilities
  Special Qualities: Darkvision 
  60 ft., low-light vision, 
  prismatic body, prismatic 
  immunities, scent
  Saves: Fort +9, Ref +7, 
  Will +6
  Abilities: Str 19, Dex 13, 
  Con 17, Int 4, Wis 13, 
  Cha 14
  Skills: Hide +1*, Listen +9, 
  Spot +9
  Feats: Alertness, Hover, Iron 
  Will, Multiattack
  Environment: 
  Temperate hills
  Organization: Solitary, pride 
  (3–5), or ﬂ ight (6–13)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 10–13 HD (Large); 14–27 HD (Huge)
  Level Adjustment: +5 (cohort)
  Here is an example of a prismatic using a chimera as the base 
  creature.
  A prismatic chimera is about 5 feet tall at the shoulder and nearly 10 
  feet long, and it weighs about 4,000 pounds. It has three heads—a 
  goat, a lion, and a dragon—on long, dragon like necks. Its forelegs are 
  those of a lion, its rear legs are hoofed like a goat’s, and its body is that 
  of a dragon—complete with great wings. Th e dragon head resembles 
  that of any one kind of chromatic true dragon— black, blue, green, 
  red, or white—and it can use a weaker version of that dragon’s breath 
  weapon. Because its color constantly shifts, however, creatures not 
  familiar with chromatic dragon facial features often have a diﬃ  cult 
  time predicting what breath weapon the chimera can use.
  Prismatic chimeras can speak Draconic but seldom bother to do 
  so, except when toadying to more powerful creatures.
  Combat
  A prismatic chimera stalks 
  its prey from the air. When 
  it spots good hunting, it lands 
  and hides in its quarry’s path, using 
  hypnotic pattern to distract potential 
  victims when they come near. It then 
  attacks with color spray to incapacitate 
  as many creatures as possible before 
  using its breath weapon on them. If 
  necessary, it continues its attack 
  from the air, using searing light 
  and breath weapon attacks to 
  kill foes at range.
  Breath Weapon (Su): A 
  prismatic chimera’s breath 
  weapon depends on the color of 
  its dragon head, as summarized 
  on the following table. Th e 
  breath weapon is usable 
  once every 1d4 rounds, 
  deals 3d8 points of damage, and 
  allows a DC 17 Reﬂ ex save for 
  half damage. Th e save DC is 
  Constitution-based.
  To determine a prismatic 
  chimera’s head color and breath 
  weapon randomly, roll 1d10 and 
  consult the following table.
  Breath Weapon
   
  1d10 
  Head Color 
  Breath Weapon
   
  1–2 
  Black 
  40-foot line of acid
   
  3–4 
  Blue 
  40-foot line of lightning
   
  5–6 
  Green 
  20-foot cone of gas (acid)
   
  7–8 
  Red 
  20-foot cone of ﬁ re
   
  9–10 
  White 
  20-foot cone of cold
  Spell-Like Abilities: At will—ﬂ are (DC 12); 3/day—dancing 
  lights; 2/day—color spray (DC 13); 1/day—daylight, hypnotic pattern 
  (DC 14), searing light (DC 15). Caster level 9th. Th e save DCs are 
  Charisma-based.
  Prismatic Body (Su): See the prismatic template.
  Prismatic Immunities (Ex): See the prismatic template.
  Skills: A prismatic chimera’s three heads give it a +2 racial bonus 
  on Listen and Spot checks.
  Carrying Capacity: A light load for a prismatic chimera is up to 
  348 pounds; a medium load, 349–699 pounds, and a heavy load, 
  700–1,050 pounds.
  Prismatic
  
  204
  204
  204
  204
   Psychic
  Gifted with abnormal mental fortitude and strange mind powers by some accident of birth, psychics have access to knowledge and talents 
  that other creatures of their kinds do not. As they age, experience hones their minds even further, granting them ever more power.
  Psychics come in eight diﬀ erent varieties according to their particular specialties: clairaudiant, clairvoyant, empath, precognizant, 
  psychometer, pyrokinetic, telekinetic, and telepath. Any given psychic may have one or more of these specialties, which are deﬁ ned as 
  follows.
   
  • Clairaudiants can hear sounds made in locations other than their own and have powers over sound. 
   
  • Clairvoyants can see events in locations other than their own and have power over sight. 
   
  • Empaths are sensitive to other creature’s feelings and have powers over emotion. 
   
  • Precognizants can see future events and determine appropriate courses of action. 
   
  • Psychometers can determine the history and qualities of an object or place by concentrating. 
   
  • Pyrokenetics can control and produce ﬂ ame with a thought. 
   
  • Telekinetics can move objects and produce force eﬀ ects with their minds. 
   
  • Telepaths can read and project thoughts. 
  A psychic looks like any other member of its race, and psychics with diﬀ erent specialties are indistinguishable except for their abilities.
  Creating a Psychic Creature
  “Psychic” is an inherited template that can be added to any creature 
  whose Intelligence, Wisdom, and Charisma scores are each 3 or 
  higher (referred to hereafter as the base creature). 
  A psychic uses all the base creature’s statistics and special abilities 
  except as noted for its type. Th e psychic gains all the abilities noted 
  for each of its specialties in addition to those that pertain to all 
  psychics.
  Initiative: A precognizant gains a +8 insight 
  bonus on initiative rolls.
  Speed: A telekinetic retains the base creature’s 
  speeds and gains a ﬂ y speed equal to the 
  base creature’s highest speed, with perfect 
  maneuverability. If the base creature already 
  has a ﬂ y speed, it either remains the same or increases 
  until it is equal to the creature’s highest other speed plus 5 
  feet per point of Charisma bonus, whichever is faster. Th e 
  telekinetic’s maneuverability becomes perfect if it was not 
  already.
  Armor Class: A telekinetic gains a +4 deﬂ ection bonus to AC.
  Special Attacks: A psychic retains all the base creature’s special 
  attacks and gains those described here.
  Psychic Attack: Th e exact psychic attacks bestowed depend on the 
  psychic’s particular specialties, as follows.
  Clairaudiant : Spell-Like Abilities: A clairaudiant gains 
  spell-like abilities according to its character level, as 
  indicated on the following table. Th ese abilities are 
  cumulative. Caster level equals clairaudiant’s character 
  level. Th e save DCs are Charisma-based.
  Clairaudiant Spell-Like Abilities
   
  Character Level 
  Ability
   
  1–2 
  Ghost sound 3/day
   
  3–4 
  Ventriloquism at will
   
  5–6 
  Sound burst 1/day
   
  7–8 
  Silence 3/day, shatter 1/day
   
  9–10 
  Clairaudience/clairvoyance (hearing only) 5/day
   
  11–12 
  Blindness/deafness (deafness only) 3/day
   
  13–14 
  Zone of silence 1/day
  Clairaudiant Spell-Like Abilities (continued)
  Character Level 
  Ability
   
  15–16 
  Shout 1/day
   
  17–18 
  Greater shout 1/day
   
  19–20 
  Wail of the banshee 1/day
  Clairvoyant: Spell-Like Abilities: A clairvoyant gains 
  spell-like abilities according to its character level, as 
  indicated on the following table. Th ese abilities are 
  cumulative. Caster level equals clairvoyant’s character 
  level. Th e save DCs are Charisma-based.
   Clairvoyant Spell-Like Abilities
   Character Level 
  Ability
   
  1–2 
  Detect magic 3/day
   
  3–4 
  Detect secret doors 1/day
   
  5–6 
  See invisibility 1/day
   
  7–8 
  Arcane sight 1/day
   
  9–10 Arcane eye, clairaudience/clairvoyance (sight only) 3/day
   
  11–12 
  Blindness/deafness (blindness eﬀ ect only) 3/day
   
  13–14 
  Prying eyes 1/day
   
  15–16 
  True seeing 1/day
   
  17–18 
  Greater arcane sight 1/day
   
  19–20 
  Greater prying eyes 1/day
  Empath: Spell-Like Abilities: An empath gains spell-like 
  abilities according to its character level, as indicated 
  on the following table. Th ese abilities are cumulative. 
  Caster level equals empath’s character level. Th e save 
  DCs are Charisma-based.
  Empath Spell-Like Abilities:
   
  Character Level 
  Ability
   
  1–2 
  Remove fear 3/day, hideous laughter 1/day
   
  3–4 
  Cause fear 1/day
   
  5–6 
  Calm emotions 3/day, scare 1/day
   
  7–8 
  Good hope 2/day
   
  9–10 
  Rage 2/day
   
  11–12 
  Fear 2/day
  Psychic
  
  205
  205
  205
  205
  Empath Spell-Like Abilities: (continued)
   
  Character Level 
  Ability
   
  13–14 
  Crushing despair 3/day
   
  15–16 
  Symbol of fear 1/day
   
  17–18 
  Sympathy 1/day
   
  19–20 
  Antipathy 1/day
  Precognizant : Spell-Like Abilities: At will—guidance (self only); 
  3/day—augury, moment of prescience; 1/day—foresight. 
  Caster level equals precognizant’s character level.
  Psychometer: Spell-Like Abilities: At will—detect chaos, detect 
  evil, detect good, detect law, detect magic, detect poison, 
  legend lore; 3/day—detect secret doors, detect snares and 
  pits; 1/day—analyze dweomer, locate object. Caster level 
  equals psychometer’s character level). To use its at will 
  abilities, a psychometer must touch a single object or 
  creature. Th ese abilities otherwise function as the spells 
  Pyrokintic: Spell-Like Abilities: A pyrokinetic gains spell-like 
  abilities according to its character level, as indicated 
  on the following table. Th ese abilities are cumulative. 
  Caster level equals pyrokinetic’s character level. Th e 
  save DCs are Charisma-based.
  Pyrokinetic: Spell-Like Abilities
   
  Character Level 
  Ability
   
  1–2 
  Produce ﬂ ame 3/day, pyrotechnics 1/day
   
  3–4 
  Flaming sphere 1/day
   
  5–6 
  Flame arrow 3/day
   
  7–8 
  Firetrap, quench 3/day
   
  9–10 
  Fireball 1/day
   
  11–12 
  Wall of ﬁ re 2/day
   
  13–14 
  Firestorm 1/day
   
  15–16 
  Delayed blast ﬁ reball 1/day
   
  17–18 
  Incendiary cloud 1/day
   
  19–20 
  Meteor swarm 1/day
  Telekinetic: Spell-Like Abilities: A telekinetic gains spell-like 
  abilities according to its character level, as indicated 
  on the following table. Th ese abilities are cumulative. 
  Caster level equals telekinetic’s character level. Th e 
  save DCs are Charisma-based.
  Telekinetic Spell-Like Abilities
   
  Character Level 
  Ability
   
  1–2 
  Mage hand at will, shield 1/day
   
  3–4 
  Animate rope 1/day, hold portal 2/day
   
  5–6 
  Floating disk 1/day
   
  7–8 
  Control water 1/day, sympathetic vibration 2/day
   
  9–10 
  Resilient sphere 1/day
   
  11–12 
  Telekinesis 3/day
   
  13–14 
  Repel wood 1/day, repel metal or stone 1/day
   
  15–16 
  Reverse gravity 1/day
   
  17–18 
  Telekinetic sphere 1/day
   
  19–20 
  Wall of force 3/day
  Telepath: Spell-Like Abilities: At will—detect thoughts; 
  1/day—dream, mind blank, phantasmal killer, telepathic 
  bond. Caster level equals telepath’s character level. Th e 
  save DCs are Charisma-based.
  Special Qualities: A psychic retains all the base creature’s special 
  qualities and gains those described here.
   
  Psychic Quality: Th e exact psychic qualities bestowed 
  depend on the psychic’s particular specialties, as follows.
  Precognizant : Foresight (Su): A precognizant functions as 
  though constantly aﬀ ected by a foresight spell (caster level 
  equals precognizant’s character level). Th e precognizant 
  receives instantaneous warnings of impending danger to 
  itself and gains a general idea of what actions it might 
  take to protect itself. It is never surprised or ﬂ at-footed 
  and gains a +2 insight bonus to AC and on Reﬂ ex saves. 
  Th is insight bonus is lost whenever the precognizant 
  creature would be denied its Dexterity bonus to AC.
  Pyrokinetic: Conscious Immunity to Fire (Su): So long as a 
  pyrokinetic is conscious, it is immune to ﬁ re.
  Telepathic: Informed Prediction (Su): If the telepath has 
  successfully used detect thoughts against a creature 
  within 24 hours, it gains a +2 dodge bonus against 
  that creature’s attacks and a +2 insight bonus on saves 
  against that creature’s spells and special attacks.
   
  Telepathy (Su): A telepathic creature can use telepathy 
  to a range of 100 feet, as described in the MM.
  Skills: A psychic gains bonuses on certain skill checks according 
  to its particular specialties, as follows. 
  Clairaudiant: A clairaudiant gains a +10 bonus on Listen checks.
  Clairvoyant: A clairvoyant gains a +10 bonus on Spot checks.
  Empathic: An empath gains a +10 bonus on Sense Motive 
  checks and a +5 bonus on Bluﬀ , Diplomacy, and 
  Intimidate checks.
  Psychometer: A psychometer gains a +5 bonus on Appraise, 
  Disable Device, Open Lock, Search,  and Use Magic 
  Device, as well as Survival checks made to track creatures.
  Feats: Th e psychic gains Iron Will as a bonus feat if the base 
  creature did not already have it.
  Challenge Rating: Th e CR increases based on the psychic’s 
  specialties and character level, as follows. Each specialty 
  adds its own CR increase.
  Clairaudiant, Clairvoyant, Empath: Character level 10th or 
  below, same as the base creature; character level 11th 
  or higher, same as the base creature +1.
  Precognizant, Telepath: Same as the base creature +1.
  Psychometer: Same as the base creature.
  Pyrokinetic, Telekinetic: Character level 10th or below, same 
  as the base creature +1; character level 11th or higher, 
  same as the base creature +2.
  Level Adjustment: Th e level adjustment increases based on the 
  psychic’s specialties, as follows. Each specialty adds its own 
  level adjustment.
  Clairaudiant, Clairvoyant, Empath, Precognizant: Same as 
  the base creature +2.
  Psychometer: Same as the base creature +1.
  Pyrokinetic, Telekinetic, Telepath: Same as the base creature +3.
  Psychic Characters
  A psychic character favors whichever class the base creature does. 
  Alternatively, if you use Green Ronin’s Psychic Handbook, the 
  character gains Psychic in addition to the normal favored class.
  Psychic
  
  206
  206
  206
  206
  - Sample Creature:  Psychic Bugbear -
  Medium Humanoid (Goblinoid)
  Hit Dice: 3d8+3 (16 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+1 Dex, +3 natural, +2 leather armor, 
  +1 light wooden shield), touch 11, ﬂ at-footed 16
  Base Attack/Grapple: +2/+4
  Attack: Morningstar +5 melee (1d8+2) or javelin +3 
  ranged (1d6+2)
  Full Attack: Morningstar +5 melee (1d8+2) or javelin +3 
  ranged (1d6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Darkvision 60 ft., informed 
  prediction, scent, telepathy
  Saves: Fort +2, Ref +4, Will +3
  Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
  Skills: Climb +3, Hide +4, Listen +14, Move Silently +6, 
  Spot +14
  Feats: Alertness, Iron Will, Weapon Focus 
  (morningstar)
  Environment: Temperate mountains
  Organization: Solitary, pair, gang (3–4), or band (11–20 
  plus 150% noncombatants plus 2 2nd-level 
  sergeants and 1 leader of 2nd–5th level)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +8
  Here is an example of a psychic creature using a bugbear 
  as the base creature and clairaudiant, clairvoyant, and 
  telepath as the psychic specialties.
  A psychic bugbear swiftly becomes a leader among its kind. With 
  its abilities to detect foes and communicate silently, a clairaudiant/
  clairvoyant/telepath bugbear makes any bugbear hunting party or 
  guerilla team dramatically more eﬀ ective.
  Bugbears speak Goblin and Common.
  Combat
  Bugbears prefer to ambush opponents whenever possible. When 
  hunting, they normally send scouts ahead of the main group. If the 
  scouts spy prey, they return to report and bring up reinforcements. 
  When a clairaudiant/clairvoyant/telepath bugbear is part of such 
  a group, it often serves as the scout, using its tremendous hearing 
  and eyesight to spy on enemies at greater than normal range and 
  its telepathic bond to communicate with distant allies.
  Spell-Like Abilities: At will—detect thoughts, ventriloquism; 
  3/day—detect magic, ghost sound; 1/day—detect secret doors, dream, 
  mind blank, phantasmal killer, telepathic bond. Caster level 3rd. 
  Th e save DCs are Charisma-based. Th e psychic bugbear gains 
  additional spell-like abilities as it gains Hit Dice.
  Telepathy (Su): See the psychic template.
  Informed Prediction (Su): See the psychic template.
  Skills: A psychic bugbear has a +4 racial bonus on Move Silently 
  checks.
   Quadrupedal Creature
  A quadrupedal creature possesses the features of a humanoid but the general form of a lion or horse. A quadrupedal version of a 
  humanoid creature has legs instead of arms and a longer-than-normal torso placed between and behind its front legs. Its elongated neck 
  and shortened legs give it a general form similar to that of a sphinx or a barghest.
  Quadrupedal creatures rarely have the ability to manipulate tools, and most live nomadic existences, following sources of food and 
  traveling with the seasons. A quadrupedal race inclined to settle down might ally itself with nearby humanoids, gaining equipment and 
  dwellings in return for service as mounts.
  Quadrupedal Creature
  
  207
  207
  207
  207
  Creating a Quadrupedal Creature
  “Quadrupedal creature” is an inherited or created template that can 
  be added to any humanoid, giant, or monstrous humanoid, or any 
  living creature with a generally humanoid shape—namely, two arms, 
  two legs, and a head (referred to hereafter as the base creature). 
  A quadrupedal creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Shape: Th e base creature’s arms become legs, and its hands become 
  hooﬂ ike or pawlike, depending upon whether its lower body 
  resembles that of a horse or a lion. A quadrupedal must 
  wear barding instead of normal armor and cannot wear 
  boots designed for bipeds.
  Speed: Th e base creature’s land and burrow speeds (if any) each 
  increase by +10 feet. If the base creature has a climb speed, it 
  is replaced by a climb speed equal to one-half the quadrupedal 
  creature’s land speed or 10 feet, whichever is faster. If the base 
  creature has a ﬂ y speed based on the possession of wings, the 
  quadrupedal creature’s maneuverability class is reduced by one 
  step (minimum clumsy).
  Grapple: If the quadrupedal creature’s body is more like that of a 
  deer or a horse than a lion, the GM may choose to impose a 
  penalty on grapple checks it makes as an aggressor, or even 
  disallow grappling attacks altogether. Even so, however, the 
  quadrupedal creature retains its grapple bonus for use in 
  escaping grapples and fending oﬀ  pin attempts.
  Attack: Th e quadrupedal creature retains all the base creature’s attacks, 
  each of which retains the same primary or secondary status 
  it had for the base creature. If the base creature possessed a 
  single claw or slam attack, the quadrupedal creature gains an 
  additional attack of the same type with the same primary or 
  secondary status and the same base damage. If the base creature 
  has at least one head but lacks a bite attack with 
  it, the quadrupedal creature gains a secondary 
  bite attack with each head. If the base creature 
  possesses arms but has no claw or slam attacks 
  with them, the quadrupedal creature gains a 
  primary slam attack with each such limb.
   
  Th e quadrupedal creature’s lack of humanlike 
  hands prevents it from using weapons, employing 
  a shield, or manipulating items any better than a bear or a horse 
  could. Th us, it loses all the base creature’s weapon and armor 
  proﬁ ciencies unless it gains the regular use of the ability to take 
  a shape with hands. (In that case, the proﬁ ciencies of its class 
  or creature type should automatically be restored so that the 
  quadrupedal creature need not take weapon proﬁ ciency feats to 
  regain them.)
  Damage: If the quadrupedal creature gained bite or slam attacks 
  from the application of this template, the base damage for 
  each is as given on the following table.
  Damage
   
  Size 
  Bite Base Damage 
  Slam Base Damage
   
  Fine 
  — 
  —
   
  Diminutive 
  1 
  1
   
  Tiny 
  1 
  1
   
  Small 
  1d3 
  1d3
   
  Medium 
  1d4 
  1d4
   
  Large 
  1d6 
  1d6
   
  Huge 
  1d8 
  1d8
   
  Gargantuan 
  2d6 
  2d6
   
  Colossal 
  2d8 
  2d8
  Space/Reach: Th e quadrupedal creature has a space and reach 
  appropriate for its new shape, as described in the following 
  table. If the base creature had greater than normal reach for 
  its size, add 5 feet to the reach indicated on the table.
  Space/Reach
   
  Size 
  New Space/Reach (Long)
   
  Fine 
  1/2 ft/—
   
  Diminutive 
  1 ft./—
   
  Tiny 
  2-1/2 ft./—
   
  Small 
  5 ft./—
   
  Medium 
  5 ft./5 ft.
   
  Large 
  10 ft./5 ft.
   
  Huge 
  15 ft./10 ft.
   
  Gargantuan 
  20 ft./15 ft.
   
  Colossal 
  30 ft./20 ft.
  Special Attacks: A quadrupedal creature retains all of the base 
  creature’s special attacks except those that rely on ﬁ nd 
  manipulation with the hands. If a special attack relies on 
  the base creature taking humanoid form, it must 
  instead take quadrupedal form.
  Special Qualities: Th e quadrupedal creature retains 
  all the base creature’s special qualities except those 
  that rely on ﬁ ne manipulation with the hands. It 
  also gains the qualities described here. If a special 
  quality relies on the base creature taking humanoid 
  form (such as the doppelganger’s change shape ability), it 
  must instead take quadrupedal form. 
   
  Stability (Ex): A quadrupedal creature gains a +4 bonus on 
  checks made to resist bull rush or trip attacks. 
   
  Carrying Capacity (Ex): A quadrupedal creature has a carrying 
  capacity 1-1/2 times greater than normal for its size. It can also 
  carry a rider up to one size category smaller than itself.
  Skills: Th e quadrupedal creature retains the base creature’s racial 
  skill bonuses. If the base creature has skills that require 
  ﬁ ne manipulation with the hands (such as Open Lock or 
   Quadrupedal Spellcasters
  Quadrupedal creatures may cast spells, but those requiring somatic and material components cannot be used unless the 
  quadrupedal creature has a means of bypassing the need for such components. In most cases, it is easiest to assume that 
  quadrupedal creatures can make use of somatic and material components in the same ways that other monstrous spellcasters 
  can. Spell-like abilities may be used in the same manner as the base creature used them.
  Quadrupedal Creature
  
  208
  208
  208
  208
  Perform [string instruments]), recalculate skill points for 
  the quadrupedal creature’s racial Hit Dice according to its 
  type, as given on the following table, then purchase its skills 
  afresh, treating the base creature’s skills as class skills and all 
  others as cross-class skills. Th e quadrupedal creature retains 
  any skill points gained from class levels.
  Skills
   
  Creature Type 
  Skill Points
   Aberration 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Animal 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Construct 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Dragon 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Elemental 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Fey  
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Giant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Magical beast 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Monstrous 
    
  humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Ooze 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Outsider 
  (8 + Int modiﬁ er, minimum 1) x (HD +3)
   Plant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Undead 
  (4 + Int modiﬁ er, minimum 1) x (HD +3)
   Vermin 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  Feats: If the base creature has feats that require ﬁ ne manipulation 
  with the hands (such as Skill Focus [Sleight of Hand]), 
  replace those feats.
  Quadrupedal Characters
  A quadrupedal character favors whichever class the base creature 
  does. However, if the base creature favored a spellcasting class and 
  the GM has determined that the quadrupedal version cannot cast 
  spells requiring somatic or material components, its favored class 
  should be changed to barbarian, monk, or ﬁ ghter. 
  Although quadrupedal creatures might not be able to construct 
  equipment, most are still intelligent enough to employ it if they 
  can. 
  Quadrupedal creatures make strange PCs, but they can be fun, 
  especially if another player’s character uses the quadrupedal 
  character as a mount. Th e template has no level adjustment 
  because although it grants greater speed and more natural attacks, 
  it takes away a great deal. 
  Consider granting a quadrupedal PC beneﬁ ts such as an extra level 
  and small bonuses to ability scores to counter these losses. Don’t be 
  too generous, though; its humanoid form might be just a low-level 
  spell or potion away.
  - Sample Creature:  Quadrupedal Succubus - 
  Medium Outsider (Chaotic,  Demon,Extraplanar, Evil)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares), ﬂ y 50 ft. (poor)
  Armor Class: 20 (+1 Dex, +9 natural), touch 11, ﬂ at-footed 19
  Base Attack/Grapple: +6/+7
  Attack: Claw +7 melee (1d6+1)
  Full Attack: 2 claws +7 melee (1d6+1), bite +2 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Energy drain, spell-like abilities, summon demon
  Special Qualities: Damage reduction 10/cold iron or good, 
  darkvision 60 ft., immunity to electricity and poison, 
  resistances (acid 10, cold 10, ﬁ re 10), spell resistance 18, 
  telepathy 100 ft., tongues
  Saves: Fort +6, Ref +6, Will +7
  Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
  Skills: Bluﬀ  +19, Concentration +10, Diplomacy +12, Disguise 
  +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate 
  +19, Knowledge (any one) +12, Listen +19, Move Silently 
  +10, Search +12, Spot +19, Survival +2 (+4 following tracks), 
  Use Rope +1 (+3 with bindings)
  Feats: Dodge, Mobility, Persuasive
  Environment: Inﬁ nite Layers of the Abyss
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 7–12 HD (Medium)
  Level Adjustment: +6
  Here is an example of a quadrupedal creature using a succubus as 
  the base creature.
  Th e quadrupedal succubus oﬀ ers perverse temptations to 
  humanoids and corrupts other intelligent quadrupedal creatures, 
  such as androsphinxes and manticores, with the delights of the 
  ﬂ esh. It especially delights in entrapping and draining the life from 
  unicorns, lammasu, and young good dragons.
  A quadrupedal succubus in its natural form looks something like 
  a furless, tailless gynosphinx. It walks about on four legs, and its 
  front feet look much like hairless lion paws. Great red-and-black, 
  batlike wings sprout from its nude back near is shoulders, and 
  Quadrupedal Creature
  
  209
  209
  209
  209
  blond or black hair grows on its disturbingly beautiful humanlike 
  head. Its luscious and full lips hide deadly fangs.
  A quadrupedal succubus spends most of its time in the form of 
  whatever quadrupedal creature it wants to ensnare. Yet a quadruped 
  succubus also enjoys corrupting humanoid victims, so it sometimes 
  spends time near humanoid settlements. In such cases, it usually takes 
  the form of a beautiful mount or a piece of valuable livestock to entice 
  a humanoid within reach of its enchanting spells and killing kiss.
  Combat
  Quadrupedal succubi avoid combat if possible, preferring to use 
  their powers of suggestion and their charm to win foes to their 
  sides and lure victims into their life-draining embraces.
  A quadrupedal succubus’s natural weapons, and any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for the 
  purpose of overcoming damage reduction.
  Energy Drain (Su): A quadrupedal succubus drains energy from 
  a mortal it lures into some act of passion, or by simply planting 
  a kiss on the victim. If the target is not willing to be kissed, the 
  quadrupedal succubus must start a grapple, which provokes an attack 
  of opportunity. Th e quadrupedal succubus’s kiss or embrace bestows 
  one negative level. Th e kiss also has the eﬀ ect of a suggestion spell, in 
  which the victim is asked to accept another kiss from the quadrupedal 
  succubus. Th e victim must succeed on a DC 21 Will save to negate 
  the eﬀ ect of the suggestion. Th e DC is 21 for the Fortitude save to 
  remove a negative level. Th ese save DCs are Charisma-based.
  Spell-Like Abilities: At will—charm monster (DC 22), detect good, 
  detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects 
  only), polymorph (quadrupedal form only, no limit on duration), 
  suggestion (DC 21), greater teleport (self plus 50 pounds of objects 
  only). Caster level 12th. Th e save DCs are Charisma-based.
  Summon Demon (Sp): Once per day, a quadrupedal succubus can 
  attempt to summon one vrock with a 30% chance of success. Th is 
  ability is the equivalent of a 3rd-level spell.
  Tongues (Su): A quadrupedal succubus has a permanent tongues 
  ability (as the spell, caster level 12th). Succubi usually use verbal 
  communication with mortals.
  Skills: A quadrupedal succubus has a +8 racial bonus on Listen 
  and Spot checks. *While using its alter self ability, it gains a +10 
  circumstance bonus on Disguise checks.
  Creating a Quickling
  “Quickling” is an acquired or inherited template that can be added 
  to any living creature (referred to hereafter as the base creature). 
  A quickling uses all the base creature’s statistics and special 
  abilities except as noted here.
  Initiative: A quickling gains a +4 bonus on initiative rolls.
  Speed: Each of a quickling’s speeds is quadruple the 
  corresponding speed of the base creature. If the quickling 
  has a ﬂ y speed, its maneuverability increases by two 
  categories (maximum perfect).
  Armor Class: Th e base creature gains a +4 dodge bonus to AC. 
  Conditions that cause the quickling to lose its Dexterity 
  bonus to AC also cause it to lose this dodge bonus. 
  Special Attacks: A quickling retains all the base creature’s special 
  attacks and gains those described here. 
   
  Rapid Attacks (Ex): A quickling may make an extra ranged 
  attack at its highest attack bonus during any attack action 
  and when making a full attack. Furthermore, 
  it may modify any or all of its melee attack 
  rolls with its Dexterity modiﬁ er instead of its 
  Strength modiﬁ er, if desired. When it makes 
  this substitution for all its melee attacks in an 
  attack action or a full attack, it gains an extra 
  melee attack at its highest attack bonus.
   
  Quick Casting (Ex): When casting any spell with a casting time 
  greater than 1 action, the quickling can cast it in 1 action.
  Special Qualities: A quickling retains all the base creature’s special 
  qualities and gains the one described here.
   
  Fast Healing (Ex): A quickling regains 1 hit point per round.
  Abilities: Increase from the base creature as follows: +8 Dex.
  Skills: A quickling rapidly gains an understanding of its 
  environment, which grants it a +2 racial bonus on Listen, 
  Search, and Spot checks. In addition, it gains a +10 racial 
  bonus on Tumble checks and can use Tumble as though 
  trained even if it possesses no ranks in the skill..
  Feats: A quickling gains Dodge, Improved Initiative, Mobility, 
  Quick Draw, Quicken Spell, and Spring Attack as bonus 
  feats, assuming that it meets any prerequisites and the base 
  creature does not already have them.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +5.
  Quickling Characters
  A quickling character favors whichever class the 
  base creature does.
  Quickling
   Quickling
  Quicklings are creatures that possess incredible speed. Some inherit their powers from quickling parents or distant ancestors, but others seem to 
  become quicklings spontaneously. Such creatures are often individuals in need of great speed to ﬂ ee a foe or reach a loved one in time to prevent 
  tragedy. Most count their gift of speed as a great blessing at ﬁ rst, but they soon learn to curse it when they see their lives rapidly leaving them.
  Quicklings are prime examples of the old adage, “Live fast and die young.” In fact, they age four times as fast as normal for their kinds. 
  Elf quicklings die of old age before their companions are old enough to be married, and human quicklings rarely live past twenty-ﬁ ve. 
  Knowledge of their impending doom, however, drives many quicklings to accomplish great deeds in the small amount of time they have. 
  
  210
  210
  210
  210
  Using the Quickling Template
  If one of your players has a character of signiﬁ cantly lower level than the rest of the group, consider allowing that character to 
  gain the quickling template spontaneously at a time when she desperately needs to move quickly. If the character seizes this 
  option, make it clear over time that the character is aging rapidly. Such an eﬀ ect is relatively easy to depict over the long term in 
  a campaign, but in the short term, the signs of aging might be less clear. Mention that the character’s hair is growing noticeably 
  faster than before, and that her rapidly beating heart pains her from time to time. If the player objects to the aging eﬀ ects, 
  make an option for removing the template available in the form of a quest.
  Small Elemental (Extraplanar, Fire)
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +12
  Speed: 120 ft. (24 squares)
  Armor Class: 25 (+1 size, +4 Dex, +4 Dodge, +6 natural), touch 
  19, ﬂ at-footed 17
  Base Attack/Grapple: +1/–1
  Attack: 2 burning touches +6 melee touch (1d8 ﬁ re plus 
  combustion) or 2 slams +6 melee (1d3+3 plus combustion)
  Full Attack: 2 burning touches +6 melee touch (1d8 ﬁ re plus 
  combustion) or 2 slams +6 melee (1d3+3 plus combustion)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Combustion, ﬁ ery aura, quick casting, rapid attacks
  Special Qualities: Damage reduction 5/magic, darkvision 60 
  ft., elemental traits, fast healing 1, immunity to ﬁ re, melt 
  weapons, vulnerability to cold
  Saves: Fort +3, Ref +7, Will +0
  Abilities: Str 15, Dex 19, Con 13, Int 8, Wis 10, Cha 10
  Skills: Climb +4, Listen +2, Jump +39, Search +2, Spot +5, 
  Tumble +14
  Feats: Dodge, Great Fortitude, 
  Improved Initiative, Mobility, 
  Quick Draw
  Environment: Elemental Plane 
  of Fire
  Organization: Solitary, pair, gang 
  (3–4), or squad (6–10)
  Challenge Rating: 4
  Treasure: Standard coins; 
  standard goods 
  (nonﬂ ammables 
  only); standard items 
  (nonﬂ ammables only)
  Alignment: Always chaotic 
  neutral
  Advancement: 3–4 HD 
  (Small); 5–6 HD 
  (Medium)
  Level Adjustment: —
  Here is an example of a 
  quickling using a magmin 
  as the base creature.
  Quickling magmins 
  love setting things on 
  ﬁ re. When they reach 
  the Material Plane, they 
  often run amuck, trailing 
  ﬁ ery destruction in their 
  wake.
  A quickling magmin rarely appears as more than a red blur trailing 
  a line of ﬁ re. When it slows down enough to be distinguishable 
  from the ﬁ re it creates, a quickling magmin looks like a stumpy 
  human sculpted from ﬁ re and ﬂ owing lava. It radiates heat like a 
  bonﬁ re from the searing ﬂ ame that envelop its body, and its gleeful 
  grin looks malicious.
  Quickling magmins speak Ignan, but they speak it at such a 
  breakneck pace that few other creatures can understand their 
  speech.
  Combat
  Quickling magmins are braver than normal ones because of 
  their great speed and agility. Th ey charge into battle without fear, 
  trusting their mobility to help them escape slower foes if the ﬁ ght 
  turns against them.
  Combustion (Ex): Anyone a quickling magmin touches must 
  succeed on a DC 12 Reﬂ ex save or take an extra 
  1d8 points of ﬁ re damage from its clothes 
  igniting or its armor becoming searing 
  hot. Th e damage continues for another 
  1d4+2 rounds after the quickling 
  magmin’s last successful attack. 
  Quickling magmins can also 
  ignite ﬂ ammable materials 
  with simply a touch of their 
  ﬁ rey ﬂ esh. Th e save DC is 
  Constitution-based.
  Fiery Aura (Ex): Anyone 
  within 20 feet of a quickling 
  magmin must succeed on a 
  DC 12 Fortitude save or 
  take 1d6 points of heat 
  damage per round from the 
  intense heat. Th e save DC is 
  Constitution-based.
  Melt Weapons (Ex): Any 
  metal weapon that strikes 
  a quickling magmin must 
  succeed on a DC 12 
  Fortitude save or melt 
  away into a lump of 
  useless slag. Th e save DC 
  is Constitution-based.
  Quick Casting (Ex): See 
  the quickling template.
  Rapid Attacks (Ex): See the 
  quickling template.
  - Sample Creature:  Quickling Magmin -
  Quickling
  
  211
  211
  211
  211
   Ravenous Creature
  Unnatural acts provoke unnatural hungers, and depravity follows perversity in a cascade. Dark powers watch for the growth of evil in 
  mortals’ hearts, and they reward such creatures with great power to nurture the black bloom of their wickedness. Cannibalism garners a 
  particularly abhorrent “blessing.” Ravenous creatures are living beings that have eaten the ﬂ esh of their own kind and been cursed with 
  a supernatural hunger for more. A ravenous creature must continue to eat the ﬂ esh of its own kind or starve to death. Most ravenous 
  creatures welcome this burden because of the power it brings them.
  Creating a Ravenous Creature
  “Ravenous creature” is an acquired template that can be added to 
  any living, intelligent creature that has eaten the ﬂ esh of its own 
  kind (referred to hereafter as the base creature). 
  A ravenous creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  Attack: Th e ravenous creature retains all the base 
  creature’s attacks, and its weapon and armor 
  proﬁ ciencies. Th ese attacks retain the same 
  primary or secondary status they had for the 
  base creature. If the base creature possesses at 
  least one mouth but has no natural attack with it, the ravenous 
  creature gains a secondary bite attack with each mouth. 
  Damage: If the ravenous creature gained bite or claw attacks from 
  the application of this template, the base damage for each is 
  as given on the following table.
  Damage
   
  Size 
  Bite Base Damage
   
  Fine 
  —
   
  Diminutive 
  1
   
  Tiny 
  1d2
   
  Small 
  1d3
   
  Medium 
  1d4
   
  Large 
  1d6
   
  Huge 
  1d8
   
  Gargantuan 
  2d6
   
  Colossal 
  2d8
  Special Attacks: Th e ravenous creature retains all the base 
  creature’s special attacks and gains those described here.
   
  Hungry Special Attacks (Ex): Any creature of the same kind 
  as the ravenous creature takes a –2 penalty on saving throws 
  against the ravenous creature’s spells and special attacks.
  Special Qualities: Th e ravenous creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Ageless (Ex): A ravenous creature does not age.
   
  Cannibalistic Healing (Ex): So long as the ravenous creature 
  has fed upon the ﬂ esh of its own kind within the last 24 
  hours, it has fast healing 10. Feeding on a creature of its 
  own kind that was killed within the last hour heals all ability 
  damage and ability drain the ravenous creature has taken.
   
  Damage Reduction (Ex): Th e ravenous creature gains 
  damage reduction 5/—.
   
  Darkvision (Ex): A ravenous creature has darkvision 
  to a range of 60 feet.
  Favored Prey (Ex): A ravenous creature gains a +2 
  bonus on damage rolls against creatures of its own 
  type and a +2 bonus on Bluﬀ , Listen, Sense Motive, 
  Spot and Survival checks when using these skills 
  against creatures of this type. Against a creature of 
  its own kind, each of the bonuses increases to +4.
   
  Low-Light Vision (Ex): A ravenous creature can see twice as 
  far as a human in moonlight, starlight, torchlight, and other 
  conditions of poor lighting.
   
  Ravenous Body (Su): A ravenous creature can eat other food, 
  but only the ﬂ esh of its own kind satiates its hunger. It must 
  feed upon the ﬂ esh of a creature of its own kind at least 
  once every three days or it suﬀ ers the eﬀ ects of starvation, 
  as outlined in the DMG. When the ravenous creature’s 
  nonlethal damage due to starvation equals its Constitution 
  score, it dies.
   
  Sprint (Ex): Once per hour, a ravenous creature can move at 
  ten times its normal speed when it makes a charge.
  Abilities: Increase from the base creature as follows: Str +6, Dex 
  +4, Con +4.
  Skills: A ravenous creature has a +4 bonus on Balance, Escape 
  Artist, Hide, Intimidate, and Move Silently checks, and a +8 
  bonus on Climb, Jump, Listen, Spot, Search, and Survival 
  checks.
  Feats: A ravenous creature gains Blind-Fight, Improved Grapple, 
  and Improved Unarmed Strike as bonus feats if the base 
  creature does not already have them.
  Organization: Same as the base creature or solitary.
  Challenge Rating: Same as the base creature +1.
  Alignment: Usually chaotic evil.
  Level Adjustment: Same as the base creature +4.
  Ravenous Characters
  A ravenous character favors whichever class the base creature does. 
  Elemental Traits: A quickling magmin has immunity to poison, 
  sleep eﬀ ects, paralysis, and stunning. It is not subject to critical hits 
  or ﬂ anking. It cannot be raised, reincarnated or resurrected (though a 
  limited wish, wish, miracle, or true resurrection spell can restore life). 
  Darkvision 60 ft.
  Skills: A quickling magmin rapidly gains an understanding of 
  its environment, which grants it a +2 racial bonus on Listen, 
  Search, and Spot checks. In addition, it gains a +10 racial bonus 
  on Tumble checks and can use Tumble as though trained even if it 
  possesses no ranks in the skill.
  Ravenous Creature
  
  212
  212
  212
  212
  - Sample Creature:  Kazunne Brokentongue -
  (Female Ravenous Half-Orc Ranger 8) Medium Humanoid
  Hit Dice: 8d8+24 (60 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (+1 Dex, +1 natural, +5 +2 studded leather, +2 +1 
  buckler), touch 11, ﬂ at-footed 17
  Base Attack/Grapple: +8/+16
  Attack: Bastard sword +18 melee (1d10+9/19-20)
  Full Attack: Bastard sword +16/+11 melee (1d10+9/19-20) and short 
  sword +14/+9 (1d6+4/19-20) and bite +11 melee (1d4+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Combat style (Two-Weapon Fighting), favored 
  enemy (orcs +4, humans +2), hungry special attacks, improved 
  combat style (Improved Two-Weapon Fighting), spells
  Special Qualities: Ageless, animal companion (light warhorse), 
  cannibalistic healing, damage reduction 5/—, darkvision 
  60 ft., favored prey (half-orcs +4, humanoids +2), low-light 
  vision, ravenous body, sprint, swift tracker, wild empathy, 
  woodland stride
  Saves: Fort +7, Ref 7, Will +4
  Abilities: Str 26, Dex 12, Con 17, Int 11, Wis 14, Cha 8
  Skills: Balance +5, Climb +24, Escape Artist +5, Hide +15, 
  Intimidate +3, Jump +24, Listen +18, Move Silently +15, 
  Ride +9, Search +8, Spot +18, Survival +18
  Feats: Blind-FightB, EnduranceB, Exotic Weapon Proﬁ ciency (bastard 
  sword), Improved GrappleB, Improved Unarmed StrikeB, Track, 
  Weapon Focus (bastard sword), Weapon Focus (short sword) 
  Challenge Rating: 9
  Treasure: See Possessions
  Alignment: Neutral evil
  Advancement: By character class
  Level Adjustment: +4
  Here is an example of a ravenous creature using a half-orc ranger 
  as the base creature.
  Kazunne Brokentongue hates her heritage. Abandoned as a child, 
  she grew up on the streets of a human town, where she was abused 
  and reviled by the citizens. Imagining that life with orcs would be 
  preferable, she left civilization when she amassed enough gear to 
  survive in the wild. Alas, the orcs she found were far from hospitable, 
  and she suﬀ ered far worse at their hands than she ever had in the town 
  where she had been born. After escaping the orc tribe, she learned all 
  she could about orcs and began a personal crusade to destroy them all.
  Kazunne attacked orcs wherever she could ﬁ nd them, and her 
  reputation grew. Finally, in one fateful assault, she met a half-orc 
  chieftain of an orc tribe. Her fearsome reputation among orc 
  tribes had preceded her, and the chieftain met her on the 
  ﬁ eld of battle with a challenge of single combat. Kazunne, 
  furious at the half-orc’s position of authority, accepted 
  the challenge by leaping bodily upon her foe. As they 
  struggled in the mud, Kazunne was overcome with hatred, 
  and in an act of utter savagery, she bit out her opponent’s 
  eye and swallowed it. Th ough she won that battle and 
  escaped the wrath of the orc tribe, Kazunne Brokentongue 
  became a ravenous creature.
  Th ese days, Kazunne sticks close to large cities. She hunts 
  half-orcs there. When she depletes a town of prey, or when the 
  incessant murder of half-orcs ﬁ nally comes to the attention of the 
  local authorities, she moves on to the next city.
  Kazunne Brokentongue speaks Common and Orc.
  Combat
  Kazunne concerns herself only with killing and devouring half-
  orcs. She tries to avoid confrontations with other beings, and in 
  a battle, she ﬁ ghts any half-orc present while using her spells to 
  delay its companions. 
  Half-Orc Traits (Ex): Half-orcs possess the following racial traits.
  Typical Ranger Spells Prepared (2/1; save DC 12 + spell level): 
  1st—entangle (2); 2nd—spike growth.
  Hungry Special Attacks (Ex): A half-orc opponent takes a –2 
  penalty on saving throws against Kazunne’s spells.
  Ageless (Ex): See the ravenous template.
  Cannibalistic Healing (Ex): See the ravenous template.
  Favored Prey (Ex): Half-orcs +4, humanoids +2; see the ravenous 
  template. With Kazunne’s favored enemy bonuses, she gains a +4 
  bonus on damage rolls against humans and a +4 bonus on Bluﬀ , 
  Listen, Sense Motive, Spot and Survival checks when using these 
  skills against them. Against other half-orcs, she gains a +8 bonus 
  on damage rolls against and a +8 bonus on Bluﬀ , Listen, Sense 
  Motive, Spot and Survival checks.
  Ravenous Body (Su): Kazunne must eat other half-orcs to avoid 
  starvation; see the ravenous template.
  Sprint (Ex): See the ravenous template.
  Skills: Kazunne has a +4 bonus on Balance, 
  Escape Artist, Hide, Intimidate, Move 
  Silently, and a +8 bonus on 
  Climb, Jump, Listen, Spot, 
  Search, and Survival 
  checks.
  Possessions: +1 
  studded leather armor, 
  +1 buckler, +1 
  bastard sword, 
  amulet of natural 
  armor +1.
  Ravenous Creature
  
  213
  213
  213
  213
   Saurian
  Saurians are lizardlike beings that live closer to the natural world than others of their kinds. Carnivorous and voracious, saurians ﬁ ght 
  with food on their minds, tearing happily into the bodies of their fallen foes to feed on the tender meat.
  A saurian looks like a normal member of its race, except that is has the scales, teeth, and claws of a hunter. Its scales may be any color of 
  the rainbow, but a given saurian tends to have scales of only one or two shades. Saurian ﬁ re giants, for instance, have patterned red and 
  orange scales, whereas saurian hill giants have dark brown scales on their backs and creamier scales covering their bellies and faces. 
  “Saurian” is an inherited template that can be added to any nonreptilian 
  animal, giant, humanoid, monstrous humanoid, or magical beast 
  (referred to hereafter as the base creature). A saurian uses all the base 
  creature’s statistics and special abilities except as noted here.
  Size and Type: Size and type are unchanged, but if 
  the base creature is humanoid, the saurian 
  gains the reptilian subtype.
  Armor Class: Th e saurian’s natural armor bonus 
  improves by +2 over that of the base creature.
  Attack: Th e saurian retains all the base creature’s 
  attacks, and its weapon and armor proﬁ ciencies. 
  Th ese attacks retain the same primary or secondary status 
  they had for the base creature. If the base creature possesses at 
  least one mouth but has no natural attack with it, the saurian 
  gains a secondary bite attack with each mouth. If the base 
  creature possesses at least two arms but has no natural attacks 
  with them, the saurian gains two primary claw attacks.
  Full Attack: A saurian ﬁ ghting without weapons uses all its natural 
  attacks when making a full attack. If armed with a weapon, 
  it uses that as its primary attack and a claw and a bite as 
  secondary attacks.
  Damage: If the saurian gained bite or claw attacks from the 
  application of this template, the base damage for each is as 
  given on the following table.
  Damage
   
  Size 
  Bite Base Damage Claw Base Damage
   
  Fine 
  1 
  —
   
  Diminutive 
  1d2 
  1
   
  Tiny 
  1d3 
  1d2
   
  Small 
  1d4 
  1d3
   
  Medium 
  1d6 
  1d4
   
  Large 
  1d8 
  1d6
   
  Huge 
  2d6 
  1d8
   
  Gargantuan 
  2d8 
  2d6
   
  Colossal 
  4d6 
  2d8
  Special Attacks: Th e saurian retains all the base creature’s special 
  attacks and gains those described here.
   
  Leaping Pounce (Ex): When a saurian charges a foe and 
  jumps at least the last 10 feet of, it may make a full attack, 
  including two rake attacks.
   Rake (Ex): Th e saurian gains this ability if it has 
  at least four limbs and the base creature does not 
  already have rake. Against a creature with which it 
  grapples, a saurian may make two secondary rake 
  attacks that deal claw damage. See the Glossary in 
  the MM for more details.
  Special Qualities: Th e saurian retains all the base creature’s special 
  qualities and gains those described here.
   
  Low-Light Vision (Ex): A saurian can see twice as far as 
  a human in starlight, moonlight, torchlight, and similar 
  conditions or poor illumination. It retains the ability to 
  distinguish color and detail under these conditions.
   
  Scent (Ex): A saurian can detect approaching enemies and 
  sniﬀ  out hidden foes by sense of smell alone. See the MM 
  for details of this quality.
  Abilities: Change from the bas creature as follows: Dex –2 
  (minimum 1), Con +2, Wis +2. 
  Skills: A saurian has a +8 racial bonus on Jump and Survival 
  checks. 
  Languages: If the saurian can speak, it gains the ability to speak 
  Draconic in addition to any other languages the base 
  creature knows.
  Challenge Rating Same as the base creature +1.
  Alignment: Usually neutral.
  Level Adjustment: Same as the base creature +2.
  Saurian Characters
  A saurian favors whichever class the base creature does.
  Creating a Saurian 
  - Sample Creature:  Saurian Centaur - 
  Large Monstrous Humanoid (Reptilian)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +1
  Speed: 50 ft. (10 squares)
  Armor Class: 16 (–1 size, +1 Dex, +5 natural), touch 11, ﬂ at-
  footed 14
  Base Attack/Grapple: +4/+12
  Attack: Longsword +7 melee (2d6+6/19–20) or claw +7 melee (1d6+4) 
  or composite longbow (+4 Str bonus) +4 ranged (2d6+4/x3)
  Full Attack: Longsword +7 melee (2d6+6/19–20) and 2 hooves 
  +3 melee (1d6+2) and claw +2 melee (1d6+2) and bite +2 
  melee (1d8+2) or 2 hooves +8 melee (1d6+4) and 2 claws 
  +2 melee (1d6+2) and bite +2 melee (1d8+2) or composite 
  longbow (+4 Str bonus) +4 ranged (2d6+4/x3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Leaping pounce, rake 1d6+2
  Special Qualities: Darkvision 60 ft., low-light vision, scent
  Saves: Fort +4, Ref +5, Will +6
  Saurian
  
  214
  214
  214
  214
  Abilities: Str 18, Dex 12, Con 17, Int 8, Wis 15, Cha 11
  Skills: Jump +20, Listen +4, Move Silently +3, Spot +4, 
  Survival +11 
  Feats: Dodge, Weapon Focus (hoof)
  Environment: Temperate forests
  Organization: Solitary, company (5–8), troop (8–18 plus 1 leader 
  of 2nd–5th level), or tribe (20–150 plus 30% noncombatants 
  plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 
  leader of 5th–9th level)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: By character class
  Level Adjustment: +4
  Here is an example of a saurian using a 
  centaur as the base creature.
  Saurian centaurs are 
  carnivorous, nomadic hunters 
  that spend most of their time 
  following migrating herds 
  of herbivores. However, they are 
  happy to prey 
  upon any creatures that cannot speak their languages, 
  considering them to be inferior. Saurian centaurs are careful not 
  to overhunt their prey, and this mentality aﬀ ects how they ﬁ ght 
  enemies. In many cases, they kill and take with them only a few 
  of a larger group of foes, leaving the rest for later hunts.
  A saurian centaur is as big as a heavy horse, but much taller and 
  heavier, standing about 7 feet tall and weighing about 2,200 
  pounds. Th e creature looks something like a lizardfolk with four 
  legs and a body covered in small green scales. Its face, which 
  features a mouth ﬁ lled with dagger-point teeth, looks like a 
  melding of dinosaur and human. Its forelegs have blunt, hooﬂ ike 
  feet, while its rear legs and hands bear sharp claws.
  Saurian centaurs speak Draconic, Sylvan, and Elven.
  Combat
  A saurian centaur charges from foe to foe, leaping upon its prey 
  and raking with its hind legs as it claws, bites, and batters. A 
  saurian centaur employing a lance deals double damage when it 
  charges, just as a rider on a mount would.
  Leaping Pounce (Ex): See the saurian template.
  Rake (Ex): See the saurian template.
   Savant
  Savants are creatures gifted with unusual intelligence due to some accident of birth. Physically weak and socially inept, they live on 
  the fringes of the social order and are viewed as oracles at best or freaks at worst. Despite their quick wits, ﬂ awless memories, and 
  faultless logic, few savants become leaders of their kind. Some, however, gain considerable political power by serving as advisors to more 
  charismatic leaders who are socially acceptable to others. Such injustice often makes savants bitter and vengeful creatures.
  A savant looks much like any normal member of its race, though it usually has an enlarged skull to house its extra-large brain. Th e typical 
  savant also has some physical deformity, such as a club foot or a twisted back—a feature that further erodes its ability to relate to others.
  Creating a Savant
  “Savant” is an inherited template that can be added to any creature 
  with an Intelligence score of 3 or higher.  A savant uses all the base 
  creature’s statistics and special abilities except as noted here.
  Special Qualities: Th e savant retains all the base creature’s special 
  qualities and gains those described here.
   
  Combat Insight (Ex): A savant gains a +2 
  insight bonus on attack and damage rolls 
  and A +2 insight bonus to AC against any 
  creature it has watched in combat for at least 
  3 rounds. 
   
  Deductive Leap (Ex): Once per round, a savant can choose 
  to substitute its Intelligence modiﬁ er for the ability modiﬁ er 
  usually associated with a saving throw it is about to make. 
  Th e decision to use this ability must be made before the 
  saving throw is rolled, and this ability can be used 
  even if the savant does not know what the saving 
  throw is for.
  Terrain Insight (Ex): A savant gains a +4 insight 
  bonus on initiative rolls and Hide, Listen, Move 
  Silently, Search, and Spot checks in any area with 
  Savant
  
  215
  215
  215
  215
  which it is very familiar (that is, a place that the savant has 
  been to often and feels at home in).
   
  Uncanny Dodge (Ex): A savant retains its Dexterity bonus to 
  AC regardless of being caught ﬂ at-footed or attacked by an 
  unseen opponent. If the base creature already has uncanny 
  dodge or gains it later as a result of class levels or a template, 
  it gains the improved uncanny dodge quality instead.
   
  Skill Mastery (Ex): A savant chooses number of skills equal 
  to 3 + its Intelligence modiﬁ er when the template is added. It 
  may take 10 on checks made with any of these skills, even if 
  stress or distraction would normally prevent it from doing so.
  Abilities: Change from the base creature as follows: Str –2 
  (minimum 1), Dex –2 (minimum 1), Con –2 (minimum 1), 
  Int +10, Wis +6, Cha –4 (minimum 1). Savants are often 
  physically weak and socially inept, but they have keen minds.
  Skills: Th e savant retains the racial skill bonuses of the base 
  creature, but it loses all skill ranks the base creature 
  possessed. Recalculate skill points for the savant’s racial 
  Hit Dice according to its type, as given on the following 
  table, then purchase its skills afresh. Treat the base creatures’ 
  skills and Decipher Script, Disable Device, Knowledge (all), 
  Open Lock, and Use Magic Device as class skills and all 
  others as cross-class skills. Th e savant retains any skill points 
  gained from class levels.
  Skills
   
  Creature Type 
  Skill Points
   Aberration 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Animal 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Construct 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Dragon 
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Elemental 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Fey  
  (6 + Int modiﬁ er, minimum 1) x (HD +3)
   Giant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  Skills
   
  Creature Type 
  Skill Points
   Humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Magical beast 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Monstrous 
    humanoid 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Ooze 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Outsider 
  (8 + Int modiﬁ er, minimum 1) x (HD +3)
   Plant 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
   Undead 
  (4 + Int modiﬁ er, minimum 1) x (HD +3)
   Vermin 
  (2 + Int modiﬁ er, minimum 1) x (HD +3)
  A savant gains a +4 insight bonus on Bluﬀ , Diplomacy, Intimidate, 
  and Sense Motive checks against creatures it has observed 
  or interacted with for 1 minute. Furthermore, it can use all 
  Knowledge skills, plus Decipher Script, Disable Device, 
  Open Lock, and Use Magic Device untrained. 
  Languages: A savant often speaks many languages, chosen from 
  the bonus languages available to creatures of its type.
  Feats: A savant gains Blind-Fight as a bonus feat if the base 
  creature does not already have it.
  Challenge Rating: Same as the base creature. Th e savant’s 
  high Intelligence should make it a much greater threat 
  than an average member of its race because of the plots 
  and machinations it can invent, but in physical combat, 
  no adjustment or a +1 adjustment to CR should be 
  appropriate. If the savant can cast spells as a cleric, druid, 
  or wizard, the abnormally high save DCs may justify a +2 
  CR adjustment.
  Level Adjustment: Same as the base creature +4.
  Savant Characters
  A savant favors the wizard class because the study of magic comes 
  easily to it.
  - Sample Creature:  Pseudodragon Savant -
  Tiny Dragon
  Hit Dice: 2d12 (12 hp)
  Initiative: +1
  Speed: 15 ft. (3 squares), ﬂ y 60 ft. (good)
  Armor Class: 18 (+2 size, +1 Dex, +4 natural), touch 14, ﬂ at-
  footed 16
  Base Attack/Grapple: +2/–9
  Attack: Sting +3 melee (1d3-3 plus poison)
  Full Attack: Sting +3 melee (1d3–3 plus poison) and bite –2 
  melee (1)
  Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)
  Special Attacks: Poison
  Special Qualities: Blindsense 60 ft., combat insight, darkvision 
  60 ft., deductive leap, immunity to sleep and paralysis, low-
  light vision, skill mastery (Diplomacy, Hide, Listen, Open 
  Lock, Search, Sense Motive, Spot, Survival), spell resistance 
  19, telepathy 60 ft., terrain insight, uncanny dodge
  Saves: Fort +3, Ref +4, Will +7
  Abilities: Str 4, Dex 13, Con 11, Int 20, Wis 18, Cha 6
  Skills: Decipher Script +10, Diplomacy +3*, Hide +18*, Knowledge 
  (local) +10, Listen +9, Open Lock +6, Search +10, Sense 
  Motive +9*, Spot +9, Survival +9 (+11 following tracks)
  Feats: Blind-FightB, Weapon Finesse
  Environment: Temperate forests
  Organization: Solitary, pair, or clutch (3–5)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral good
  Advancement: 3–4 HD (Tiny)
  Level Adjustment: +7
  Here is an example of a savant using a pseudodragon as the base 
  creature.
  A pseudodragon savant is slightly smaller than a housecat and 
  resembles a weak-looking, miniature red dragon. It has ﬁ ne scales 
  and sharp horns and teeth, and its head seems a little large for its 
  body. Its barbed, ﬂ exible tail is about twice as long as its body.
  Finding the pranks that other pseudodragons enjoy tiresome, 
  pseudodragon savants constantly seek out mental stimulation in the 
  form of complex puzzles or riddles. Th ey also enjoy complicated politics 
  and power mongering, but their weak physical bodies and lack of 
  charisma ensure that they rarely become leaders. Pseudodragon savants 
  sometimes attach themselves to thieves’ guilds for the adventure, and 
  their skills also tend to make them excellent members and advisors.
  A pseudodragon savant can communicate telepathically and speaks 
  Draconic, Common, Elven, Dwarven, Sylvan, and Gnome.
  Savant
  
  216
  216
  216
  216
  Combat
  A pseudodragon savant tries to avoid direct 
  confrontation, though it can bite and sting foes.
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  sleep for 1 minute, secondary damage sleep for 1d3 hours. 
  Th e save DC is Constitution-based and includes a +2 
  racial bonus.
  Blindsense (Ex): A pseudodragon savant can locate 
  creatures within 60 feet by nonvisual means (mostly 
  hearing and scent, but also by noticing vibrations and 
  other environmental clues). Opponents the pseudodragon 
  savant can’t actually see still have total concealment 
  against it.
  Combat Insight (Ex): See the savant template.
  Deductive Leap (Ex): See the savant template.
  Telepathy (Su): Pseudodragon savants can communicate 
  telepathically with creatures within 60 feet that speak 
  Common or Sylvan.
  Terrain Insight (Ex): See the savant template.
  Uncanny Dodge (Ex): See the savant template.
  Skill Mastery (Ex): Diplomacy, Hide, Listen, Open 
  Lock, Search, Sense Motive, Spot, Survival; see the savant 
  template.
  Skills: A pseudodragon savant has a chameleonlike 
  ability that grants it a +4 racial bonus on Hide checks. *In forests 
  or overgrown areas, this bonus improves to +8. In addition, a 
  pseudodragon gains a +4 insight bonus on Bluﬀ , Diplomacy, 
  Intimidate, and Sense Motive checks against creatures it has 
  observed or interacted with for 1 minute. A pseudodragon savant 
  can use all Knowledge skills, plus Open Lock, Decipher Script, 
  Disable Device, and Use Magic Device unskilled.
   Seasonal Creature
  Seasonal creatures change as the world does. Th eir bodies and souls are linked to the slow shift from spring to summer, summer to 
  autumn, and autumn to winter. 
  In spring, a seasonal creature exhibits great strength and lust for life. It seems exuberant and foolhardy, young again despite all its years 
  and frail like a newborn. In summer, some of the zest for living that characterized it in spring has faded, tempered by thoughts of the 
  autumn and winter to come. Autumn brings physical weakness and growing wisdom, plus a need to prepare for the coming winter. 
  Winter is a time for thoughtfulness—a time to reﬂ ect on the events of the year and learn from them before the coming spring makes the 
  seasonal creature a young fool again.
  Like its outlook, the seasonal creature’s appearance changes throughout the year. In spring, its skin is bright green, and new leaf shoots 
  and budding ﬂ owers grow from its head like hair. Summer darkens the greens and causes the ﬂ owers to fall as fruit begins to ripen. In 
  autumn, the seasonal creature’s skin turns yellow or brown, and its leaves become ﬁ ery red and orange. In winter, its leaves and vine like 
  hair wither and fall away, its skin pales to pure white, and hair the color of the winter sky grows in where the green shoots once sprouted.
  Creating a Seasonal Creature
  “Seasonal creature” is an inherited template that can be added to 
  any living creature that normally lives aboveground (referred to 
  hereafter as the base creature). 
  A seasonal creature uses all the base creature’s 
  statistics and special abilities except as noted here. 
  When the season changes, the seasonal creature loses 
  the changes imposed during the previous season and 
  gains those for the next one.
  Special Attacks: Th e seasonal creature retains all the base 
  creature’s special attacks and gains those described here.
  Energy Damage (Su): Each of a seasonal creature’s 
  natural and weapon attacks deals an extra +1d4 points 
  of cold damage in autumn and winter, and an extra 
  +1d4 points of ﬁ re damage in spring and summer.
  Seasonal Spellcasting (Su): If the base creature casts 
  spells or possesses spell-like abilities, the seasonal 
  Seasonal Creature
  
  217
  217
  217
  217
  Using the Seasonal Template
  Th e seasonal template is a package of four templates that can be divided and used separately. It can also can be made an 
  acquired template with no modiﬁ cation.
  You can use this template to redeﬁ ne any d20 creature. Fey creatures are excellent choices as base creatures, though the template 
  can also be used to create subraces for humans, elves, or other PC races.
  creature gains special beneﬁ ts to its spellcasting according to 
  the season, as follows.
   
  Spring: Th e seasonal creature’s eﬀ ective caster level for 
  illusion eﬀ ects increases by +1 over that of the base 
  creature, and the save DC for its illusions increases by +1.
   
  Summer: Th e seasonal creature’s eﬀ ective caster level 
  for evocation eﬀ ects increases by +1 over that of the 
  base creature, and the save DC for its evocations 
  increases by +1.
   
  Autumn: Th e seasonal creature’s eﬀ ective caster 
  level for transmutation eﬀ ects increases by +1 over 
  that of the base creature, and the save DC for its 
  transmutations increases by +1.
   
  Winter: Th e seasonal creature’s eﬀ ective caster level 
  for necromancy eﬀ ects increases by +1 over that of 
  the base creature, and the save DC for its necromancy 
  eﬀ ects increases by +1.
  Special Qualities: A seasonal creature retains all the special 
  qualities of the base creature and gains those described here.
   
  Resistances (Ex): A seasonal creature gains energy resistance 
  based on the season, as follows.
   
  Spring: Th e seasonal creature gains resistance 5 to 
  cold and ﬁ re.
   
  Summer: Th e seasonal creature gains resistance 5 to 
  electricity and ﬁ re.
   
  Autumn: Th e seasonal creature gains resistance 5 to 
  cold and electricity.
   
  Winter: Th e seasonal creature gains resistance 10 to cold.
   
  Seasonal Change (Ex): A seasonal creature gains morale 
  modiﬁ ers on certain saves based on the current season, as 
  follows.
   
  Spring: Th e seasonal creature gains a +2 bonus on 
  saves against fear and a –2 penalty on saves against 
  cold eﬀ ects.
   
  Summer: Th e seasonal creature gains a +2 bonus on 
  saves against ﬁ re eﬀ ects and a –2 penalty on saves 
  against cold eﬀ ects.
   
  Autumn: Th e seasonal creature gains a +2 bonus on 
  saves against cold eﬀ ects and a –2 penalty on saves 
  against polymorphing.
   
  Winter: Th e seasonal creature gains a +2 bonus on 
  saves against cold eﬀ ects and a –2 penalty on saves 
  against fear.
  Abilities: A seasonal creature’s ability scores change from the base 
  creature according to the season, as given in the following table.
  Abilities
   
  Season 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
   
  Spring 
  +4 
  +4 
  –4* 
  –4* 
  –4* 
  +4
   
  Summer 
  +2 
  +2 
  –2* 
  –2* 
  –2* 
  +2
   
  Autumn 
  –2* 
  –2* 
  +2 
  +2 
  +2 
  –2*
   
  Winter 
  –4* 
  –4* 
  +4 
  +4 
  +4 
  –4*
  *Minimum 1.
  Skills: Do not recalculate the seasonal creature’s skills based on 
  its Intelligence changes. Th e seasonal creature gains a +2 
  circumstance bonus on Hide checks in natural environments 
  where its seasonal colors blend with the environment. 
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +1.
  Seasonal Characters
  A seasonal character favors the druid class. Th e seasonal template oﬀ ers 
  a wide range of roleplaying possibilities for a player character and oﬀ ers 
  interesting new challenges with each new season. A GM who allows 
  a seasonal PC should choose certain dates as the times for the seasons 
  to change. Such days can be cause for great celebration and annual 
  festivals of various kinds. Certainly the change from winter to spring 
  would be reason enough for merriment, as the cares of winter are 
  forgotten and seasonal creatures look forward to the new year.
  - Sample Creature:  Seasonal Dryad (Autumn) -
  Medium Fey
  Hit Dice: 4d6+4 (18 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (+3 Dex, +3 natural), touch 13, ﬂ at-footed 13
  Base Attack/Grapple: +2/+1
  Attack: Dagger +5 melee (1d4–1/19–20 plus 1d4 cold) or 
  masterwork longbow +6 ranged (1d8–1/×3 plus 1d4 cold)
  Full Attack: Dagger +5 melee (1d4–1/19–20 plus 1d4 cold) or 
  masterwork longbow +6 ranged (1d8–1/×3 plus 1d4 cold)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Energy damage, seasonal spellcasting, spell-like 
  abilities
  Special Qualities: Damage reduction 5/cold iron, resistances 
  (cold 5, electricity 5), seasonal change, tree dependent, wild 
  empathy +
  Saves: Fort +4, Ref +7, Will +7
  Abilities: Str 8, Dex 17, Con 13, Int 16, Wis 17, Cha 16
  Skills: Escape Artist +10, Handle Animal +10, Hide +10*, 
  Knowledge (nature) +12, Listen +10, Move Silently +10, 
  Seasonal Creature
  
  218
  218
  218
  218
  Ride +5, Spot +10, Survival +10, Use Rope +3 (+5 with 
  bindings)
  Feats: Great Fortitude, Weapon Finesse
  Environment: Temperate forests
  Organization: Solitary or grove (4–7)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually chaotic good
  Advancement: By character class
  Level Adjustment: —
  Here is an example of a seasonal creature using a 
  dryad as the base creature.
  Creatures unfamiliar with fey might not be 
  able to tell the diﬀ erence between a normal 
  dryad and a seasonal dryad in autumn. 
  Closer examination, however, reveals that 
  the seasonal dryad’s “hair” is a train of 
  autumn-tinged leaves, and its hands are 
  rimed with hoarfrost.
  A seasonal dryad’s temperament 
  varies with the season. In winter, 
  it spends as much time as possible 
  within its oak tree. In spring, it 
  often lingers at the limit of its 
  tree dependence, yearning to see 
  new things and meet new creatures. 
  Summer brings it closest to the 
  personality of a normal dryad, 
  then in autumn, it becomes more 
  cautious.
  Seasonal dryads speak Common, 
  Elven, and Sylvan.
  Combat
  A seasonal dryad in autumn is a 
  cautious but stern creature. It takes any 
  threat to its tree or the forest very seriously 
  and uses its powers of charming and 
  suggestion to make foes ﬂ ee far away 
  and become lost in the forest.
  Spell-Like Abilities: At will—
  entangle (DC 15, caster level 
  7th), speak with plants, tree shape 
  (caster level 7th); 3/day—charm 
  person (DC 14), deep slumber 
  (DC 16), tree stride; 1/day—
  suggestion (DC 16). Caster 
  level 6th. Th e save DCs are 
  Wisdom-based.
  Energy Damage (Su): See the 
  seasonal template.
  Seasonal Spellcasting (Ex): 
  See the seasonal template.
  Seasonal Change (Ex): See the 
  seasonal template.
  Tree Dependent (Su): Each 
  seasonal dryad is mystically bound 
  to a single, enormous oak tree and 
  must never stray more than 300 
  yards from it. Doing so causes it to 
  become ill and die within 4d6 hours. 
  A seasonal dryad’s oak does not radiate 
  magic.
  Wild Empathy (Ex): Th is power works like 
  the druid’s wild empathy class feature, except 
  that the seasonal dryad has a +6 racial bonus 
  on the check.
  Skills: *A seasonal dryad gains a +2 circumstance 
  bonus on Hide checks when in natural 
  environments where its seasonal colors blend with the 
  environment.
  Creating a Seelie Creature
  “Seelie creature” is an inherited template that can be added to 
  any land-dwelling, intelligent, nonevil plant, animal, beast, fey, 
  or magical beast (referred to hereafter as the base 
  creature). It is also an acquired template that can 
  be added to any creature that has lost the unseelie 
  template by becoming a creature of good alignment. 
  A seelie creature uses all the base creature’s statistics 
  and special abilities except as noted here.
  Size and Type: Size and type are unchanged, but the creature 
  gains the extraplanar subtype if the base creature did not 
  already have it. If the base creature is not of the fey 
  type, it also gains the feyblood subtype.
  Feyblood Subtype: Th e seelie creature is considered 
  both a fey creature and a creature of its normal type 
  for the purpose of spells, abilities, and eﬀ ects that 
  aﬀ ect those types. If its type renders it immune to 
  Seelie Creature
   Seelie Creature
  Hidden from sight in forests and ﬁ elds are the Kingdoms of Faerie. Normal creatures dwelling in such green places often pass right 
  through the domain of the Seelie Court without suspecting that seelie creatures watch and follow their every move. Circles of stones or 
  rings of mushrooms serve as signposts for the seelie creatures that walk in the lands of mortal creatures, and the appearance of such signs 
  might hint that seelie creatures live nearby.
  A seelie creature often appears superﬁ cially similar to a normal creature, but careful observation reveals that it has a lighter step and 
  sleeker form than a normal creature of its kind. Sometimes a seelie creature can be distinguished by the fact that it carries or wears a 
  strange ﬂ ower from the Seelie Realm.
  
  219
  219
  219
  219
  an eﬀ ect that would normal aﬀ ect a fey creature, it remains 
  immune unless the eﬀ ect speciﬁ cally targets creatures of 
  the fey type. In addition, the seelie creature may use magic 
  items with racially speciﬁ c qualities as though it were of 
  the fey type. 
  Special Attacks: Th e seelie creature retains all the base creature’s 
  special attacks and gains those described here.
   
  Spell-Like Abilities: 3/day—dancing lights, ghost sound, silent 
  image, speak with animals, speak with plants; 1/day—change 
  self, magic mouth, quench, sleep. Caster level equals seelie 
  creature’s character level. Th e save DC is Charisma-based.
  Special Qualities: Th e seelie creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Charmed Life (Ex): A seelie creature gains a +4 luck 
  bonus on all saves against ﬁ gment-based illusions and 
  compulsion eﬀ ects.
   
  Damage Reduction (Ex): A seelie creature has damage 
  reduction 5/cold iron.
   
  Faerie Walk (Su): In a forest or ﬁ eld where living plants 
  thrive, a seelie creature can become ethereal as per the 
  ethereal jaunt spell at will as a full-round action. It can remain 
  ethereal for as long as it wishes, so long as it remains in a 
  forest or natural ﬁ eld of living plants, and it can return to 
  the Material Plane as a free action. A seelie creature using 
  its faerie walk power cannot enter structures on the Material 
  Plane that were not built by a seelie creature, nor can they go 
  underground or pass beyond the boundaries of forests and 
  ﬁ elds where living plants thrive. A seelie creature that crosses 
  into such forbidden areas ethereally immediately leaves the 
  Ethereal Plane and becomes tangible on the Material Plane. 
  In addition, a seelie creature that willingly crosses such a 
  boundary while ethereal loses the ability to use faerie walk 
  for 1 week. Swamps, caverns, deserts, barren rock, and frozen 
  wastelands are the territory of the unclean unseelie, and cities 
  and mortal-made structures are too far removed from nature 
  for this ability to work.
   
  A seelie creature can use its faerie walk ability to bring 
  another willing creature or a creature aﬀ ected by its sleep 
  spell to the Ethereal Plane. Th e creature is subject to 
  the same constraints of movement as the seelie creature, 
  becoming material and losing the ability to travel to the 
  Ethereal Plane with a seelie creature for 1 week should it 
  voluntarily cross the boundaries prohibited by the faerie 
  walk ability. In addition, the creature remains ethereal for 
  only as long as the seelie creature does, or until the seelie 
  creature decides to send it back to the Material Plane.
   
  Seelie creatures often transport earth, plants, building 
  materials, and supplies to the Ethereal Plane and set up 
  homes there. Over time, an entire ethereal kingdom of 
  seelie creatures might abide on the Ethereal Plane, with its 
  residents emerging only to defend their forests and ﬁ elds. 
  Such kingdoms are collectively known as the Seelie Realm.
   
  Low-Light Vision (Ex): A seelie creature has low-light 
  vision and can see twice as far as a human in moonlight, 
  starlight, torchlight, and other conditions of poor lighting.
   
  Seelie Pact (Ex): A seelie creature that becomes evil loses 
  the seelie template and gains the unseelie template.
   
  Seelie Sight (Ex): Seelie creatures can see ethereal creatures 
  and objects to the extent of their normal vision, low-light 
  vision, or darkvision, whichever provides the greatest 
  range. In addition, a seelie creature can identify an unseelie 
  creature on sight, regardless of mundane or magical 
  disguises Eﬀ ects that prevent the seelie creature from 
  seeing the unseelie creature (such as invisibility) prevent 
  such identiﬁ cation.
  Abilities: Change from the base creature as follows: Dex +4, Int 
  +2, Cha +4.
  Skills: A seelie creature gains a +2 luck bonus on Search and 
  Spot checks and a +4 racial bonus on Heal, Survival, and 
  Knowledge (nature) checks. Th e seelie creature may use 
  Knowledge (nature) as though trained even if it possesses 
  no ranks in the skill.
  Languages: If the seelie creature can speak, it gains the ability to 
  speak Sylvan in addition to any other languages the base 
  creature knows.
  Environment: Any forests and the Ethereal Plane.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +3.
  Seelie Characters
  A seelie creature favors whichever class the base creature does.
  - Sample Creature:  Seelie Grig -
  Tiny Fey (Extraplanar)
  Hit Dice: 1/2 d6+1 (2 hp)
  Initiative: +6
  Speed: 20 ft. (4 squares), ﬂ y 40 ft. (poor)
  Armor Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, ﬂ at-
  footed 14
  Base Attack/Grapple: +0/–11
  Attack: Short sword +8 melee (1d3–3/19–20) or longbow +8 
  ranged (1d4–3/×3)
  Full Attack: Short sword +8 melee (1d3–3/19–20) or longbow +8 
  ranged (1d4–3/×3)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Fiddle, spell-like abilities, seelie spell-like abilities
  Special Qualities: Charmed life, damage reduction 5/cold iron, 
  faerie walk, low-light vision, seelie pact, seelie sight, spell 
  resistance 17
  Saves: Fort +1, Ref +8, Will +3
  Abilities: Str 5, Dex 22, Con 13, Int 12, Wis 13, Cha 18
  Skills: Craft (any one) +5, Escape Artist +10, Heal +5, Hide +18, 
  Jump +3, Knowledge (nature) +5, Listen +3, Move Silently 
  +10*, Perform (string instruments) +8, Search +6, Spot +6, 
  Survival +5
  Feats: DodgeB, Weapon Finesse
  Environment: Any forests and the Ethereal Plane
  Organization: Solitary, pair, gang (3–4), band (6–11), or tribe 
  (20–80)
  Challenge Rating: 1
  Treasure: No coins; 50% goods; 50% items
  Alignment: Always neutral good
  Advancement: 1–3 HD (Tiny)
  Level Adjustment: +3
  Seelie Creature
  
  220
  220
  220
  220
  Here is an example of a seelie creature using a grig as the base creature.
  Seelie grigs look nearly identical to the grigs that are bound to the 
  Material Plane. Seelie grigs, however, spend very little time on the 
  Material Plane.
  From their positions on the Ethereal Plane, seelie grigs watch 
  travelers entering their woods. Th ey trust few such travelers, 
  knowing well the danger that their penchant for ﬁ re represents. 
  Th us, the seelie grigs use their faerie walk ability and their talent 
  for hiding to stay out of sight of foes while attempting to lead 
  them out of the forest, hopefully never to return.
  Seelie grigs speak Sylvan and Elven.
  Combat
  Seelie grigs are ﬁ erce defenders of the Seelie Realm. Th ey use 
  spells to confuse and misdirect opponents, and when combat is 
  inevitable, they attack fearlessly with bow and dagger.
  Fiddle (Su): A seelie grig carries a tiny, grig-sized ﬁ ddle. When 
  it plays this instrument, any nonsprite within 30 feet of it must 
  succeed on a DC 14 Will save or be aﬀ ected as though by 
  irresistible dance for as long as the music continues. Th e save DC is 
  Charisma-based.
  Spell-Like Abilities: 3/day—disguise self, entangle (DC 15), 
  invisibility (self only), pyrotechnics (DC 16), ventriloquism (DC 15). 
  Caster level 9th. Th e save DCs are Charisma-based.
  3/day—dancing lights, ghost sound, silent image, speak with animals, 
  speak with plants; 1/day—change self, magic mouth, quench, sleep. 
  Caster level 1st. Th e save DCs are Charisma-based.
  Charmed Life (Ex): See the seelie creature template.
  Faerie Walk (Su): See the seelie creature template.
  Seelie Pact (Ex): See the seelie creature template.
  Seelie Sight (Ex): See the seelie creature 
  template.
  Skills: A seelie grig has a +8 racial bonus on 
  Jump checks, a +2 luck bonus on Search 
  and Spot checks, a +2 racial bonus 
  on Listen, Search, and Spot 
  checks, and a +4 racial bonus 
  on Heal, Survival, and 
  Knowledge (nature) 
  checks. Th e seelie 
  creature may 
  use Knowledge 
  (nature) as though 
  trained even if it 
  possesses no ranks 
  in the skill. *It 
  also has a +5 racial 
  bonus on Move 
  Silently checks in a 
  forest setting.
  Other Seelie Creatures
  Th e seelie template can also be applied to other creature types than those speciﬁ ed in the description. Th e humanoid type oﬀ ers 
  great potential for seelie creatures such as elves and gnomes. Outsiders such as the lillend and triton can also make eﬀ ective 
  seelie creatures. You might even choose to apply this template to storm giants or cloud giants, thus making the seelie creatures 
  of your world huge and imposing. You could even choose one such giant to represent the seelie king.
  Seelie Creature
  
  221
  221
  221
  221
  “Slithering ooze” is an inherited template that can be added to any 
  ooze (referred to hereafter as the base creature). 
  A slithering ooze uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Type is unchanged, but the 
  slithering ooze’s size increases by one 
  category over that of the base creature 
  (maximum Colossal). Th e size change can 
  aﬀ ect AC, attack bonus, natural armor, 
  Constitution, Strength, Dexterity, Hide 
  checks, and grapple checks. Most of these 
  changes are noted in the following sections.
  Speed: Each of a slithering ooze’s speeds is double the 
  corresponding speed of the base creature. If the base 
  creature lacks a climb speed, it gains a climb speed equal to 
  its highest speed.
  Armor Class: Th e base creature’s size modiﬁ er to AC is replaced by 
  one based on the slithering ooze’s new size, as given in the 
  following table. In addition, its natural armor bonus increases 
  over that of the base creature by the amount indicated.
  Armor Class
   
  New Size 
  Natural Armor Bonus Change Size Modiﬁ er
   
  Diminutive 
  +0 
  +4
   
  Tiny 
  +0 
  +2
   
  Small 
  +0 
  +1
   
  Medium 
  +0 
  +0
   
  Large 
  +2 
  –1
   
  Huge 
  +3 
  –2
   Gargantuan 
  +4 
  –4
   
  Colossal 
  +5 
  –8
  Grapple: Th e slithering ooze’s size modiﬁ er on grapple checks 
  increases by +4 over that of the base creature.
  Attack: Th e slithering ooze retains all the base creature’s attacks, 
  and its weapon and armor proﬁ ciencies. Its bonus on attack 
  rolls changes based on its new Strength modiﬁ er and its 
  new size modiﬁ er, as given on the following table. 
  Attack
   
  Slithering Ooze Size 
  Size Modiﬁ er for Attacks
   
  Diminutive 
  +4
   
  Tiny 
  +2
   
  Small 
  +1
   
  Medium 
  +0
   
  Large 
  –1
   
  Huge 
  –2
   
  Gargantuan 
  –4
   
  Colossal 
  –8
  Full Attack: A slithering ooze ﬁ ghting without weapons uses all 
  its natural weapons when making a full attack. With its 
  pseudopodia attack, it may attempt one attack against every 
  creature within reach.
  Damage: Th e base damage for each of the 
  slithering ooze’s natural or weapon attacks increases 
  by one step, as given in the following table.
   
  Damage
  Old Damage 
  New Damage
   
  1 
  1d2
   
  1d2 
  1d3
   
  1d3 
  1d4
   
  1d4 
  1d6
   
  1d6 
  1d8
   
  1d8 
  2d6
   
  1d10 
  2d8
   
  2d6 
  3d6
   
  2d8 
  3d8
   
  4d6 
  6d6
   
  4d8 
  6d8
  Space/Reach: Because the slithering ooze’s body is a few inches 
  thick at most, it covers a vast area—a larger space than 
  usual for a creature its size, as given on the following table. 
  However, it has a very short reach.
  Space/Reach
   
  New Size 
  New Space/Reach
   
  Diminutive 
  5 ft/ 0 ft.
   
  Tiny 
  5 ft./0 ft.
   
  Small 
  10 ft./0 ft.
   
  Medium 
  15 ft./5 ft.
   
  Large 
  20 ft./5 ft.
   
  Huge 
  30 ft./5 ft.
   
  Gargantuan 
  40 ft./5 ft.
   
  Colossal 
  60 ft./5 ft.
   
  A slithering ooze can ﬁ t into any space, and its body is 
  as ﬂ owing and mutable as water. It takes no penalties for 
  squeezing into a space smaller than its own space rating, and 
  it can pass through any hole, crack, or barrier through which 
  liquid can pass.
  Special Attacks: A slithering ooze retains all of the base creature’s 
  special attacks except engulf and gains those described here. 
   
  Flow (Ex): A slithering ooze can enter the space of 
  any creature, though doing so provokes an attack of 
  opportunity as normal. Neither the slithering ooze nor the 
  other creature takes any penalty for ﬁ ghting in the same 
  space. Each provokes attacks of opportunity for movement 
  normally.
   Slithering Ooze
  Not all oozes look like puddles of liquid at rest. One of the most bizarre creatures known is the slithering ooze, which often looks more 
  like a coating of slime than a true creature. Less than 2 inches thick at most times, a slithering ooze moves like water over surfaces and 
  climbs them as quickly as a wave splashing up the side of a ship.
  Creating a Slithering Ooze
  Slithering Ooze
  
  222
  222
  222
  222
   
  Pseudopodia (Ex): When making a full attack, a slithering 
  ooze may choose to make a single melee attack against 
  every foe it detects within reach. In addition, it can make 
  a number of attacks of opportunity equal to its Dexterity 
  score in a single round.
   
  Slick (Ex): An area covered by a slithering ooze functions 
  like an area covered by ice for the purpose of movement and 
  Balance checks, and it counts as slippery for the purpose 
  of Climb checks. See the skill descriptions in the PHB and 
  Th e Environment in the DMG for details. Furthermore, if 
  the base creature has the engulf attack, the slithering ooze 
  can make an attack of opportunity against any creature that 
  rises from prone within its space.
  Special Qualities: Th e slithering ooze retains all the base 
  creature’s special qualities and gains those described here.
   
  Diminished Space/Reach (Ex): A slithering ooze does not 
  occupy a cube. Instead, it covers the area within its space like a 
  spread, even sloughing up walls and around corners. A slithering 
  ooze is considered to occupy all the squares its body covers in a 
  plane of 5-foot tall cubes, and it has a maximum vertical reach 
  of 5 feet from where its body pools. If the slithering ooze is not 
  on a surface (when it is swimming underwater or ﬂ ying, for 
  example), it naturally orients itself as a plane of ooze.
  Abilities: Th e slithering ooze’s abilities change based on its size, as 
  shown in the chart below:
  Abilities
   
  Old Size 
  New Size 
  Str 
  Dex 
  Con
   
  Fine 
  Diminutive 
  +0 
  +6 
  +2
   
  Diminutive 
  Tiny 
  +2 
  +6 
  +2
   
  Tiny 
  Small 
  +4 
  +6 
  +2
   
  Small 
  Medium 
  +4 
  +6 
  +2
   
  Medium 
  Large 
  +8 
  +6 
  +4
   
  Large 
  Huge 
  +8 
  +6 
  +6
   
  Huge 
  Gargantuan 
  +8 
  +4 
  +6
   
  Gargantuan 
  Colossal 
  +8 
  +4 
  +6
   
  Colossal 
  Colossal 
  +0 
  +4 
  +2
  Skills: If the slithering ooze gained a climb speed from the 
  application of this template, it receives a +8 racial bonus on 
  Climb checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Feats: A slithering ooze gains Mobility as a bonus feat if the base 
  creature did not already have it.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: —
  - Sample Creature:  Slithering Gray Ooze -
  Large Ooze
  Hit Dice: 3d10+21 (37 hp)
  Initiative: –2
  Speed: 30 ft. (6 squares), climb 30 ft.
  Armor Class: 9 (–2 Dex, –1 size, +2 natural), touch 7, ﬂ at-
  footed 9
  Base Attack/Grapple: +2/+11
  Attack: Slam +6 melee (1d6+5 plus 1d6 acid)
  Full Attack: Slam +6 melee (1d6+5 plus 1d6 acid)
  Space/Reach: 15 ft./5 ft.
  Special Attacks: Acid, constrict 1d6+1 plus 1d6 acid, ﬂ ow, 
  improved grab, pseudopodia, slick
  Special Qualities: Blindsight 60 ft., diminished space/reach, 
  immunities (cold, ﬁ re), ooze traits, transparent
  Saves: Fort +8, Ref –1, Will –4
  Abilities: Str 20, Dex 7, Con 25, Int —, Wis 1, Cha 1
  Skills: Climb +13
  Feats: Mobility
  Environment: Cold marshes
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 4–6 HD (Medium); 7–9 
  HD (Large)
  Level Adjustment: —
  Here is an example of a slithering 
  ooze using a gray ooze as the 
  base creature.
  A slithering gray ooze 
  is diﬃ  cult to see—in 
  fact, it generally looks like 
  nothing more than an area of 
  slick ground or a puddle.
  Combat
  A slithering gray ooze attacks with many slime-tentacles that drip 
  acid.
  Acid (Ex): A slithering gray ooze secretes a digestive acid that 
  quickly dissolves organic material and metal, but not stone. 
  A n y creature struck by its melee or constrict attack 
  takes 1d6 points of acid damage. Armor 
  and clothing dissolves and becomes 
  useless immediately unless it succeeds on 
  a DC 16 Reﬂ ex save. A metal or wooden 
  weapon that strikes a slithering gray 
  ooze also dissolves immediately unless it 
  succeeds on a DC 16 Reﬂ ex save. Th e save 
  DCs are Constitution-based.
  Th e ooze’s acidic touch deals 16 points of 
  damage per round to any wooden or metal 
  object, but only if the ooze remains in 
  contact with the object for 1 full round.
  Constrict (Ex): A slithering gray ooze deals 
  automatic slam and acid damage with a successful 
  grapple check. Th e opponent’s garb (clothing or armor) 
  takes a –4 penalty on Reﬂ ex saves against the acid.
  Flow (Ex): See the slithering ooze template.
  Improved Grab (Ex): To use this ability, a 
  slithering gray ooze must hit with its 
  slam attack. It can then attempt 
  to start a grapple as a 
  free action without 
  provoking an attack of 
  opportunity. If it wins 
  the grapple check, it 
  establishes a hold and 
  can constrict. 
  Slithering Ooze
  
  223
  223
  223
  223
   Smoke Creature
  Some sages have speculated that a smoke creature is a kind of psychic reﬂ ection of an air creature that died of agonizing burns. Th e ﬂ aw 
  in this theory became apparent when it was learned that ﬁ ery smoke creatures also existed on the Elemental Plane of Fire. Th e current 
  theory is that smoke creatures are native to the Elemental Plane of Fire or to some as yet undiscovered intermediate plane between Air 
  and Fire. Whatever their origins, smoke creatures are coming to the Material Plane with greater frequency and in greater numbers than 
  ever before.
  A smoke creature can be easily recognized by its ash-gray body and soot-black hair or feathers. Smoke constantly whirls and plays about 
  its body, concealing much of it from view. 
  Smoke creatures are deadly foes that use choking smoke to suﬀ ocate foes. Th ey can ﬂ it about through smoky areas with disturbing 
  adroitness, and they enjoy using this ability to confound foes.
  Creating a Smoke Creature
  “Smoke creature” is an inherited template that can be added to any 
  living, corporeal, nonaquatic creature with the air or ﬁ re subtype 
  (referred to hereafter as the base creature). 
  A smoke creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type 
  changes to elemental with 
  the appropriate augmented 
  subtype, plus the air, 
  extraplanar, and ﬁ re subtypes 
  if the base creature did not 
  already have them. Do not 
  recalculate base attack 
  bonuses, saves, or skill 
  points. Size is 
  unchanged.
  Hit Dice: Change all 
  racial HD to 
  d8s. 
  Speed: Th e smoke 
  creature retains 
  the base creature’s 
  speeds and gains 
  a ﬂ y speed equal 
  to the base 
  creature’s slowest 
  speed, with perfect 
  maneuverability. If 
  the base creature 
  already has a ﬂ y 
  speed, it remains 
  the same, but the 
  smoke creature’s 
  maneuverability 
  becomes perfect if 
  it was not already.
  Special Attacks: A smoke creature retains all the base creature’s 
  special attacks and gains the one described here.
   
  Breath Weapon (Su): Once every 1d4 rounds, a smoke 
  creature can breathe a cloud of superheated smoke and 
  cinders. Th is cloud ﬁ lls a 20-foot cube adjacent 
  to or surrounding the smoke creature, 
  as desired. Every creature within 
  the cloud takes 2d6 points of ﬁ re 
  damage each round (no save). 
  Furthermore, any breathing 
  creature within the cloud 
  must succeed on a Fortitude 
  save (DC 10 + 1/2 smoke 
  creature’s character level 
  + smoke creature’s Con 
  modiﬁ er) each round or take 
  1d4 points of Constitution 
  damage. A creature within 
  the smoke can hold its breath on 
  its initiative to avoid taking the 
  Constitution damage in later 
  rounds (see the DMG for 
  more information). Th e 
  smoke grants concealment 
  as though it were a fog 
  cloud spell. Th e smoke 
  remains in place for 5 
  rounds despite prevailing 
  winds; thereafter the 
  cloud becomes normal 
  smoke and disperses 
  normally.
  Special Qualities: Th e 
  smoke creature retains all 
  the base creature’s special 
  qualities and gains those 
  described here.
  Pseudopodia (Ex): See the slithering ooze template.
  Slick (Ex): See the slithering ooze template.
  Diminished Space/Reach (Ex): See the slithering ooze template.
  Transparent (Ex): A slithering gray ooze is diﬃ  cult to identify, 
  even under ideal conditions, and it takes a DC 15 Spot check to 
  notice one. Any creature that fails to notice a slithering gray ooze 
  and walks into it is automatically hit with a melee attack for slam 
  and acid damage.
  Skills: A slithering gray ooze receives a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb checks, even if 
  rushed or threatened.
  Smoke Creature
  
  224
  224
  224
  224
   
  Air Mastery (Ex): Any airborne creature 
  takes a –1 penalty on attack and damage 
  rolls against a smoke creature.
   
  Cloud Sight (Ex): A smoke creature can 
  see through clouds, gases, fogs, mists, and 
  smoke as though they didn’t inhibit vision. 
  Creatures and objects do not gain concealment 
  from a smoke creature due to such conditions.
   
  Immunities (Ex): A smoke creature is immune to inhaled 
  poisons and gas-, fog-, or cloud-based attacks and spells.
   
  Smoke Travel (Su): At will as a move action, a smoke 
  creature can use dimension door (caster level equals smoke 
  creature’s character level) to move from any area ﬁ lled with 
  smoke to any other smoke-ﬁ lled area within range.
   
  Smokey Form (Ex): Th e smoke that constantly wreathes a 
  smoke creature’s semisolid body is always makes it hard 
  to determine its exact location. Attacks against a smoke 
  creature suﬀ er a 20% miss chance, though true seeing allows 
  the caster to ignore that miss chance. Th is ability does not 
  grant the smoke creature concealment. Th e eﬀ ects 
  of blur or displacement do not stack with this eﬀ ect; 
  only the best miss chance applies.
  Abilities: Increase from the base creature as follows: 
  +4 Dex, +2 Int, +2 Cha.
  Skills: A smoke creature gains a +5 circumstance 
  bonus on Hide checks in areas of fog, smoke, or clouds. 
  Languages: If the smoke creature can speak, it gains the ability to 
  speak Auran and Ignan in addition to any other languages 
  the base creature knows.
  Environment: Same as the base creature plus warm climates, the 
  Elemental Plane of Air, and the Elemental Plane of Fire.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +4.
  Smoke Characters
  A smoke creature favors whichever class the base creature does.
  - Sample Creature:  Smoke Will-O’-Wisp -
  Small Elemental (Air, Augmented Aberration, Fire)
  Hit Dice: 9d8 (40 hp)
  Initiative: +15
  Speed: Fly 50 ft. (perfect) (10 squares)
  Armor Class: 31 (+1 size, +11 Dex, +9 deﬂ ection), touch 31, 
  ﬂ at-footed 20
  Base Attack/Grapple: +6/–3
  Attack: Shock +18 melee touch (2d8 electricity)
  Full Attack: Shock +18 melee touch (2d8 electricity)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon 
  Special Qualities: Air mastery, cloud sight, darkvision 60 ft., 
  elemental traits, immunities (ﬁ re, inhaled poisons and 
  other substances, magic), natural invisibility, smoke travel, 
  smokey form, vulnerability to cold
  Saves: Fort +3, Ref +14, Will +9
  Abilities: Str 1, Dex 33, Con 10, Int 17, Wis 16, Cha 14
  Skills: Bluﬀ  +14, Diplomacy +3, Disguise +2 (+4 acting), Hide 
  +16*, Intimidate +14, Listen +17, Search +15, Spot +17, 
  Survival +5 (+7 following tracks)
  Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, 
  Weapon FinesseB
  Environment: Temperate and warm marshes, the Elemental 
  Plane of Air, and the Elemental Plane of Fire
  Organization: Solitary, pair, or string (3–4)
  Challenge Rating: 7
  Treasure: 1/10 coins; 50% goods; 50% items
  Alignment: Usually chaotic evil
  Advancement: 10–18 HD (Small)
  Level Adjustment: —
  Here is an example of a smoke creature using a will-o’-wisp as 
  the base creature.
  Th e smoke will-o’-wisp looks like a smoking torchlight ﬂ oating 
  on the wind. It has no recognizable features that would make 
  it resemble a living creature, but its evil intent is obvious by its 
  constant need to attack other creatures. 
  Like normal will-o’-wisps, smoke will-o’-wisps feed on the fear 
  and horror of dying creatures, but they especially enjoy the taste 
  of the pain and anguish experienced by a creature dying of burns 
  or smoke inhalation. Smoke will-o’-wisps are attracted by ﬁ res 
  and enjoy hiding in campﬁ res to conceal the origins of their 
  attacks.
  A smoke will-o’-wisp speaks Common, Auran, and Ignan. It has 
  no vocal apparatus but can vibrate to create a voice with a ghostly 
  sound.
  Combat
  Since smoke will-o’-wisps have little to fear from most creatures, 
  they attack boldly, using their breath weapons to confuse and 
  burn foes before moving in to attack.
  Breath Weapon (Su): DC 14 Fortitude save; see the smoke 
  creature template.
  Air Mastery (Ex): See the smoke creature template.
  Cloud Sight (Ex): See the smoke creature template.
  Elemental Traits: A smoke will-o’-wisp has immunity to poison, 
  sleep eﬀ ects, paralysis, and stunning. It is not subject to critical 
  hits or ﬂ anking. It cannot be raised, reincarnated or resurrected 
  (though a limited wish, wish, miracle, or true resurrection spell can 
  restore life). Darkvision 60 ft.
  Immunities (Ex): See the smoke creature template.
  Immunity to Magic (Ex): A smoke will-o’-wisp is immune to 
  most spells or spell-like abilities that allow spell resistance, except 
  magic missile and maze.
  Natural Invisibility (Ex): A smoke will-o’-wisp can extinguish 
  its glow, eﬀ ectively becoming invisible as the per the invisibility 
  spell.
  Smoke Travel (Su): See the smoke creature template.
  Smokey Form (Ex): See the smoke creature template.
  Smoke Creature
  
  225
  225
  225
  225
   Solaric Creature
  Some creatures are born under a lucky star. Good fortune follows them from birth throughout their days. Solaric creatures are similarly 
  blessed, although their good fortune has little to do with luck.
  A solaric creature is born when conditions are right—perhaps on a night when planets are aligned or during an eclipse. 
  Parents of a solaric creature rarely know their child’s true nature. In most cases, they are simply proud to have such a talented and 
  exceptional child. As the child grows older and begins to display magical abilities, however, there can be little doubt of the supernatural 
  forces at work at its birth. Th e suspicion and superstition that such abilities usually breed often make solaric creatures pariahs among their 
  own kind. 
  Creating a Solaric Creature
  “Solaric creature” is an inherited template that can be applied to 
  any intelligent living creature (hereafter referred to as the base 
  creature). 
  A solaric creature uses all of the base creature’s 
  statistics and special abilities except as noted here.
  Special Attacks: Th e solaric creature retains all the 
  base creature’s special attacks and gains those 
  described here.
   
  Spell-Like Abilities: A solaric creature gains spell-like abilities 
  according to its character level, as indicated on the following 
  table. Th ese abilities are cumulative. Caster level equals solaric 
  creature’s character level. Th e save DCs are Charisma-based.
  Spell-Like Abilities
   Character Level 
  Ability
   
  1–2 
  Flare 3/day, light at will
   
  3–4 
  Flame blade 1/day, heat metal 1/day
   
  5–6 
  Continual ﬂ ame 1/day, scorching ray 1/day
   
  7–8 
  Daylight 3/day
   
  9–10 
  Searing light 2/day
   
  11–12 
  Flame strike 1/day
   
  13–14 
  Greater teleport (destination must be an area lit by
   
   
   
   sunlight or the daylight spell) 1/day
   
  15–16 
  Sunbeam 1/day
   
  17–18+ 
  Sunburst 1/day
  Special Qualities: Th e solaric creature retains all the base creature’s 
  special qualities and gains those described here.
  Resistance to Fire (Ex): A solaric creature has ﬁ re 
  resistance 20.
  Solaric Immunities (Ex): Solaric creatures are 
  immune to the negative eﬀ ects of bright light. 
  Th us, if the base creature normally took penalties 
  in bright light, it no longer does so. Bright light 
  that would normally dazzle or blind the base creature no 
  longer has any negative eﬀ ect. Solaric creatures are immune 
  to searing light and to spells and eﬀ ects with the light 
  subtype (such as ﬂ are, sunbeam, and sunburst).
   
  Sun Savior (Ex): In sunlight or within the radius of a 
  daylight spell, each of the solaric creature’s speeds increases 
  by +10 feet, and the solaric creature gains a +2 morale bonus 
  on attack rolls, checks, and saves.
  Abilities: Change from the base creature as follows: Cha +4.
  Challenge Rating: Character level 6th or below, same as the 
  base creature; character level 7th or more, same as the base 
  creature +1.
  Level Adjustment: Same as the base creature +2.
  Solaric Characters
  A solaric creature favors whichever class the base creature does.
  - Sample Creature:  Solaric Gynosphinx -
  Large Magical Beast
  Hit Dice: 8d10+8 (52 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares), ﬂ y 60 ft. (poor)
  Armor Class: 21 (–1 size, +1 Dex, +11 natural), touch 10, ﬂ at-
  footed 20
  Base Attack/Grapple: +8/+16
  Attack: Claw +11 melee (1d6+4)
  Full Attack: 2 claws +11 melee (1d6+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Pounce, rake 1d6+2, spell-like abilities
  Special Qualities: Darkvision 60 ft., low-light vision, resistance to 
  ﬁ re 20, solaric immunities, sun savior
  Saves: Fort +7, Ref +7, Will +8
  Abilities: Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 23
  Skills: Bluﬀ  +17, Concentration +12, Diplomacy +10, Disguise +6 
  (+8 acting), Intimidate +15, Listen +17, Sense Motive +15, 
  Spot +17
  Feats: Combat Casting, Improved Initiative, Iron Will
  Environment: Warm deserts
  Organization: Solitary, pair, or covey (3–4)
  Challenge Rating: 9
  Treasure: Double standard
  Alignment: Always neutral
  Advancement: 9–12 HD (Large); 13–24 HD (Huge)
  Level Adjustment: +7 (cohort)
  A solaric gynosphinx is as territorial as other sphinxes, but unlike 
  many of her cousins, she tolerates the presence of other creatures 
  that give her tribute and obey her edicts. Such creatures can 
  greatly beneﬁ t from a solaric gynosphinx’s rule. Th e wisdom and 
  intelligence of such creatures are legendary, and they always keep 
  always have the interests of their followers at heart.
  A typical solaric gynosphinx is about 10 feet long and weighs 
  about 800 pounds. Her leonine body, ﬂ axen hair, and human face 
  possess an alien beauty that is both comforting and intimidating. 
  Her golden wings shimmer and gleam, reﬂ ecting the sun’s golden 
  light.
  Solaric Creature
  
  226
  226
  226
  226
  languages, locate object, dispel 
  magic, legend lore, remove curse 
  (DC 20). Caster level 14th. Th e 
  save DC is Charisma-based.
  At will—light; 3/day—ﬂ are, 
  daylight; 1/day—continual ﬂ ame, 
  ﬂ ame blade, heat metal (DC 18), 
  scorching ray. Caster level 8th. 
  Th e save DC is Charisma-
  based.
  Once per week a gynosphinx 
  can create a symbol of death, 
  a symbol of fear, a symbol of 
  insanity, a symbol of pain, a 
  symbol of persuasion, a symbol of 
  sleep, and a symbol of stunning, 
  as the spells (caster level 18th). 
  Th e save DCs for each of these 
  eﬀ ects is 22, and each symbol 
  remains for a maximum of 1 
  week once scribed. Th e save 
  DCs are Charisma-based.
  Solaric Immunities (Ex): See 
  the solaric creature template.
  Sun Savior (Ex): See the solaric 
  creature template.
  Using the Solaric Creature Template
  A solaric creature doesn’t have to be an accident of birth. Th is template is especially suited to the worshipers of a sun deity or 
  the guardians of a temple or relic of such a deity. For example, a magic item devoted to the god could grant this template while 
  it is worn. If your campaign features Egyptian aspects, the solaric template could even be applied to one of the mummies or to 
  their tomb guardians.
  A solaric gynosphinx speaks 
  Common, Draconic, Elven, 
  Ignan, and Sphinx.
  Combat
  A solaric gynosphinx ﬂ ies out 
  of the sun at its foes, using 
  scorching ray and heat metal to 
  soften up her opponents before 
  swooping in to pounce on 
  them. If the sun does not shine, 
  the solaric gynosphinx casts 
  daylight on a piece of jewelry it 
  is wearing before engaging foes.
  Pounce (Ex): If a solaric 
  gynosphinx charges a foe, it can 
  make a full attack, including 
  two rake attacks.
  Rake (Ex): Attack bonus +11 
  melee, damage 1d6+2. A solaric 
  gynosphinx that pounces on 
  a creature can make two rake 
  attacks with its hind legs.
  Spell-Like Abilities: 3/
  day—clairaudience/clairvoyance, 
  detect magic, read magic, see 
  invisibility; 1/day—comprehend 
   Sonic Creature
  Some say the Plane of Sound lies somewhere in the multiverse; others say it is all around us. Whatever its nature, the Plane of Sound 
  remains an obscure theory to most people. Th e most popular theory is that the Plane of Sound is transitive like the Ethereal Plane, but 
  even more expansive—since noise occurs on all planes, the transitive Plane of Sound must extend through every plane. If this theory is 
  true, the Plane of Sound should provide the means to travel anywhere in the multiverse. A transitive plane that reaches all other planes 
  might seem preposterous, but the existence of sonic creatures lends some credence to this idea.
  Sonic creatures are invisible and incorporeal beings that can be found on any plane. Th ey take the form of normal creatures, but they are 
  made entirely of sound, and many scholars believe that these beings were somehow inﬂ uenced by the Plane of Sound. 
  Most sonic creatures aren’t adventuring wizards who gained their sound forms during quests for the Plane of Sound; indeed, few sonic 
  creatures can explain how they came to consist only of noise. But this mystery doesn’t deter those who are dedicated to the concept of a 
  Plane of Sound. Th ey theorize that the Plane of Sound has vortices connecting with the Material Plane that catch creatures unawares, 
  bringing them to the Plane of Sound without their knowledge. Once they are there, their corporeal forms are transformed into sonic 
  ones, much like creatures on the Ethereal Plane can sometimes become ethereal. Th e truth of this theory has yet to be determined.
  Th ough it is invisible and intangible, a sonic creature constantly makes a terrible noise. Th is sound could range from a deep hum to a 
  high-pitched keening to a cacophonous racket like that of armor thrown down the stairs. Sometimes the noise a sonic creature makes is 
  somehow related to its corporeal life. A particularly cruel sonic creature’s sound might make be a babble of every mean and spiteful thing 
  it ever said, and a birdlike sonic creature might sound like a riotous ﬂ ock of thousands of birds. All such sounds are obviously unnatural, 
  and most are quite disturbing.
  Sonic Creature
  
  227
  227
  227
  227
  Sonic creatures feed on sounds similar to those they made as corporeal creatures. Th us, a sonic yeth hound might be drawn to follow its 
  old pack, but it might also linger near a wolf or worg pack, feeding oﬀ  the noises those creatures make. Alternatively, a sonic creature 
  particularly keen on music might seek out bards to feed upon. Sonic creatures must feed on sounds like those they once made for a full 
  day at least once per week or begin to starve. A starving sonic creature often terriﬁ es and wounds creatures in order to force them to 
  make the sounds it needs, or to feast oﬀ  their screams. Corporeal creatures ﬁ nd pursuit by a sonic creature eerie at best. Some think their 
  pursuer a ghost; others are simply terriﬁ ed of the noise it makes.
  Like most living beings, sonic creatures must sleep regularly. As incorporeal creatures, they have little to fear from foes while they sleep, but 
  most still choose to sleep high in the air or deep within the earth, lest they be disturbed by curious or frightful creatures. Such practices make 
  following a food source for long periods diﬃ  cult and often force sonic creatures to cast about for new creatures to feed from.
  Creating a Sonic Creature
  “Sonic creature” is an acquired template that can be applied to 
  any living, corporeal creature (referred to hereafter as the base 
  creature). 
  A sonic creature uses all of the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to elemental with 
  the appropriate augmented subtype, plus the incorporeal 
  subtype. Do not recalculate base attack 
  bonuses, saves, or skill points. Size is 
  unchanged.
  Hit Dice: Change all racial HD to d8s.
  Speed: A sonic creature loses all the base creature’s 
  speeds and gains a ﬂ y speed equal to double 
  the base creature’s highest speed, with perfect 
  maneuverability.
  Armor Class: Th e base creature’s armor, shield, and natural armor 
  bonuses no longer apply, but the dread sonic creature gains 
  a deﬂ ection bonus to Armor Class equal to its Charisma 
  bonus or +1, whichever is higher. Sonic creatures cannot use 
  or carry equipment of any kind.
  Attack: Th e sonic creature retains all the base creature’s natural 
  attacks, and its weapon and armor proﬁ ciencies. However, 
  all its attacks become incorporeal touch attacks, retaining 
  the same primary or secondary status they had for the base 
  creature. Th e sonic creature gains a primary incorporeal 
  touch attack if it has no other natural attacks. 
   
  A sonic creature uses its primary incorporeal touch attack 
  when making an attack action. Because an incorporeal 
  creature has no Strength score, its Dexterity modiﬁ er rather 
  than its Strength modiﬁ er applies to all its attack rolls.
  Full Attack: A sonic creature uses all its incorporeal touch attacks 
  during a full attack. 
  Damage: Each of a sonic creature’s incorporeal touch attacks that 
  was converted from an attack that dealt hit point 
  damage now deals sonic damage instead. If the attack 
  additionally dealt damage of an energy type (such 
  as acid, cold, electricity, or ﬁ re), that damage is also 
  converted to sonic damage.  If the sonic creature gained 
  an incorporeal touch attack from the application of this 
  template, its damage is as given on the following table. 
   
  Damage
  Size 
  Incorporeal Touch Damage (Sonic)
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
   Alternate Origins for Sonic Creatures
  Th e sonic creature template turns creatures into beings of incorporeal sound. Th e strange new monsters thus created can be 
  incorporated into your game in many ways.
  Unique Creature: You could apply the template to a particular monster to make a creature unique to your world. For instance, 
  in your game world, howlers might appear only as sonic howlers, and the sonic creature template might not ever be applied to 
  another creature.
  Created by a Magic Item: Sonic creatures might be created by a powerful artifact or some other magic item. Such an item 
  might also bend the sonic creatures to its wielder’s will. 
  Created by a Spell: You could devise a high-level spell that allows the caster to take on the sonic creature template for a limited 
  time.
  A God’s Gift or a Curse: Sonic creatures might be created only by some unique event, such as a god’s gift or a curse. For 
  example, perhaps the servants of a god of music take the form of sonic creatures.
  A Spell Gone Awry: A spell or scroll reading gone awry could transform the caster into a sonic creature.
  Ghosts: Sonic creatures might be ghosts or a speciﬁ c form of undead. In this case, the template should change the creature’s 
  type to undead, and the sound the sonic creature makes should be mournful wailing.
  Sonic Creature
  
  228
  228
  228
  228
  Special Attacks: Th e sonic creature loses all special attacks that 
  require corporeal contact, except those that dealt hit point 
  damage. Such attacks now deal sonic damage in the same 
  amounts. Th e sonic creature also gains the special qualities 
  described here. A sonic creature cannot cast spells that 
  require material components unless it has the Eschew 
  Materials feat.
   
  Sonic Trample (Ex): Th e sonic creature may cause sonic 
  damage to creatures and objects simply by passing through 
  them. As a full-round action, the sonic creature can move 
  up to twice its speed in a straight line. Any creature it 
  moves through can attempt either a Reﬂ ex save (DC 10 + 
  1/2 sonic creature’s character level + sonic creature’s Dex 
  modiﬁ er) for half damage or an attack of opportunity. 
  An unattended, nonmagical object receives no save. No 
  creature or object can be damaged twice in a round by 
  this attack. Sonic creatures do not damage creatures or 
  objects they move through when not using this ability. Th e 
  creature has to actually intend to cause damage. 
   
  Th e damage dealt by this attack depends on the sonic 
  creature’s size, as given in the following table.
  Sonic Trample
   
  Size 
  Sonic Trample Damage
   
  Fine 
  1d2
   
  Diminutive 
  1d4
   
  Tiny 
  1d6
   
  Small 
  1d8
   
  Medium 
  2d6
   
  Large 
  2d8
   
  Huge 
  4d6
   
  Gargantuan 
  4d8
   
  Colossal 
  8d6
   
  Wounding Sound (Ex): When the sonic creature is 
  wounded, its body involuntarily makes a thunderous 
  report. Anyone within 30 feet of a sonic creature when 
  it is wounded must make a Fortitude save (DC 10 + 1/2 
  sonic creature’s character level + sonic creature’s Con 
  modiﬁ er) or take 1d6 points of sonic damage, be stunned 
  for 1 round, and be permanently deafened by the sudden 
  sound blast. A creature that cannot hear or one that makes 
  its save is not deafened or stunned, but it still takes 1d6 
  points of sonic damage on a failed save. Any unattended 
  object in the area automatically takes 1d6 points of sonic 
  damage each time the sonic creature makes a wounding 
  sound. 
  Special Qualities: Th e sonic creature retains all the base 
  creature’s special qualities that do not require corporeal 
  contact with another creature and gains those described 
  here.
   
  Breathless (Ex): Sonic creatures do not need to breathe 
  and are immune to all inhaled eﬀ ects, including substances 
  such as nauseating gas.
   
  Improved Blindsight (Ex): A sonic creature can see using 
  sound, even while within a solid object. Th is ability allows 
  it to discern objects and creatures within 60 feet regardless 
  of terrain or barriers that would normally impede vision. 
  Th e sonic creature usually does not need to make Spot 
  or Listen checks to notice creatures within range of its 
  blindsight. A silence spell negates this ability and forces the 
  sonic creature to rely on the base creature’s vision. 
   
  Invisibility (Ex): Sonic creatures are naturally invisible; 
  they have no visible solid form. Spells or eﬀ ects that reveal 
  invisible creatures reveal the sonic creature as a glasslike, 
  transparent version of the base creature. Th e sonic creature 
  does not normally have access to gaze attacks and other 
  eﬀ ects that require other creatures to see it, but it may use 
  such attacks against creatures using magic to render the 
  sonic creature visible.
   
  Invisibility grants the sonic creature a 50% miss chance 
  due to total concealment, and foes it attacks are considered 
  ﬂ at-footed (see the invisibility spell in the PHB for more 
  details).
   
  Although a sonic creature cannot normally be seen, it can 
  often (as one might ecpect) be heard. A creature wishing 
  to pinpoint the square that a sonic creature occupies 
  can do so with a successful Listen check opposed by the 
  sonic creature’s Move Silently check. Modify the DC as 
  described in the PHB.
   
  Silence Vulnerability (Ex): Th ough an incorporeal creature 
  normally has a 50% chance of remaining unaﬀ ected by 
  a spell originating from a corporeal source, silence spells 
  are an exception to this rule for sonic creatures. A sonic 
  creature is considered entangled (see Conditions in the 
  DMG) while within the area of a silence spell. A silence 
  spell also negates all the sonic creature’s normal and 
  special attacks within its area. A silence spell cast directly 
  on a sonic creature does not have a silencing eﬀ ect on the 
  area or an entangling eﬀ ect on the sonic creature; instead, 
  it causes the sonic creature to become nauseated (see 
  Conditions in the DMG) for 1 round per caster level on a 
  failed save.
   
  Sonic Immunity (Ex): Sonic creatures are immune to sonic 
  damage, spells with the sonic descriptor, and other sonic 
  and sound-based eﬀ ects.
  Abilities: As an incorporeal creature, a sonic creature lacks 
  a Strength score, and as an undead creature, it has no 
  Constitution score.
  Skills: As a master of sound, a sonic creature gains a +10 racial 
  bonus on Listen checks, and it never takes a penalty 
  on Listen checks because of ambient noise or its own 
  cacophony. Unlike most incorporeal creatures, a sonic 
  creature cannot move silently at will. Its body always 
  makes a telltale humming or keening noise, which gives it 
  a –15 penalty on Move Silently checks. If the base creature 
  has a bonus on Hide checks due to coloration, the sonic 
  creature loses that bonus.
  Environment: Any.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +3.
  Treasure: None; sonic creatures cannot use equipment.
  Level Adjustment: Same as the base creature +7.
  Sonic Creature Characters
  A sonic creature favors whichever class the base creature does. 
  Th e sonic template is very dangerous when placed in a player’s 
  hands. Natural invisibility, an incorporeal form, and sonic powers 
  against which few creatures have protection makes a sonic PC 
  unusually deadly. GMs should exercise extreme caution.
  Sonic Creature
  
  229
  229
  229
  229
  Large Elemental (Augmented Outsider, Chaotic, Evil, 
  Extraplanar, Incorporeal)
  Hit Dice: 6d8+12 (39 hp)
  Initiative: +7
  Speed: Fly 60 ft. (perfect) (12 squares)
  Armor Class: 13 (–1 size, +3 Dex, +1 deﬂ ection), touch 13, ﬂ at-
  footed 10
  Base Attack/Grapple: +6/+15
  Attack: Incorporeal touch +8 melee (2d8 sonic)
  Full Attack: Incorporeal touch +8 melee (2d8 sonic) and 1d4 
  incorporeal touches +3 melee (1d6 sonic)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Howl, sonic trample, wounding sound
  Special Qualities: Breathless, darkvision 60 ft., elemental traits, 
  improved blindsight 60 ft., incorporeal traits, invisibility, 
  silence vulnerability, sonic immunity
  Saves: Fort +7, Ref +8, Will +7
  Abilities: Str —, Dex 17, Con 15, Int 6, Wis 14, Cha 8
  Skills: Climb +9, Hide +8, Listen +23, Move Silently –3, Search 
  +7, Spot +13, Survival +2 (+4 following tracks)
  Feats: Alertness, Combat Reﬂ exes, Improved Initiative
  Environment: Any
  Organization: Solitary, pair, gang (3–4), or pack (6–10)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7–9 HD (Large); 11–18 HD (Huge)
  Level Adjustment: +10
  Here is an example of a sonic creature using a howler as the base 
  creature.
  A sonic howler sounds like the yips, yowls, howls, growls, whines, 
  barks, and bays of a score of wolves. If the viewer can see invisible 
  creatures, it looks like a moving sculpture of glass in the form of 
  a large and lanky hound with demonic features and huge spikes 
  growing from its back. 
  A sonic howler hungers for the screams of terror and woe that its 
  corporeal presence once elicited from other creatures. Secure in the 
  knowledge that it cannot be seen and can ﬂ ee into solid objects 
  when necessary, a sonic howler typically uses its howls outside a 
  settlement for several nights, and then for many hours on the last 
  night. At that point, it creeps in close to howl again and invoke 
  frightened screams from its victims. Th is noise satisﬁ es the sonic 
  howler, and it ceases its predations for a time unless the people of 
  the settlement set out to hunt it. In that case, the howler makes an 
  example of a hunting party or two in hopes of cowing the others. 
  If the sonic howler’s howls fail to result in terriﬁ ed screams, it 
  enters the settlement to kill everyone within, eliciting countless 
  screams of terror.
  Sonic howlers understand Abyssal but speak no language.
  Combat
  In combat, sonic howlers use a combination of melee attacks and 
  sonic trample attacks to devastate foes. Th ey make full use of their 
  incorporeal natures, ﬂ eeing into solid objects when badly wounded.
  Howl (Ex): Any creature other than an outsider that is within 
  hearing range of a sonic howler for a full hour must succeed on 
  a DC 12 Will save or take 1 point of Wisdom damage. Th e save 
  DC is Charisma-based. Th e save must be repeated for each hour of 
  exposure. Howl is a sonic mind-aﬀ ecting eﬀ ect.
  Sonic Trample (Ex): DC 16 Reﬂ ex save, 2d8 sonic damage; see 
  the sonic creature template. 
  Wounding Sound (Ex): DC 15 Fortitude save; see the sonic 
  creature template.
  Breathless (Ex): See the sonic creature template.
  Elemental Traits: A sonic howler has immunity to poison, sleep 
  eﬀ ects, paralysis, and stunning. It is not subject to critical hits or 
  ﬂ anking. It cannot be raised, reincarnated or resurrected (though a 
  limited wish, wish, miracle, or true resurrection spell can restore life). 
  Darkvision 60 ft.
  Improved Blindsight (Ex): See the sonic creature template.
  Incorporeal Traits: A sonic howler is harmed only by other 
  incorporeal creatures, magic weapons, spells, spell-like abilities, and 
  supernatural abilities. It has a 50% chance to ignore any damage 
  from a corporeal source, except for force eﬀ ects or attacks made 
  with ghost touch weapons. It can pass through solid objects, but 
  not force eﬀ ects, at will. Its attacks ignore natural armor, armor, 
  and shields, but deﬂ ection bonuses and force eﬀ ects work normally 
  against them. An incorporeal creature always moves silently and 
  cannot be heard with Listen checks if it doesn’t wish to be.
  Invisibility (Ex): See the sonic creature template.
  Sonic Immunity (Ex): See the sonic creature template.
  Silence Vulnerability (Ex): See the sonic creature template.
  Skills: As a master of sound, a sonic creature gains a +10 racial 
  bonus on Listen checks, and it never takes a penalty on Listen 
  checks because of ambient noise or its own cacophony. Unlike 
  most incorporeal creatures, a sonic creature cannot move silently 
  at will. Its body always makes a telltale humming or keening noise, 
  which gives it a –15 penalty on Move Silently checks.
  - Sample Creature:  Sonic Howler -
  Sonic Creature
  
  230
  230
  230
  230
   Stone Idol
  Hidden beneath a silken cloth and carried on the shoulders of priests, a stone idol can send a frisson of fear through an audience with its 
  mere presence. When the cloth is removed, those nearby rush to worship it, feeling its power in their very souls. When at last its gaze has 
  turned all their fear into love, the stone idol speaks, answering the high priest’s questions about what its people must do. Finally, when the 
  moment is right, the idol moves upon the high priest’s command, to the rapturous joy of the congregation.
  Stone idols are constructs that grant their creators power, prestige, and control over others. Crafted to resemble gods, monstrous creatures, 
  or even heroic individuals, stone idols are used in worship services and to gather cults of both the faithful and the fanatical. Th e idols’ 
  masters must be forever wary, however, since the worship of others sometimes leads stone idols to share their masters’ hunger for power.
  Creating a Stone Idol 
  “Stone idol” is a created template that can be added to any living, 
  corporeal creature (referred to hereafter as the base creature). 
  A stone idol uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to construct with the 
  appropriate augmented subtype. Do not recalculate base 
  attack bonuses, saves, or skill points. Size is unchanged.
  Hit Dice: Change all racial Hit Dice to d10s. 
  Th e stone idol gains bonus hit points as a 
  construct of its size, as described in the MM. 
  Armor Class: Th e stone idol natural armor bonus 
  improves by +3 over that of the base creature.
  Special Attacks: A stone idol retains all the base 
  creature’s special attacks and gains those 
  described here.
   
  Charming Gaze (Su): Any creature within 10 feet of the 
  stone idol that meets its gaze must succeed on a Will 
  saving throw (DC 10 + 1/2 stone idol’s 
  character level + stone 
  idol’s Cha modiﬁ er) or 
  be aﬀ ected as though by 
  the charm monster spell 
  (caster level 7th). So 
  long as the stone 
  idol’s creator retains 
  control of it, creatures 
  thus charmed are 
  considered charmed 
  by both the stone idol 
  and its creator.
   
  Fear Aura (Su): At 
  will as a free action, a 
  stone idol can project 
  a continuous aura of 
  fear. Every creature 
  within 60 feet must 
  succeed on a Will 
  saving throw (DC 
  10 + 1/2 stone idol’s 
  character level + stone 
  idol’s Cha modiﬁ er) 
  or be shaken for 
  1 hour. Creatures 
  charmed, dominated, 
  or summoned by the 
  stone idol are immune 
  to this eﬀ ect.
  Special Qualities: A stone idol retains all the base creature’s 
  special qualities and gains those described here.
   
  Creator’s Failsafe (Su): Th e creator is immune to all the 
  stone idol’s special attacks (both those granted by this 
  template and retained from the base creature) so long 
  as control of the stone idol is retained. Normal physical 
  attacks still aﬀ ect the creator. Th us, the creator could stand 
  unharmed in the midst of the stone idol’s breath weapon, 
  but a melee attack from the stone idol would aﬀ ect 
  the creator normally.
   
  Hardness (Ex): A stone idol has a hardness 
  of 8. Whenever it takes normal hit point damage, 
  subtract 8 from the amount of damage dealt, then 
  subtract any damage negated by damage reduction 
  before applying the damage to the stone idol’s hit 
  point total. Divide damage from ﬁ re, electricity, and 
  ranged attacks (except siege weapons) by 2 and damage 
  from cold by 4 before applying hardness.
   
  Power from Worship (Ex): For every ten creatures with 
  Intelligence scores of 6 or higher that are currently 
  charmed by the stone idol’s charming 
  gaze, the stone idol gains 2 temporary 
  hit points and a +1 bonus on Listen, 
  Sense Motive, and Spot checks. 
  Temporary hit points lost due to 
  damage cannot be regained, but 
  new temporary hit points can be 
  acquired by charming additional 
  creatures. Th e creator shares the 
  beneﬁ ts of this ability so long as 
  control is retained.
  Restless Spirit (Ex): A stone idol 
  has a will of its own that remains 
  sublimated to its creator’s so long 
  as the latter retains control. 
  While controlled, the stone 
  idol follows its creator’s 
  commands and acts in that 
  creature’s best interests. Th e 
  stone idol recognizes its 
  creator because of their linked 
  spirits, so no deception can 
  allow another to command 
  the stone idol.
   
  If the stone idol’s 
  Charisma score exceeds its 
  creator’s, or it uses its charming 
  gaze to charm more creatures of 
  Stone Idol
  
  231
  231
  231
  231
  Intelligence 6 or higher than its creator’s character level 
  × 10, the creator and the stone idol must immediately 
  make an opposed Charisma check. If the stone idol loses, 
  the creator retains control for 1 full day, regardless of 
  circumstances that would normally require additional 
  opposed Charisma checks. Th ereafter, the process begins 
  anew the next time conditions would require such a check. 
  If the creator loses the opposed Charisma check, the stone 
  idol is forever freed from its creator’s control. A free-willed 
  stone idol often seeks to destroy its creator before pursuing 
  any other activities. Th ereafter, it seeks to keep as many 
  intelligent creatures charmed by its gaze as it can while 
  pursuing its own agenda.
   
  Sonic Vulnerability (Ex): A stone idol takes double damage 
  from sonic energy on a failed save and half damage on 
  a successful save. If the base creature is immune to sonic 
  energy, the stone idol takes no damage, but it is dazed for 1 
  round on a failed save against any sonic attack.
  Abilities: Change from the base creature as follows: Str +4, Dex 
  –2 (minimum 1), Wis –2 (minimum 1), Cha –4 (minimum 
  1). In addition, the stone idol’s Intelligence score becomes 6, 
  regardless of its previous value. As a construct, a stone idol 
  has no Constitution score.
  Environment: Same as the creator.
  Organization: Solitary.
  Challenge Rating: Same as the base creature +3.
  Alignment: Always neutral evil.
  Advancement: Same as the base creature.
  Level Adjustment: —
  Creating a Stone Idol
  Stone idols are created in the same manner as golems. Because a stone 
  idol is composed of stone, it weighs three times what the base creature 
  does. Creating the stone idol costs 1,500 gp × the stone idol’s CR. 
  Assembling the body requires successful DC 20 Craft (sculpting or 
  masonry) check and the Craft Construct feat (see the MM).
  Th e creator must have a character level that equals or exceeds 4 + stone 
  idol’s CR and be able to cast either arcane or divine spells. Completing 
  the ritual drains a number of XP equal to the stone idol’s creation cost 
  divided by 25, and it requires the spells charm monster, cause fear, geas/
  quest, limited wish, polymorph any object, and resist elements.
  Stone Idol Characters
  A stone idol favors whichever class the base creature does.
  Tiny Construct (Augmented Outsider, Evil, Extraplanar, Lawful)
  Hit Dice: 3d10 (16 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), ﬂ y 50 ft. (perfect)
  Armor Class: 22 (+2 size, +2 Dex, +8 natural), touch 14, ﬂ at-
  footed 20
  Base Attack/Grapple: +3/–3
  Attack: Sting +7 melee (1d4+3 plus poison)
  Full Attack: Sting +7 melee (1d4+3 plus poison)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Charming gaze, fear aura, poison, spell-like 
  abilities
  Special Qualities: Alternate form, creator’s failsafe, damage 
  reduction 5/good or silver, darkvision 60 ft., fast healing 
  2, hardness 8, immunity (poison), power from worship, 
  resistance (ﬁ re 5), restless spirit, vulnerability to sonic
  Saves: Fort +3, Ref +5, Will +3
  Abilities: Str 14, Dex 15, Con —, Int 10, Wis 10, Cha 10
  Skills: Diplomacy +6, Hide +16, Knowledge (any one) +6, Listen 
  +6, Move Silently +8, Search +6, Spellcraft +6, Spot +6, 
  Survival +0 (+2 following tracks)
  Feats: Dodge, Weapon Finesse
  Environment: Same as creator
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always lawful evil
  Advancement: 4–6 HD (Tiny)
  Level Adjustment: —
  A stone idol imp is an excellent false god for cult formation. It 
  appears impressively otherworldly with its bat wings, horns and 
  barbed tail, and its ability to commune once per week makes it an 
  excellent oracle for worshipers to consult.
  Because the stone idol imp’s restless spirit is relatively, weak, the 
  creature is easy to control. Unfortunately, that same lack makes its 
  charming gaze easy for willful creatures to resist. Th us, members of the 
  - Sample Creature:  Stone Idol Imp -
  congregation who ask too many questions must sometimes be brought 
  before the idol and exposed to its gaze for hours to ensure their loyalty.
  Combat
  A stone idol imp relies on its tough skin and hardness to resist 
  damage, and it enters combat fearlessly. It typically uses its 
  suggestion ability on those that resist its charming gaze, then 
  employs any creatures it manages to turn to its side as bodyguards. 
  A stone idol imp’s natural weapons, and any weapons it wields, are 
  treated as evil-aligned and lawful-aligned for overcoming damage 
  reduction.
  Charming Gaze (Su): DC 10 Will save; see the stone idol 
  template.
  Fear Aura (Su): DC 10 Will save; see the stone idol template.
  Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, 
  secondary damage 2d4 Dex. Th e save DC is Constitution-based 
  and includes a +2 racial bonus.
  Spell-Like Abilities: At will—detect good, detect magic, invisibility 
  (self only); 1/day—suggestion (DC 13). Caster level 6th. Th e save 
  DC is Charisma-based. Once per week, a stone idol imp can use 
  commune to ask six questions. Th is ability otherwise works as the 
  spell (caster level 12th).
  Alternate Form (Su): A stone idol imp can assume another form 
  at will as a standard action. Th is ability functions as a polymorph 
  spell (caster level 12th) cast on itself, except that the stone idol imp 
  does not regain hit points for changing form, and it can assume 
  only one or two speciﬁ c forms no larger than Medium. Common 
  forms include monstrous spider, raven, rat, and boar.
  Creator’s Failsafe (Su): See the stone idol template.
  Power from Worship (Ex): See the stone idol template.
  Restless Spirit (Ex): See the stone idol template.
  Vulnerability to Sonic (Ex): See the stone idol template.
  Stone Idol
  
  232
  232
  232
  232
   Suzerain
  Some are simply born to lead; others seize the moment and rise to greatness. Whatever their paths to leadership, those who show the 
  greatest promise in such roles garner the attention of gods. Occasionally a deity may grant a particularly eﬀ ective leader the powers of a 
  suzerain as a reward. At other times, a god may create a suzerain because it needs a leader but cannot ﬁ nd a worthy worshiper among its 
  ﬂ ock. 
  A suzerain resembles a normal specimen of its kind, but it has an unmistakably regal bearing. Charismatic and conﬁ dant, it has many 
  dedicated allies and hundreds who would call it friend. Most suzerains make good use of their gifts by becoming the generals of armies 
  and the leaders of nations.
  Creating a Suzerain
  “Suzerain” is an acquired template that can be added to any 
  intelligent creature with a Charisma score of 1 or higher (referred 
  to hereafter as the base creature). 
  A suzerain creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Speed: Each of the suzerain’s speeds increases by 
  +10 feet over the corresponding speeds of the 
  base creature.
  Special Attacks: A suzerain retains all the base 
  creature’s special attacks and gains those 
  described here.
   
  Born to Lead (Ex): So long as another free-willed servant 
  of the suzerain is within sight and capable of witnessing its 
  actions, the suzerain has a +4 morale bonus to AC, attacks, 
  damage rolls, checks, and saves. Mounts, familiars, animal 
  companions, and trained animals do not count as free-willed 
  creatures for the purpose of this bonus, but cohorts and 
  followers the suzerain has gained via the Leadership feat do 
  count.
   
  Enchanting Presence (Su): Th e ﬁ rst time a creature other than 
  a PC comes within 30 feet of the suzerain, its attitude toward 
  the suzerain shifts one category toward the 
  positive, if it was not initially hostile. 
  Th us, unfriendly creatures become 
  indiﬀ erent, indiﬀ erent creatures 
  become friendly, and friendly 
  creatures become helpful. Th is 
  shift can be further modiﬁ ed by 
  the suzerain’s actions, or it might 
  change over time naturally. Th e 
  creature must be able to see, hear, 
  or otherwise notice the suzerain 
  to be aﬀ ected. Enchanting 
  presence is a mind-aﬀ ecting 
  enchantment eﬀ ect. PCs are 
  unaﬀ ected by this ability.
  Special Qualities: A suzerain retains all 
  the base creature’s special qualities 
  and gains those described here.
   
  Dauntless Courage (Ex): A suzerain 
  is immune to fear. In addition, any 
  allies within 30 feet that view 
  the suzerain as their leader are 
  immune to fear eﬀ ects.
   
  Inspiring Example (Ex): 
  Each ally within 60 feet of 
  the suzerain that can see 
  or hear it gains a +2 morale bonus on all attack and damage 
  rolls, checks, and saves so long as the suzerain is alive (or not 
  destroyed, if it is an undead or a construct).
   
  Stirring Speech (Su): As a standard action, a suzerain 
  creature can inspire greatness in its allies, granting 
  them extra ﬁ ghting capability. Th e suzerain can 
  target one ally plus one for every 3 character levels it 
  possesses. To inspire greatness, a suzerain must say a 
  few inspiring words (or sounds, if it is incapable of 
  speech), and the targeted allies must hear them. Th e 
  eﬀ ect lasts for 5 rounds. 
   
  A creature inspired with greatness gains 2 bonus Hit Dice 
  (d10s), the commensurate number of temporary hit points 
  (apply the target’s Constitution modiﬁ er, if any, to these 
  bonus Hit Dice), a +2 competence bonus on attack rolls, and 
  a +1 competence bonus on Fortitude saves. Th e bonus Hit 
  Dice count as regular Hit Dice for determining the eﬀ ects 
  of spells such as sleep. Inspire greatness is a mind-aﬀ ecting 
  ability. Th e suzerain can use this ability a number of times 
  per day equal to its Charisma bonus.
  Abilities: Change from the base creature as follows: Int +4, Wis 
  +4, Cha +6.
  Skills: A suzerain gains a +6 racial bonus on 
  all Diplomacy and Intimidate checks.
  Feats: A suzerain gains Leadership 
  (creature HD count as levels 
  for the purpose of the suzerain 
  Suzerain
  
  233
  233
  233
  233
  creature’s Leadership score) as a bonus feat if the base 
  creature did not already have it
  Organization: Solitary plus cohort and followers.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +4.
  Suzerain Characters
  A suzerain character favors whichever class the base creature does. 
  Consider granting this template temporarily to a cleric, paladin, or 
  other character devoted to a god as the deity’s blessing for a great 
  service or as an answer to desperate prayers.
  - Sample Creature:  Suzerain Dire Lion -
  Large Animal
  Hit Dice: 8d8+24 (60 hp)
  Initiative: +2
  Speed: 50 ft. (8 squares)
  Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, ﬂ at-
  footed 13
  Base Attack/Grapple: +6/+17
  Attack: Claw +13 melee (1d6+7)
  Full Attack: 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Born to lead, enchanting presence, improved 
  grab, pounce, rake 1d6+3
  Special Qualities: Dauntless courage, inspiring example, low-light 
  vision, scent, stirring speech
  Saves: Fort +9, Ref +8, Will +9
  Abilities: Str 25, Dex 15, Con 17, Int 6, Wis 16, Cha 16
  Skills: Diplomacy +9, Hide +2*, Intimidate +9, Listen +9, Move 
  Silently +5, Spot +9
  Feats: Alertness, LeadershipB, Run, Weapon Focus (claw)
  Environment: Warm plains
  Organization: Solitary plus cohort and followers (see below)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 9–16 HD (Large); 17–24 HD (Huge)
  Level Adjustment: —
  Here is an example of a suzerain using a dire lion as the base 
  creature.
  Suzerain dire lions are beautiful to look upon, and their presence 
  and charisma is undeniable. Atop this immense lion’s long, regal 
  mane, spiky ridges of bone project from its brow like a crown. Its 
  15-foot-long body is covered in lustrous, tawny fur. 
  A suzerain dire lion is almost never found alone. It typically leads a 
  group of other creatures that recognize its authority and are willing 
  to die for it if needed. 
  A suzerain dire lion understands Common but cannot speak.
  Combat
  A suzerain dire lion fearlessly leads the charge into battle. With a 
  terrible roar that frightens most enemies, it heartens its allies and 
  tears into foes with an awful ferocity.
  Born to Lead (Ex): See the suzerain template.
  Enchanting Presence (Su): See the suzerain template.
  Improved Grab (Ex): To use this ability, a suzerain dire lion must 
  hit with its bite attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can rake.
  Pounce (Ex): If a suzerain dire lion charges, it can make a full 
  attack, including two rake attacks.
  Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
  Dauntless Courage (Ex): See the suzerain template.
  Inspiring Example (Ex): See the suzerain template.
  Stirring Speech (Su): 3/day, 3 allies; see the suzerain template.
  Cohort and Followers: Th e suzerain dire lion has a leadership 
  score of 11 (8 character levels, +3 Charisma bonus, +1 for special 
  power, –1 for moving around a lot). Th is score grants it a 7th-level 
  cohort and six 1st-level followers. Th is suzerain dire lion’s cohort is 
  a 7th-level human druid with a lioness for an animal companion. 
  Th e suzerain dire lion allows his cohort to ride him when not in 
  battle and treats the lioness as if she were his mate. Seven 1st-level 
  human druids make up the suzerain dire lion’s cadre of followers. 
  Each has a camel as an animal companion, and the camels serve 
  as mounts for crossing the savanna. Although the humans are 
  more intelligent than their leader, they have a deep respect for the 
  suzerain dire lion’s instincts and the power of his spirit, and they 
  rely on him to make all important decisions. 
  Skills: A suzerain dire lion has a +4 racial bonus on Hide 
  and Move Silently checks and a +6 bonus on Diplomacy and 
  Intimidate checks. *In areas of tall grass or heavy undergrowth, the 
  Hide bonus improves to +8.
   Swamp Lord
  A marsh inhabited by a swamp lord is always a dangerous place, thick with entangling vines and sucking quicksand, and it quickly gains 
  a dark reputation throughout the nearby lands. Sometimes, the geography of such a swamp changes overnight, becoming unfamiliar even 
  to longtime neighbors and inhabitants. Worse still, such places are often sucking graveyards that hide the bones of victims drowned, 
  suﬀ ocated, or strangled by the swamp lords that hold sway there.
  A swamp lord is an evil plant creature that inhabits a fen or quagmire. Its body—a mass of vines, moss, and pond scum—gives it excellent 
  camouﬂ age for moving about its domain. Th e swamp feeds and cares for the swamp lord, and the creature guards this resource jealously. 
  A swamp lord always seeks to be the dominant power in the watery land it inhabits. It demands the allegiance of any thinking beings 
  that live in its domain and harries those who refuse its suzerainty until they leave. 
  Swamp Lord
  
  234
  234
  234
  234
  Creating a Swamp Lord
  “Swamp lord” is an inherited template that can be applied to any 
  living, corporeal creature whose Intelligence and Charisma scores 
  are each at least 3 (hereafter referred to as the base creature). 
  A swamp lord uses all of the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to plant with the 
  appropriate augmented subtype, plus the aquatic subtype 
  if the base creature did not already have it. Do not 
  recalculate base attack bonuses or saves. Size is unchanged.
  Hit Dice: Change all racial Hit Dice to d8s.
  Speed: Each of a swamp lord’s speeds is slower by 10 feet than 
  the corresponding speed of the base creature (minimum 
  5 feet). If the base creature lacks a land speed, the swamp 
  lord gains a land speed 10 feet slower than the base 
  creature’s highest speed. If the swamp lord lacks a climb 
  speed or a swim speed, the swamp lord gains the missing 
  mode of movement at a speed equal to its modiﬁ ed land 
  speed.
  Armor Class: Th e swamp lord’s natural armor bonus improves by 
  +2 over that of the base creature.
  Attack: Th e swamp lord retains all the base creature’s attacks, and 
  its weapon and armor proﬁ ciencies. Th ese attacks retain 
  the same primary or secondary status they had for the base 
  creature. Furthermore, the swamp lord gains two tentacle 
  attacks. If it has other natural attacks, it must choose upon 
  creation whether the tentacles are primary or secondary 
  attacks. It cannot thereafter change that decision.
  Damage: Th e base damage for the tentacle attacks granted by 
  this template is as given on the following table.
  Damage
   
  Size 
  Tentacle Base  
   
   
  Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Reach: Each of the swamp lord’s tentacle attacks has a reach 5 
  feet longer than the base creature’s normal reach.
  Special Attacks: A swamp lord retains all the base creature’s 
  special attacks and gains those described here.
   
  Constrict (Ex): A swamp lord deals automatic tentacle 
  damage with a successful grapple check.
   
  Engulf (Ex): A swamp lord not wearing armor or other 
  garments can make a grapple check to absorb any creature 
  up to one size category smaller than itself that it is already 
  grappling. On a success, the creature is drawn inside the 
  swamp lord’s body. An engulfed creature is considered 
  grappled and automatically takes constrict damage each 
  round. Th e engulfed creature lacks air to breathe and must 
  hold its breath or suﬀ ocate if it is an air-breather. It can 
  escape with a successful grapple or Escape Artist check, 
  but upon exiting, it is considered grappled by the swamp 
  lord if the latter wishes and is not already grappling as 
  many other creatures as it can. Th e swamp lord is not 
  considered grappled when it engulfs a creature.
   
  Improved Grab (Ex): If a swamp lord hits a creature of 
  any size with a natural attack, it deals normal damage and 
  may attempt to start a grapple as a free action without 
  provoking an attack of opportunity.
   
  Spell-Like Abilities: A swamp lord gains spell-like 
  abilities according to its character level, as indicated on 
  the following table. Th ese abilities are cumulative. Caster 
  level equals swamp lord’s character level. Th e save DCs are 
  Charisma-based.
  Spell-Like Abilities
   
  Character Level 
  Ability
   
  1–2 
  Entangle 2/day, obscuring mist 2/day
   
  3–4 
  Warp wood 2/day
   
  5–6 
  Fog cloud 1/day, soften earth and stone 1/day
   
  7–8 
  Plant growth 1/day, quench 1/day
   
  9–10 
  Command plants 1/day
   
  11–12 
  Control water 1/day
   
  13–14 
  Wall of thorns 1/day
   
  15–16 
  Move earth 1/day
   
  17–18 
  Control plants 1/day
   
  19–20 
  Shambler 1/day
  Special Qualities: A swamp lord retains all the base creature’s 
  special qualities and gains those described here.
  Amphibious (Ex): A swamp lord can breathe both 
  air and water with equal ease.
  Commune with Marshlands (Su): At will, the swamp 
  lord can learn facts about any marsh it is in, and the 
  surrounding territory, as though it had cast commune 
  with nature.
   
  Marsh Fast Healing (Su): While in a marsh, a swamp lord 
  has fast healing 5.
   
  Resistance to Energy (Ex): A swamp lord has resistance 10 
  to electricity, sonic, and ﬁ re.
   
  Trackless Step (Ex): A swamp lord leaves no trail in natural 
  surroundings and cannot be tracked. It may choose to 
  leave a trail if it desires.
  Abilities: Change from the base creature as follows: Str +4, Dex 
  –2 (minimum 1), Con +4.
  Skills: Recalculate the swamp lord’s skill points for its racial Hit 
  Dice according to the following formula (2 + Int modiﬁ er) x 
  (HD +3). Th en spend its skill points afresh, treating the base 
  creature’s skills as class skills and all others as cross-class skills.
   
  A swamp lord has a +5 racial bonus on Knowledge 
  (nature), Listen, Move Silently, Spot, and Survival 
  checks, and a +10 racial bonus on Escape Artist checks. 
  Furthermore, a swamp lord may use Knowledge (nature) as 
  though trained. *When in a marsh or woodland, it gains a 
  +10 racial bonus on Hide checks.
  Swamp Lord
  
  235
  235
  235
  235
   Changing the Swamp Lord Template
  Th e swamp lord template can be applied to nearly any creature. Th e Intelligence and Charisma requirements can be ignored, 
  or the template can be applied to creatures that lack high scores in those abilities and grant substantial increases to them. 
  Th e template could avoid changing the creature’s type, or it could change a creature’s type to something else, such as undead. 
   
  If the swamp lord gained a climb speed from the 
  application of this template, it has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. If the swamp 
  lord gains a swim speed from the application of this 
  template, it has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  Feats: A swamp lord gains Track as a bonus feat if the base 
  creature did not already have it.
  Environment: Any marsh.
  Challenge Rating: Same as the base creature +2.
  Alignment: Often neutral evil.
  Level Adjustment: Same as the base creature +6.
  Swamp Lord Characters
  If the base creature favored a class rather than advancing by Hit 
  Dice, its favored class changes to druid. Otherwise, the swamp 
  lord favors whichever class the base creature does.
  - Sample Creature:  Swamp Lord Barghest -
  Medium Plant (Aquatic, Augmented Outsider, Evil, 
  Extraplanar, Lawful, Shapechanger) 
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
  Armor Class: 19 (+1 Dex, +8 natural), touch 11, ﬂ at-footed 18
  Base Attack/Grapple: +6/+11
  Attack: Bite +11 melee (1d6+5) or tentacle +11 melee (1d6+5)
  Full Attack: Bite +11 melee (1d6+5) and 2 claws +6 melee 
  (1d4+2) and 2 tentacles +6 melee (1d6+2)
  Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
  Special Attacks: Constrict, engulf, feed, improved grab, spell-like 
  abilities
  Special Qualities: Amphibious, commune with marshlands, 
  change shape, damage reduction 5/magic, darkvision 60 ft., 
  marsh fast healing 5, resistances to electricity 10, ﬁ re 10, 
  and sonic 10, scent, trackless step
  Saves: Fort +8, Ref +6, Will +7
  Abilities: Str 21, Dex 13, Con 17, Int 14, Wis 14, Cha 14
  Skills: Climb +19, Escape Artist +11, Hide +7*, Knowledge 
  (nature) +7, Listen +13, Move Silently +12, Spot +13, 
  Swim +19, Survival +13
  Feats: Combat Reﬂ exes, Improved Initiative, Track 
  Environment: Hell
  Organization: Solitary
  Challenge Rating: 6
  Treasure: Double standard
  Alignment: Always lawful evil
  Advancement: Special (see below)
  Level Adjustment: —
  Here is an example of a swamp lord using a barghest as the base 
  creature.
  A swamp lord barghest is a marsh creature from the lower planes. 
  Accustomed to the deadly swamps of the Hell and the Abyss, 
  swamp lord barghests consider the marshes of the Material Plane 
  nothing short of paradise.
  In its natural form, a swamp lord barghest has a body made of 
  moss, swamp slime, and vines. It has two legs, and its two arms 
  bear thornlike claws. Two long and powerful tentacle-vines 
  extend from its shoulders over a lupine head made of vegetable 
  matter.
  Th e swamp lord barghest can also assume a goblinoid form or a 
  wolf, both of which lack tentacles. It takes these forms only to 
  confuse and deceive foes, since the shapes oﬀ er little in the way 
  of combat advantages and its plant nature is still obvious.
  Swamp lord barghests grow stronger by devouring the bodies of 
  creatures as powerful as themselves. When it comes to a Material 
  Plane swamp, the swamp lord barghest seeks out the most 
  powerful creatures there and observes them, seeking to determine 
  whether victory through direct confrontation is feasible. If not, 
  it schemes toward its rivals’ downfall, arranging “accidents,” 
  ambushes, and attacks by other creatures.
  Barghests speak Goblin, Infernal, and Worg.
  Combat
  A swamp lord barghest hides and observes its foes, waiting for 
  an opportune moment to attack. When it does decide to strike, 
  it usually does so in its tentacled form. Th e swamp lord barghest 
  makes liberal use of its spell-like abilities, using charm monster, 
  crushing despair, entangle, and warp wood to stymie foes before 
  engaging in melee. Once it does so, it tries to engulf Small foes 
  and batter larger enemies with its many natural attacks. If the 
  battle seems to be going against it, the swamp lord barghest 
  grapples a foe and ﬂ ees underwater, hoping to drown one enemy 
  and return later to win complete victory over the others.
  A swamp lord barghest’s natural weapons, and any weapons 
  it wields, are treated as evil-aligned and lawful-aligned for 
  overcoming damage reduction.
  Constrict (Ex): See the swamp lord template.
  Engulf (Ex): See the swamp lord template.
  Feed (Su): When a swamp lord barghest slays a humanoid 
  opponent, it can feed on the corpse, devouring both ﬂ esh and life 
  force, as a full-round action. Feeding destroys the victim’s body 
  and prevents any form of raising or resurrection that requires part 
  Swamp Lord
  
  236
  236
  236
  236
  of the corpse. Th ere is a 50% chance that a wish, miracle, or true 
  resurrection spell can restore a devoured victim to life. Check once 
  for each destroyed creature. If the check fails, the creature cannot 
  be brought back to life by mortal magic.
  A swamp lord barghest advances in Hit Dice by consuming 
  corpses in this fashion. For every three suitable corpses it 
  devours, it gains 1 Hit Die, and its Strength, Constitution, and 
  natural armor each increase by +1. Its attack bonus and saves 
  improve as normal for an outsider of its Hit Dice, and it gains 
  skill points, feats, and ability score improvements normally.
  Th e swamp lord barghest advances only by consuming the 
  corpses of creatures whose character levels are equal to or greater 
  than its own current total. A swamp lord barghest that reaches 9 
  Hit Dice through feeding immediately becomes a greater swamp 
  lord barghest upon completion of the act (see Greater Swamp 
  Lord Barghest, below).
  Improved Grab (Ex): See the swamp lord template.
  Spell-Like Abilities: At will—blink, levitate, misdirection (DC 
  14), rage (DC 15); 2/day—Entangle (DC 13), obscuring mist, 
  warp wood (DC 14); 1/day—charm monster (DC 16), crushing 
  despair (DC 16), dimension door, fog cloud, soften earth and stone. 
  Caster level 6th. Th e save DCs are Charisma-based. As the 
  swamp lord barghest gains HD due to feeding, it gains more 
  spell-like abilities; see the swamp lord template.
  Amphibious (Ex): See the swamp lord template.
  Change Shape (Su): A swamp lord barghest can assume the 
  shape of a goblin or a wolf as a standard action. In goblin form, it 
  cannot use its natural weapons but can wield weapons and wear 
  armor. In wolf form, it loses its claw attacks but retains its bite 
  attack.
  Commune with Marshlands (Su): See the swamp lord template.
  Marsh Fast Healing (Su): See the swamp lord template.
  Pass without Trace (Ex): A swamp lord barghest in wolf form 
  can use pass without trace (as the spell) as a free action.
  Trackless Step (Ex): See the swamp lord template.
  Skills: A swamp lord barghest has a +5 racial bonus on 
  Knowledge (nature), Listen, Move Silently, Spot, and Survival 
  checks, and a +10 racial bonus on Escape Artist checks. 
  Furthermore, a swamp lord barghest may use Knowledge 
  (nature) as though trained. *When in a marsh or 
  woodland, it gains a +10 racial bonus on Hide 
  checks, regardless of its form.
  Th e swamp lord barghest has a +8 
  racial bonus on Climb checks and 
  can always choose to take 10 on 
  a Climb check, even if rushed or 
  threatened. It also has a +8 racial 
  bonus on any Swim check to 
  perform some special action or avoid 
  a hazard. It can always choose to take 
  10 on a Swim check, even if distracted 
  or endangered. It can use the run action 
  while swimming, provided it swims in a 
  straight line.
  Greater Swamp 
  Lord Barghest
  A swamp lord barghest 
  that reaches 9 Hit Dice 
  through feeding becomes a 
  greater swamp lord barghest. At this 
  point, it can change shape into a goblinoid 
  creature of Large size (about 8 feet tall and 400 
  pounds) or a dire wolf. In goblinoid form, a greater swamp 
  lord barghest cannot use its natural weapons but can wield 
  weapons and wear armor. In dire wolf form, it loses its claw 
  attacks but retains its bite attack. A greater swamp lord barghest 
  can reach a maximum of 18 Hit Dice through feeding.
  Spell-Like Abilities: In addition to the spell-like abilities all 
  swamp lord barghests possess, a greater swamp lord barghest 
  gains the following abilities: At will—invisibility sphere; 
  1/day—mass bull’s strength, mass enlarge. Caster level equals the 
  greater barghest’s character level.
  Swamp Lord
  
  237
  237
  237
  237
   Thunder Child
  A thunder child is the essence of a summer storm given physical form. On the Elemental Plane of Air, thunder children live and frolic in 
  storm fronts a thousand miles wide. Th ey tend to be short-tempered and impatient but mentally astute and perceptive. Th under children 
  are quick to anger and quick to action, but a natural wariness saves them from getting into too much trouble. Th under children have a 
  cruel streak, and many enjoy lashing out with lightning without provocation.
  A thunder child’s body is the color of clouds heavy and dark with rain, and lightning crackles about its form. When it takes gaseous form, 
  it appears as a lightning-laden storm cloud.
  Creating a Thunder Child
  “Th under child” is an inherited template that can be added to 
  any living, corporeal creature (referred to hereafter as the base 
  creature). 
  A thunder child uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Th e creature’s type changes to elemental with the 
  appropriate augmented subtype, plus the air and extraplanar 
  subtypes if the base creature did not already have them. Do 
  not recalculate base attack bonuses, saves, or skill points. 
  Size is unchanged.
  Hit Dice: Change all racial Hit Dice to d8s.
  Speed: Each of the thunder child’s speeds is double 
  the corresponding speed of the base 
  creature.
  Armor Class: A thunder child gains a +4 dodge 
  bonus to AC.
  Special Attacks: A thunder child retains all the 
  base creature’s special attacks and gains those 
  described here.
   
  Breath Weapon (Ex): Once every 1d4 rounds, a thunder 
  child can breathe a 5-foot-wide line of lightning 100 feet 
  long plus 10 feet per 2 character levels it possesses. If the 
  thunder child wishes, it may breathe a line half as long 
  but 10 feet wide. Every creature in the area must make a 
  Reﬂ ex save (DC 10 + 1/2 thunder child’s character level 
  + thunder child’s Con modiﬁ er) or take 1d6 points of 
  electricity damage per 2 character levels the thunder child 
  possesses (minimum 1d6). Success halves the damage.
   
  Electric Aura (Ex): A thunder child emits an aura of 
  electricity that can wound nearby creatures. Any creature 
  within 10 feet of a thunder child must succeed on a 
  Reﬂ ex save (DC 10 + 1/2 thunder child’s character level + 
  thunder child’s Con modiﬁ er) each round that it remains 
  within range or take 1d6 points of electricity damage. A 
  thunder child can suppress or resume the use of this ability 
  as a free action.
   
  Electric Grapple (Ex): Any creature grappling a thunder 
  child takes 2d6 points of electricity damage each round 
  that the grapple is maintained.
   
  Electricity (Ex): Each of a thunder child’s natural melee 
  attacks and attacks with metallic melee weapons deals 
  +1d6 points of electricity damage.
   
  Spell-Like Abilities: 3/day—fog cloud, gaseous form, sound 
  burst. Caster level equals thunder child’s character level. 
  Th e save DCs are Charisma-based. A thunder child may 
  use these abilities and all its extraordinary abilities while in 
  gaseous form.
  Special Qualities: A thunder child retains all the base creature’s 
  special qualities and gains those described here.
   
  Air Breather (Ex): A thunder child can breathe air even if 
  the base creature breathed only water.
   
  Cloud Sight (Ex): A thunder child can see through clouds, 
  gases, fogs, mists, and smoke as though they didn’t inhibit 
  vision. Creatures and objects do not gain concealment 
  from a thunder child due to such conditions. A thunder 
  child may use this ability while gaseous.
  Resistance to Cold (Ex): A thunder child has cold 
  resistance 10.
   
  Immunities (Ex): A thunder child is immune 
  to inhaled poisons and gas-, fog-, or cloud-based 
  attacks and spells.
  Lightning Jump (Ex): When a thunder child 
  breathes lightning, it may teleport with no chance of 
  error to any location within the area of the lightning attack 
  as a free action. It must make this jump immediately after 
  using its breath weapon. 
  Abilities: Change from the base creature as follows: Dex +4, Int 
  +2, Wis +2.
  Skills: Th e base creature gains a +4 racial bonus on Knowledge 
  (nature) and Survival checks. 
  Languages: If the thunder child can speak, it gains the ability to 
  speak Auran in addition to any other languages the base 
  creature knows.
  Feats: A thunder child gains Improved Initiative, Lightning 
  Reﬂ exes, and Quick Draw as bonus feats, assuming that 
  it meets any prerequisites and the base creature does not 
  already have them.
  Environment: Same as the base creature, plus the Elemental 
  Plane of Air.
  Challenge Rating: Same as the base creature +2.
  Alignment: Often chaotic evil.
  Level Adjustment: Same as the base creature +6.
  Thunder Child Characters
  A thunder child favors whichever class the base creature does. 
  Th under children tend to be tempestuous and quick to violence, 
  but they also have a wandering nature that lends itself well to 
  adventuring.
  Thunder Child
  
  238
  238
  238
  238
  Huge Elemental (Air, Augmented Giant, Extraplanar)
  Hit Dice: 19d8+114 (199 hp)
  Initiative: +8
  Speed: 70 ft. (14 squares), swim 60 ft. (12 squares) in breastplate; 
  base speed 100 ft., swim 80 ft.
  Armor Class: 33 (–2 size, +4 Dex, +4 dodge, +12 natural, +5 
  breastplate) touch 16, ﬂ at-footed 25
  Base Attack/Grapple: +14/+36
  Attack: Greatsword +26 melee (4d6+21/19–20 plus 1d6 electricity) 
  or slam +26 melee (1d6+14 plus 1d6 electricity) or composite 
  longbow (+14 Str bonus) +16 ranged (3d6+14/×3)
  Full Attack: Greatsword +26/+21/+16 melee (4d6+21/19–20 
  plus 1d6 electricity) or 2 slams +26 melee (1d6+14 plus 
  1d6 electricity) or composite longbow (+14 Str bonus) 
  +16/+11/+6 ranged (3d6+14/×3)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Breath weapon, electric aura, electric grapple, 
  electricity, spell-like abilities
  Special Qualities: Cloud sight, elemental traits, freedom of 
  movement, immunities, immunity to electricity, lightning 
  jump, low-light vision, resistance (electricity 10), rock 
  catching, water breathing
  Saves: Fort +17, Ref +12, Will +14
  Abilities: Str 39, Dex 18, Con 23, Int 18, Wis 22, Cha 15
  Skills: Climb +20, Concentration +26, Craft (any one) +13, Diplomacy 
  +4, Intimidate +19, Jump +24, Listen +23, Perform (sing) +12, 
  Sense Motive +23, Spot +25, Survival +10, Swim +18*
  Feats: Awesome Blow, Cleave, Combat Reﬂ exes, Improved Bull 
  Rush, Improved InitiativeB, Improved Sunder, Iron Will, 
  Lightning Reﬂ exesB, Power Attack, Quick DrawB
  Environment: Warm mountains and the Elemental Plane of Air
  Organization: Solitary or family (2–4 plus 35% noncombatants 
  plus 1 sorcerer or cleric of 7th–10th level plus 1–2 thunder 
  child rocs, 2–5 thunder child 
  griﬀ ons, or 2–8 thunder child 
  sea cats)
  Challenge Rating: 15
  Treasure: Standard coins; double 
  goods; standard items
  Alignment: Often chaotic evil
  Advancement: By character class
  Level Adjustment: —
  Here is an example of a thunder 
  child using a storm giant as the base 
  creature.
  Th ought by sages to be some sort 
  of elemental reﬂ ection of true 
  storm giants, thunder child storm 
  giants are in fact no relation to 
  the Material Plane giants, though 
  their physical similarities are 
  unmistakable. On the Material 
  Plane, thunder child storm giants 
  tend to inhabit the same areas 
  as normal storm giants, and the 
  elemental giants tend to gain 
  the upper hand in conﬂ icts over 
  territory.
  A thunder child storm giant has 
  gray skin, lightning-blue hair, and 
  eyes that ﬂ ash with electricity. Th e 
  air around it crackles with electricity as arcs of lightning shoot 
  from its body to nearby objects and creatures.
  Th under child storm giants speak Aquan, Auran, Common, Giant, 
  Ignan, and Terran.
  Combat
  Th under child storm giants enjoy ﬁ ghting foes from the cover of a 
  storm. In gaseous form, their bodies are hard to spot in low clouds, 
  and their breath weapon attacks can be misconstrued as natural 
  lightning strikes. When they engage in a true battle, however, 
  thunder child storm giants are ruthless and quick. Th eir composite 
  longbows have a range increment of 180 feet.
  Breath Weapon (Ex): DC 21 Reﬂ ex, 9d6 electricity; see the 
  thunder child template.
  Spell-Like Abilities: 1/day—call lightning (DC 15), chain lightning 
  (DC 18). Caster level 15th. 3/day—fog cloud, gaseous form, sound 
  burst. Caster level 19th. 2/day—control weather, levitate. Caster 
  level 20th. Th e save DCs are Charisma-based.
  Cloud Sight (Ex): See the thunder child template.
  Elemental Traits: A thunder child storm giant has immunity 
  to poison, sleep eﬀ ects, paralysis, and stunning. It is not subject 
  to critical hits or ﬂ anking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle, or true resurrection 
  spell can restore life). Darkvision 60 ft.
  Electric Aura (Ex): DC 21 Reﬂ ex; see the thunder child template.
  Electric Grapple (Ex): See the thunder child template.
  Electricity (Ex): See the thunder child template.
  Freedom of Movement (Su): A thunder child storm giant has 
  a continuous freedom of movement 
  ability, as the spell (caster level 20th). 
  Th e eﬀ ect can be dispelled, but the 
  thunder child storm giant can create it 
  again on its next turn as a free action.
  Immunities (Ex): See the thunder 
  child template.
  Lightning Jump (Ex): See the 
  thunder child template.
  Water Breathing (Ex): Th under 
  child storm giants can breathe 
  underwater indeﬁ nitely and can 
  freely use their spell-like abilities 
  while submerged.
  Skills: A thunder child storm giant 
  gains a +4 racial bonus to Knowledge 
  (nature) (if skilled) and Survival 
  checks. A thunder child storm giant 
  has a +8 racial bonus on any Swim 
  check to perform some special action 
  or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even 
  if distracted or endangered. It can 
  use the run action while swimming, 
  provided it swims in a straight line. 
  *Th under child storm giants ignore all 
  weight penalties for gear carried when 
  swimming.
  - Sample Creature:  Thunder Child Storm Giant -
  Thunder Child
  
  239
  239
  239
  239
   Time Seer
  Equally blessed and cursed, time seers must learn to live with two visions of events. One of a time seer’s eyes sees moments in the past, and 
  the other looks an instant into the future. Neither eye views the present, though the time seer can hear and feel what is going on about it. Th is 
  time disparity means the time seer’s mind must constantly reassess what it sees to match events from the recent past and the near future with 
  the present situation. A time seer that can manage to concentrate on what its eyes tell it can divine future events and peer into the past, gaining 
  considerable advantages in both combat and social situations. But the task is diﬃ  cult, and most time seers eventually go mad from the strain.
  Time seers are both born and made. Some creatures seem gifted (or cursed) with time seer powers from birth; others gain their visions by 
  accident or design, often much to their dismay.
  Creating a Time Seer
  “Time seer” is an inherited or acquired template that can be 
  applied to any creature whose Intelligence and Wisdom scores are 
  each 13 or higher (hereafter referred to as the base 
  creature). 
  A time seer uses all of the base creature’s statistics 
  and special abilities except as noted here.
  Armor Class: A time seer gains a +2 dodge bonus 
  to Armor Class.
  Special Attacks: A time seer retains all the base 
  creature’s special attacks and gains those described here.
   
  Preternatural Knowledge (Ex): Once per round as a free 
  action, a time seer may attempt a DC 15 Concentration 
  check. On a success, the time seer gains a +4 bonus on its next 
  attack roll, check, or saving throw, whichever comes ﬁ rst. On 
  a failure, the time seer misinterprets its vision of the future 
  and takes a –4 penalty on its next attack roll, check, or saving 
  throw, whichever comes ﬁ rst.
   
  Spell-Like Abilities: At will—augury; 1/day—true strike, vision. 
  Caster level equals time seer’s character level. Each time the 
  time seer wishes to use one of these abilities, it must make a 
  successful Concentration check (DC 10 + spell level). Failure 
  means the attempt produces no eﬀ ect but that usage is wasted.
  Special Qualities: A time seer retains all the base creature’s special 
  qualities and gains those described here.
   
  Conﬂ icted Vision (Ex): Before a time seer rolls initiative, it 
  must attempt a DC 10 Concentration check. On a success, 
  the time seer gains a +4 bonus on its initiative roll. 
  On a failure by less than 5, the time seer rolls for 
  initiative normally. A failure by 5 or more imposes a 
  –4 penalty on the initiative roll.
   
  Uncanny Dodge (Ex): A time seer retains its 
  Dexterity bonus to AC even if caught ﬂ at-footed or 
  struck by an invisible attacker, though it still loses its 
  Dexterity bonus when immobilized. If the base creature 
  already has uncanny dodge, the time seer gains improved 
  uncanny dodge instead.
  Abilities: Change from the base creature as follows: Wis +4, Cha 
  –2 (minimum 1).
  Skills: A time seer has a +5 racial bonus on Knowledge and Search 
  checks, and a +5 racial bonus on Spellcraft checks made to 
  identify spells as they are being cast. It takes a –5 penalty on 
  Concentration, Sense Motive, and Spot checks.
  Alignment: Often chaotic neutral.
  Level Adjustment: Same as the base creature +1.
  Time Seer Characters
  A time seer favors whichever class the base creature does.
  - Sample Creature:  Kethane Maxurilius - 
  (Time Seer Hound Archon) Medium Outsider (Archon, 
  Extraplanar, Good, Lawful)
  Hit Dice: 6d8+6 (33 hp) 
  Initiative: +4
  Speed: 40 ft. (8 squares)
  Armor Class: 21 (+9 natural, +2 dodge), touch 12, ﬂ at-footed 19
  Base Attack/Grapple: +6/+8
  Attack: Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19–
  20)
  Full Attack: Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or 
  greatsword +8/+3 melee (2d6+3/19–20) and bite +3 melee 
  (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Preternatural knowledge, spell-like abilities
  Special Qualities: Aura of menace, change shape, conﬂ icted 
  vision, damage reduction 10/evil, darkvision 60 ft., 
  immunities (electricity, petriﬁ cation), magic circle against 
  evil, scent, spell resistance 16, teleport, tongues, uncanny 
  dodge
  Saves: Fort +6 (+10 against poison), Ref +7, Will +6
  Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 17, Cha 10
  Skills: Concentration +5, Diplomacy +2, Hide +9*, Jump +15, 
  Listen +12, Move Silently +9, Search +5, Sense Motive +7, 
  Spot +7, Survival +12* (+14 following tracks) 
  Feats: Improved Initiative, Power Attack, Track
  Environment: Any lands
  Organization: Solitary, pair, or squad (3–5)
  Challenge Rating: 4
  Treasure: No coins; double goods; standard items
  Alignment: Chaotic neutral
  Advancement: 7–9 HD (Medium); 10–18 HD (Large)
  Level Adjustment: +6
  Here is an example of a time seer using a hound archon as the base 
  creature.
  Kethane Maxurilius was once a heroic hound archon who fought 
  valiantly against evil wherever he was called upon to do so. On one 
  mission for the powers of good, he battled demons in the service 
  Time Seer
  
  240
  240
  240
  240
  Now Kethane wanders the world in the form of a large dog or 
  wolf. He is easily recognizable because he lacks a right eye in all of 
  his forms, with ugly scar tissue covering the socket.
  Kethane oﬀ ers his wisdom and knowledge of future events to 
  other creatures according to some design that only he understands. 
  Th ough Kethane never reveals his nature or his knowledge, he 
  sometimes acts in small ways to guide events toward the end he 
  believes is proper. He never remains in one place or travels with 
  one creature for long, since his celestial brethren are still seeking 
  him, and he wishes to avoid their ministrations.
  Combat
  Kethane avoids direct involvement in conﬂ ict, but he relishes 
  witnessing the kinds of battles between good and evil that he used 
  to participate in on an almost daily basis. If forced to ﬁ ght, he 
  takes hound archon form and battles foes using his greatsword and 
  bite attack.
  Kethane’s natural weapons, and any weapons he wields, are 
  treated as good- and lawful-aligned for overcoming damage 
  reduction.
  Preternatural Knowledge (Ex): See the time seer template.
  Spell-Like Abilities: At will—aid, augury, continual ﬂ ame, detect 
  evil, message; 1/day—true strike, vision. Caster level 6th. To use any 
  of these abilities, Kethane must make a successful Concentration 
  check (DC 10 + spell level).
  Aura of Menace (Su): Any hostile creature within a 20-foot 
  radius of Kethane must succeed on a DC 16 Will save or take a 
  –2 penalty on attack rolls, AC, and saves for 24 hours or until 
  it successfully hits Kethane. A creature that has resisted or 
  broken the eﬀ ect cannot be aﬀ ected again by Kethane’s aura 
  for 24 hours. Th e save DC is Charisma-based and includes 
  a +2 racial bonus.
  Change Shape (Su): Kethane can assume any canine 
  form of Small to Large size. While in canine form, 
  he loses his bite, slam, and greatsword attacks but 
  gains the bite attack of the chosen form. For the 
  purpose of this ability, canines include any doglike 
  or wolﬂ ike creatures of the animal type.
  Conﬂ icted Vision (Ex): See the time seer template.
  Uncanny Dodge (Ex): See the time seer template.
  Skills: Kethane has a +5 racial bonus on Knowledge and 
  Search checks, and a +5 racial bonus on Spellcraft checks made 
  to identify spells as they are being cast. He takes a –5 penalty on 
  Concentration, Sense Motive, and Spot checks. *While in 
  canine form, Kethane gains a +4 circumstance bonus 
  on Hide and Survival checks.
  of a trickster deity. Th e waters from a certain well in the deity’s 
  palace were reputed to give drinkers the power to see the future, 
  and although Kethane did not seek to drink from the well as 
  greedier creatures would, he found himself forced to hide there and 
  inadvertently tasted the water.
  Some time later, his compatriots found Kethane in the well. Barely 
  conscious and half drowned, he ranted and raved incoherently, 
  answering some of his friends’ questions before they uttered them 
  but oﬀ ering no response to questions they had asked minutes 
  earlier. Th e situation did not improve after Kethane returned 
  home. At one point, in a vain attempt to blind himself to future 
  events, Kethane clawed out his right eye. Th e celestials attempted 
  many times to cure Kethane’s madness, but before they could ﬁ nd 
  the proper spell or quest that would grant him sanity, he ﬂ ed to the 
  Material Plane. 
   Using the Time Seer Template
  Th e time seer template oﬀ ers some interesting roleplaying opportunities for both GMs and players. A character such as 
  Kethane Maxurilius can provide the GM with a unique, recurring character who serves alternately as welcome advisor and 
  dreaded aggravation. Such an NPC can adopt a role similar to Merlin, or it could be more like the Sybil. More importantly, 
  however, the time seer can be a rich source of adventure hooks and hints.
  As GM, you could create a quest in which a character must acquire the power to see the future by gaining this template. Th e 
  players can then decide with the template is a blessing or a curse, and either take steps to cure the aﬀ ected character or guard 
  her from the attentions of others who desire her power.
  Time Seer
  
  241
  241
  241
  241
   Transforming Construct
  Made mutable to adapt to their masters’ changing needs, transforming constructs seem like typical examples of beings created with equal 
  parts of craft and magic. Th eir seemingly normal outward appearance disguises a potent power to change shape and undertake a wealth 
  of diﬀ erent tasks. A transforming construct has limitless utility, and those who specialize in the manufacture of constructs often seek the 
  secrets of their creation most avidly.
  Transforming constructs come in six diﬀ erent varieties according to their alternate forms: bipedal, climber, digger, ﬂ yer, roller, and 
  swimmer. Th ese forms are deﬁ ned as follows.
  • 
  Bipedal: When the transforming construct takes on bipedal form, parts of its body become legs, and other parts become arms 
  with grasping hands.
  • 
  Climber: When the transforming construct takes on climber form, any legs it possesses are split into a half-dozen spiderlike 
  limbs. If it lacks legs, part of its main body mass instead splits open and becomes legs.
  • 
  Flyer: When the transforming construct takes on ﬂ yer form, it loses any legs or wheels it originally had and gains wings.
  • 
  Digger: When the transforming construct takes on digger form, it loses any arms it has, and its torso becomes a great drill.
  • 
  Roller: When the transforming construct takes on roller form, it loses any legs and arms it possesses and gains great rollers for 
  movement.
  • 
  Swimmer: When the transforming construct takes on swimmer form, its shape becomes more streamlined, and its lower body 
  transforms into a large propeller.
  Creating a Transforming Construct
  “Transforming construct” is a created template that can be added 
  to any construct (referred to hereafter as the base creature) that 
  meets the qualiﬁ cations given for the desired alternate form, as 
  follows.
  Bipedal: Th is form is available only to a transforming construct 
  whose normal form is not bipedal. 
  Climber: Th e climber form is available only to a 
  transforming construct that has no a climb 
  speed in its normal form. 
  Flyer: Th is form is available only to a transforming 
  construct that cannot ﬂ y in its normal form. 
  Digger: Th is form is available only to a transforming construct 
  composed primarily of stone or metal that lacks a burrow 
  speed in its normal form. 
  Roller: Th is form is available only to a transforming construct that 
  does not move about using wheels in its normal form. 
  Swimmer: Th is form is available only to a transforming construct 
  that lacks a swim speed in its normal form. 
  A transforming construct uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: Size and type are unchanged, but the creature 
  gains the shapechanger subtype if the base creature did not 
  already have it.
  Speed: When the transforming construct takes its alternate form, 
  its speed changes depending on the form assumed, as 
  follows.
   
  Bipedal: Unless the bipedal transforming construct normally 
  moves about on rollers or wheels, its land speed in bipedal 
  form is double that of the base creature. If it did move about 
  on rollers or wheels, its land speed is one-half that of the 
  base creature (minimum 5 feet) when in bipedal form. Swim 
  and burrow speeds, if any, are each reduced to one-half the 
  base creature’s values. If the base creature has a ﬂ y speed, 
  its maneuverability is reduced by one category (minimum 
  clumsy).
   
  Climber: Th e climber transforming construct’s land, burrow, 
  ﬂ y, and swim speeds are each equal to one-half the base 
  creature’s values (minimum 5 feet). It gains a climb speed 
  equal to the base creature’s highest speed. In 
  climber form, the transforming construct can climb 
  sheer surfaces and ceilings like a spider.
  Flyer: When in ﬂ yer form, the transforming 
  construct gains a ﬂ y speed equal to double the 
  base creature’s highest speed and loses its land, 
  burrow, and swim speeds. It ﬂ ies with average 
  maneuverability.
   
  Digger: When in digger form, a transforming construct 
  gains a burrow speed equal to the base creature’s highest 
  speed and loses any climb, ﬂ y, or swim speed it had. Th e 
  digger can burrow through stone if its body is made mostly 
  of metal, and it does not leave a tunnel behind it when it 
  burrows.
   
  Roller: When the transforming construct is in roller form, 
  its land speed is double that of the base creature, or equal to 
  the base creature’s highest speed if it lacks a land speed. Th e 
  transforming construct loses its climb speed (if any) in roller 
  form. Swim and burrow speeds, if any, are each reduced to 
  one-half the base creature’s values. If the base creature has 
  a ﬂ y speed, its maneuverability is reduced by one category 
  (minimum clumsy).
   
  Swimmer: When in swimmer form, the transforming 
  construct gains a swim speed equal to double the base 
  creature’s highest speed and loses its ﬂ y speed, if any. Land, 
  climb, and burrow speeds, if any, are each reduced to one-
  half the base creature’s values.
  Attack: Th e transforming construct retains all the base creature’s 
  attacks, which retain the same primary or secondary status 
  they had for the base creature. When in its alternate form, 
  Transforming Construct
  
  242
  242
  242
  242
  it loses any attacks associated with limbs it no longer has. In 
  addition, it may gain new attacks when in its alternate form, 
  as follows.
  Bipedal: In this form, the transforming construct gains 
  two slam attacks if it did not already have them. In 
  addition, it can wield weapons and it is proﬁ cient with 
  two that are given in its attack entry.
  Digger: Th e transforming construct gains a deadly gore 
  attack with its drill in digger form.
  Roller: A transforming construct in roller form gains a 
  single slam attack, which it makes by ramming into 
  a foe. 
  Swimmer: In swimmer form, the transforming construct 
  gains a bite attack if it did not already have one. 
  Damage: If the transforming construct gained an attack from the 
  application of this template, its base damage is as given on 
  the following table. 
  Damage
   
  Size 
  Slam Base  
  Gore Base  
  Bite Base 
   
   
  Damage 
  Damage 
  Damage
   
  Fine 
  — 
  1d2 
  1
   
  Diminutive 
  1 
  1d3 
  1d2
   
  Tiny 
  1d2 
  1d4 
  1d3
   
  Small 
  1d3 
  1d6 
  1d4
   
  Medium 
  1d4 
  1d8 
  1d6
   
  Large 
  1d6 
  2d6 
  1d8
   
  Huge 
  1d8 
  2d8 
  2d6
   Gargantuan 
  2d6 
  4d6 
  2d8
   
  Colossal 
  2d8 
  4d8 
  4d6
  Special Attacks: A transforming construct retains all the base 
  creature’s special attacks. In its alternate form, it loses any 
  special attacks that depend on limbs it no longer has and 
  gains those described here.
   
  Alternate Attack: Th e exact attacks that the transforming 
  construct gains depend on its alternate form, as follows.
  Digger: Dire Charge (Ex): When the transforming 
  construct charges, it deals double damage with a 
  successful gore attack.
  Roller: Trample (Ex): Th e transforming construct can 
  trample foes up to one size category smaller than 
  itself. Th is attack follows the normal rules for 
  trample attacks as described in the MM. Th e base 
  damage depends on its size, as given in the following 
  table, and it adds 1-1/2 times its Strength bonus, if 
  any.
  Trample
   
  Size 
  Trample Base Damage
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Swimmer: Dire Charge (Ex): When the transforming 
  construct charges, it deals double damage with a 
  successful bite attack.
  Special Qualities: A transforming construct retains all the 
  base creature’s special qualities. In its alternate form, the 
  transforming construct loses any special qualities that 
  depend on limbs it no longer has and gains those described 
  here.
   
  Alternate Form (Su): A transforming construct can take 
  an alternate form as a standard action. Th e speciﬁ c form is 
  chosen when the template is applied and cannot thereafter 
  be changed. A transforming construct retains its hit points 
  in when it changes forms, and it can remain in alternate 
  form indeﬁ nitely. True seeing or similar magic reveals the 
  transforming construct’s many forms simultaneously.
   
  Tremorsense (Ex): A transforming construct in digger 
  form can sense the locations of all creatures or objects in 
  contact with the ground within 60 feet so long as it remains 
  in contact with the ground. For more information on the 
  tremorsense ability, see the MM.
  Abilities: Change from the base creature (in all forms) as follows: 
  Str +2.
  Skills: A transforming construct gains bonuses on certain skill 
  checks according to its alternate form, as follows.
  Climber: A transforming construct in climber form receives 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on Climb checks, even if rushed or 
  threatened.
  Flyer: A transforming construct in ﬂ yer form has a +4 
  competence bonus on Spot checks.
  Swimmer: A transforming construct in swimmer form has 
  a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  Feats: While in its alternate form, the transforming construct 
  gains the indicated bonus feats assuming that the base 
  creature does not already have them.
   
  Bipedal: Two-Weapon Fighting.
   
  Climber: Skill Focus (Climb).
   
  Digger: Toughness.
   
  Flyer: Fly-by Attack.
   
  Swimmer: Weapon Focus (bite).
  Challenge Rating: Same as the base creature with one alternate 
  form; same as the base creature +1 with two or three 
  alternate forms; same as the base creature +2 with four to six 
  alternate forms.
  Level Adjustment: Same as the base creature +2 for each 
  application of the template.
  Transforming Construct Characters
  Most constructs are not playable characters, but if it the base 
  creature has a level adjustment, the transforming construct favors 
  whichever class the base creature does.
  Transforming Construct
  
  243
  243
  243
  243
  Galleon Form
  Colossal Construct (Shapechanger)
  Hit Dice: 32d10+80 (256 hp)
  Initiative: –3
  Speed: 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. 
  wheels
  Armor Class: 11 (–8 size, –3 Dex, +12 natural), touch –1, ﬂ at-
  footed 11
  Base Attack/Grapple: +24/+51
  Attack: Slam +27 melee (4d6+16)
  Full Attack: Slam +27 melee (4d6+16)
  Space/Reach: 30 ft./30 ft.
  Special Attacks: Blind, constrict 4d6+16
  Special Qualities: Alternate forms, construct traits, darkvision 60 
  ft., hardness 5, low-light vision
  Saves: Fort +10, Ref +7, Will +5
  Abilities: Str 32, Dex 4, Con —, Int —, Wis 1, Cha 1
  Skills: —
  Feats: —
  Environment: Any
  Organization: Solitary
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  Swimmer Form
  Colossal Construct (Shapechanger)
  Hit Dice: 32d10+80 (256 hp)
  Initiative: –3
  Speed: 5 ft. (1 square), swim 20 ft.
  Armor Class: 11 (–8 size, –3 Dex, +12 natural), touch –1, ﬂ at-
  footed 11
  Base Attack/Grapple: +24/+51
  Attack: Bite +28 melee (4d6+11)
  Full Attack: Bite +28 melee (4d6+11) and slam +22 melee 
  (4d6+5)
  Space/Reach: 30 ft./30 ft.
  Special Attacks: Dire charge
  Special Qualities: Alternate forms, construct traits, darkvision 
  60 ft., hardness 5, low-light vision
  Saves: Fort +10, Ref +7, Will +5
  Abilities: Str 32, Dex 4, Con —, Int —, Wis 1, Cha 1
  Skills: Swim +19
  Feats: Weapon Focus (bite)
  Environment: Any
  Organization: Solitary
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  - Sample Creature:  Transforming Colossal Animated Object -
  Transforming Construct
  
  244
  244
  244
  244
  Bipedal Form
  Colossal Construct (Shapechanger)
  Hit Dice: 32d10+80 (256 hp)
  Initiative: –3
  Speed: 20 ft. (4 squares)
  Armor Class: 11 (–8 size, –3 Dex, +12 natural), touch –1, ﬂ at-
  footed 11
  Base Attack/Grapple: +24/+51
  Attack: Slam +27 melee (2d8+11) or ﬂ ail +27 melee (6d6+11)
  Full Attack: 2 slams +27 melee (2d8+11) or ﬂ ail 
  +25/+20/+15/+10/+5 melee (6d6+11) and light mace +25 
  melee (4d6+5)
  Space/Reach: 30 ft./30 ft.
  Special Attacks: —
  Special Qualities: Alternate forms, construct traits, darkvision 60 
  ft., hardness 5, low-light vision
  Saves: Fort +10, Ref +7, Will +5
  Abilities: Str 32, Dex 4, Con —, Int —, Wis 1, Cha 1
  Skills: —
  Feats: Two-Weapon Fighting
  Environment: Any
  Organization: Solitary
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  Here is an example of a transforming construct using a galleon 
  turned into a colossal animated object as the base creature.
  A transforming animated galleon is a beautiful ship that can be 
  commanded to guard against pirates. As a Colossal animated 
  object, it can move about on its own and attack foes, or even 
  moving onto land with its legs. As a transforming construct, 
  however, it can present an even greater threat.
  When the transforming animated galleon takes its swimmer form, 
  the aft of the ship becomes a great propeller that gives it greater 
  maneuverability both on and below the surface of the water. Its 
  prow forms a jagged mouth, and its masts and sails lay along its 
  back like great ﬁ ns. In its bipedal form, the transforming animated 
  galleon can walk about on land with great alacrity and wield its 
  anchor and one of its masts as weapons.
  Combat
  A transforming animated galleon ﬁ ghts well on land in bipedal 
  form. Its creator can command it to lash out at foes with its anchor 
  as though it were wielding a ﬂ ail and attack with its spar as though 
  it were wielding a light mace. In water, it ﬁ ghts best in swimmer 
  form, chewing through enemy ships with a prow formed into a 
  biting maw. Even in normal galleon form, a transforming animated 
  galleon represents a signiﬁ cant threat, especially to foes who board it. 
  A transforming animated galleon obeys the commands only of the 
  powerful spellcaster who created it.
  Blind (Ex): An animated galleon can wrap its sails around foes to 
  blind them. If it grapples an opponent up to three size categories 
  larger than itself, it may make a normal grapple check. On a 
  success, it wraps itself around the opponent’s head, blinding it until 
  its grapple is broken or removed. A transforming animated galleon 
  can make blind attacks against multiple creatures at once, as long 
  as each of them is at least two sizes smaller than the galleon and 
  can ﬁ t in its squares.
  Constrict (Ex): A transforming animated galleon can wrap its 
  ropes and anchor chains around foes up to one size category larger 
  than itself, dealing damage equal to its base slam damage plus 
  1-1/2 times its Strength bonus on a successful grapple check. An 
  animated galleon can make constriction attacks against multiple 
  creatures at once, as long as each of them is at least two sizes 
  smaller than the galleon and can ﬁ t in its squares.
  Dire Charge (Ex): See the transforming construct template for 
  details.
  Alternate Forms (Su): Th e transforming animated galleon can 
  take bipedal and swimmer forms; see the transforming construct 
  template for details.
  Construct Traits: A transforming animated galleon has immunity 
  to poison, sleep eﬀ ects, paralysis, stunning, disease, death eﬀ ects, 
  necromancy eﬀ ects, mind-aﬀ ecting eﬀ ects (charms, compulsions, 
  phantasms, patterns, and morale eﬀ ects), and any eﬀ ect that 
  requires a Fortitude save unless it also works on objects or is 
  harmless. It is not subject to critical hits, subdual damage, ability 
  damage, ability drain, fatigue, exhaustion, or energy drain. Cannot 
  heal damage, but can be repaired. Darkvision 60 ft. and low-light 
  vision. 
  Hardness (Ex): An animated galleon has a hardness of 5. See the 
  animated object entry in the MM for details.
   Using the Transforming Construct Template
  Th is template oﬀ ers a way to add zest and surprise to a construct by allowing it to take another shape. For example, a 
  transforming ﬂ esh golem could leap into the water and set its legs to spinning around like a propeller while its face opens to 
  reveal sharklike jaws. Or a transforming iron golem could spread its legs into wings and soar into the air. Or a transforming 
  shield guardian could change its legs to wheels and crush enemies even as it speeds away. Th is template can also be applied to a 
  construct more than once, allowing it to take multiple forms.
  Th e template uses some broad language so that you have some latitude to interpret how it should be applied to the particular 
  construct you have chosen. If you need an idea or for some reason ﬁ nd yourself at a loss as to how the template should be 
  applied, review the quadrupedal and bipedal templates for rules on changing a creature’s form. You might even want to put your 
  construct through one of these two templates ﬁ rst. 
  If you allow players to create transforming constructs or want to be stringent about how NPCs do so, add 2,000 gp per 
  alternate form to the cost of a transforming construct and increase the Craft DCs by +1 per new form. If you create a 
  transforming animated object using the animate object spell, each new form counts as two Small objects toward the spell’s 
  limitations.
  Transforming Construct
  
  245
  245
  245
  245
   Unholy Creature
  Just as good deities can empower their most devout followers, so too can deities of darkness grace their champions with greatness. Th ese unholy 
  creatures bear the black taint of ultimate corruption, which gives them unholy strength. Not only are their bodies and souls are immune to the 
  evil energies of the Plane of Negative Energy, they can draw power from the black energy that drains most creatures. Th e very presence of an 
  unholy creature brings a chill to the souls of creatures whose hearts are not equally black, and their touch is a blight to pure souls.
  An unholy creature appears much as it did before receiving its dark gods’ gifts, but its exceptional strength and unnatural quickness mark 
  it as somehow changed. Creating an Unholy Creature
  “Unholy creature” is an acquired template that can be added to 
  any evil creature that uses negative energy or has the evil subtype 
  (referred to hereafter as the base creature). Evil clerics, blackguards, 
  evil necromancers, demons, devils, and most undead are 
  appropriate choices for the unholy template. Should the creature’s 
  alignment ever change from evil, it loses this template. 
  An unholy creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  Size and Type: Size and type are unchanged, but the creature gains 
  the evil subtype if the base creature does not already have it.
  Speed: Each of an unholy creature’s speeds increases by +10 feet 
  over the corresponding speed of the base creature.
  Special Attacks: An unholy creature retains all 
  the base creature’s special attacks and gains 
  those described here.
   
  Awful Presence (Su): Every nonevil creature 
  within 30 feet of an unholy creature 
  automatically takes a –1 penalty on all attack 
  rolls, checks, and saves. Awful presence is a 
  mind-aﬀ ecting fear eﬀ ect.
   
  Profane (Su): Each of an unholy creature’s melee attacks 
  with a natural or manufactured weapon deals +1d6 points 
  of extra damage to a creature of good alignment. All of its 
  natural and manufactured weapons are treated as evil-
  aligned for overcoming damage reduction.
   
  Unholy Spellcasting (Su): An unholy creature’s eﬀ ective 
  caster level for necromancy spells or spells with the evil 
  descriptor increases by +1 over that of the base creature. Th is 
  beneﬁ t stacks with itself, so the unholy creature’s eﬀ ective 
  caster level for a spell that ﬁ ts both parameters is higher by 
  +2 than that of the base creature.
  Special Qualities: An unholy creature retains all the base 
  creature’s special qualities and gains those described here.
   
  Damage Reduction (Su): Th e unholy creature gains damage 
  reduction 5/good.
   
  Darkvision (Su): An unholy creature has darkvision to a 
  range of 60 feet.
   
  Negative Energy Immunity (Su): Unholy creatures are 
  immune to energy drain, ability damage and ability drain 
  due to negative energy (such as the special attacks of 
  undead), and hit point damage from negative energy.
  Protection from Good (Su): An unholy creature gains 
  a +2 deﬂ ection bonus to AC and a +2 resistance bonus 
  on saves against attacks by good creatures. Furthermore, 
  it is immune to any attempt by a good creature to 
  possess, charm, or inﬂ uence it.
  Unholy Body (Su): An unholy creature is healed 
  by negative energy and harmed by positive energy like an 
  undead creature. Th us, inﬂ ict light wounds would heal an 
  unholy creature and cure light wounds would harm it.
  Abilities: Change from the base creature as follows: Str +4, Dex 
  +4, Cha +4.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +5.
  Unholy Characters
  An unholy character favors whichever class the base creature does.
  - Sample Creature:  Grakkus Heartfeast - 
  Orc Cleric 9, Medium Humanoid (Evil, Orc)
  Hit Dice: 9d8+9 (49 hp)
  Initiative: +1
  Speed: 30 ft. (5 squares); base speed 40 ft.
  Armor Class: 24 (+1 Dex, +10 +2 full plate, +2 heavy wooden 
  shield, +1 ring of protection +1), touch 12, ﬂ at-footed 21
  Base Attack/Grapple: +6/+13
  Attack: +14 morningstar (1d8+7 plus profane)
  Full Attack: +14/+9 masterwork morningstar (1d8+7 plus profane)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Awful presence, profane, rebuke undead, spells, 
  unholy spellcasting
  Special Qualities: Damage reduction 5/good, darkvision 60 ft., 
  light sensitivity, immunity (negative energy), protection 
  from good, unholy body
  Saves: Fort +8, Ref +5, Will +10
  Abilities: Str 24, Dex 12, Con 12, Int 14, Wis 16, Cha 18
  Skills: Concentration +9*, Intimidate +7, Knowledge (religion) 
  +10, Listen +5, Ride +8, Spellcraft +10, Spot +5, Survival +7
  Feats: Alertness, Combat Casting, Lightning Reﬂ exes, Skill Focus 
  (Ride)
  Environment: Temperate hills
  Organization: Solitary, mounted (Grakkus plus winter wolf), 
  cadre (Grakkus plus winter wolf, and 48 HD of skeletons 
  and zombies)
  Challenge Rating: 10
  Treasure: Standard (see equipment)
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +5
  Unholy Creature
  
  246
  246
  246
  246
  Here is an example of an unholy creature 
  using an orc cleric 9 as the base creature.
  When Grakkus Heartfeast heard the 
  call of a deity of cold and death, he 
  answered without hesitation. Once 
  the laughingstock of a tribe of 
  barbarian orcs, Grakkus is now feared 
  by his former tormentors and all who 
  meet him. Chosen by his god to be 
  its instrument of negative energy, 
  Grakkus Heartfeast is nearly 
  always accompanied by a host of 
  undead servitors that he has raised 
  from the bodies of fallen foes.
  Grakkus rides a winter wolf 
  named Frost Tooth into battle. 
  Th e winter wolf agreed to 
  serve Grakkus and his god 
  after the priest wrestled him 
  into submission. Mounted 
  on this terrible creature, 
  Grakkus leads his minions 
  to war, casting spells and 
  laying about him with his 
  morningstar.
  Grakkus Heartfeast speaks Common, 
  Elven, and Orc.
  Combat
  Grakkus reserves his cure spells to heal Frost Tooth, but he casts 
  his other spells liberally. Mounted on Frost Tooth and protected by 
  defensive magic, he has no fear of melee and eagerly attacks those 
  foolish enough to think they can match him in battle. 
  Grakkus Heartfeast’s natural weapons, and any weapons he wields, 
  are treated as evil-aligned for overcoming damage reduction.
  Awful Presence (Su): See the unholy creature template.
  Profane (Su): See the unholy creature template.
  Rebuke Undead (Su): Grakkus receives a +2 
  bonus on rebuke attempts because of his 
  ranks in Knowledge (religion).
  Spells: Grakkus Heartfeast casts 
  spells as 9th-level cleric.
  Typical Cleric Spells Prepared 
  (6/6/6/5/3/2; DC 13 + spell level): 
  0—cure minor wounds (2), detect 
  magic (2), read magic, resistance; 
  1st—bane (2), bless, cause fear*†, cure 
  light wounds, shield of faith; 2nd—
  aid, bull’s strength (2), desecrate††, hold 
  person, shield other; 3rd—animate 
  dead†††, deeper darkness, dispel magic 
  (2), protection from energy; 4th—air 
  walk, greater magic weapon, unholy 
  blight*††; 5th—ﬂ ame strike, slay 
  living†††.
  *Domain spells. Domains: 
  Death (death touch 1/day), 
  Evil (cast evil spells at +1 caster 
  level). 
  †Caster level 10th. ††Caster 
  level 11th. †††Caster level 
  12th.
  Unholy Spellcasting (Su): 
  See the unholy creature template.
  Damage Reduction (Su): See the unholy creature template.
  Darkvision (Su): See the unholy creature template.
  Immunity to Negative Energy (Su): See the unholy creature template.
  Protection from Good (Su): See the unholy creature template.
  Unholy Body (Su): See the unholy creature template.
  Possessions: Masterwork morningstar, +2 full plate, +2 heavy 
  wooden shield, ring of protection +1, gauntlets of ogre power, cloak of 
  resistance +1, boots of the winterlands.
   Unseelie Creature
  Unseelie creatures are evil beings that oppose the seelie. Th ough these strange creatures are native to the Ethereal Plane, they rely on the 
  verdant Material Plane for most of their needs. 
  Seelie creatures that turn toward selﬁ shness or sinful acts are cast out from the Seelie Realm. Such beings become unseelie creatures and must 
  live out their lives in the Material World. Th is practice has resulted in generations of embittered unseelie creatures, all of which are now native 
  to the Material Plane. Unseelie creatures strive to block the seelie creatures at every opportunity. Th ey often deﬁ le forests and ﬁ elds in hopes of 
  destroying all areas where the seelie creatures can use their faerie walk ability, thus forcing them to the Material Plane where they can be destroyed.
  Creating a Unseelie Creature
  “Unseelie creature” is an inherited template that can be added to 
  any living, intelligent, evil creature (referred to hereafter as the 
  base creature). It is also an acquired template that is added to any 
  creature that loses the seelie template. 
  An unseelie creature uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: Size and type are unchanged, but the creature gains 
  the extraplanar subtype if the base creature did not already 
  have it. If the base creature is not of the fey type, it also gains 
  the feyblood subtype (see Feyblood Subtype on page 218).
  Special Attacks: Th e unseelie creature retains all the base creature’s 
  special attacks and gains those described here.
  Unseelie Creature
  
  247
  247
  247
  247
   
  Spell-Like Abilities: At will—invisibility; 3/day—ghost sound, 
  silent image; 1/day—alter self, darkness, magic mouth, sleep. Caster 
  level equals unseelie creature’s character level. Th e 
  save DCs are Charisma-based.
  Special Qualities: Th e unseelie creature retains all the 
  base creature’s special qualities and gains those 
  described here.
   
  Damage Reduction (Ex): A seelie creature has 
  damage reduction 5/silver.
   
  Darkvision (Ex): An unseelie creature has darkvision with a 
  60-foot-range.
   
  Resistance to Cold (Ex): An unseelie creature has cold 
  resistance 5.
   
  Unseelie Pact (Ex): An unseelie creature that becomes neutral 
  or good loses the unseelie template, but it retains the evil 
  subtype and vulnerability to silver weapons. If it becomes a 
  good-aligned creature, it gains the seelie template.
   
  Unseelie Sight (Ex): An unseelie creature using its invisibility 
  ability can see other unseelie creatures using the same ability. 
  In addition, it automatically succeeds on saves against 
  illusion spells and eﬀ ects produced by unseelie creatures 
  and immediately recognizes such eﬀ ects as 
  illusions.
  Abilities: Change from the base creature as follows: 
  Dex +4, Cha –2 (minimum 1).
  Skills: An unseelie creature gains a +4 racial bonus 
  on Hide and Move Silently checks. 
  Languages: If the unseelie creature can speak, it gains the ability 
  to speak Sylvan in addition to any other languages the base 
  creature knows.
  Environment: Any.
  Challenge Rating: Same as the base creature +1.
  Level Adjustment: Same as the base creature +2.
  Unseelie Characters
  An unseelie creature favors whichever classes the base creature 
  does.
  - Sample Creature:  Unseelie Shadow Mastiff -
  Medium Outsider (Extraplanar, Feyblood)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +7
  Speed: 50 ft. (10 squares)
  Armor Class: 16 (+3 Dex, +3 natural), touch 13, ﬂ at-footed 13
  Base Attack/Grapple: +4/+7
  Attack: Bite +7 melee (1d6+4)
  Full Attack: Bite +7 melee (1d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Bay, spell-like abilities, trip
  Special Qualities: Damage reduction 5/silver, darkvision 60 
  ft., resistance (cold 5), shadow blend, scent, unseelie pact, 
  unseelie sight
  Saves: Fort +7, Ref +7, Will +5
  Abilities: Str 17, Dex 17, Con 17, Int 4, Wis 12, Cha 11
  Skills: Hide +14, Listen +8, Move Silently +14, Spot +8, Survival 
  +8*
  Feats: Dodge, Improved Initiative, TrackB
  Environment: Plane of Shadow
  Organization: Solitary, pair, or pack (5–12)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 5–6 HD (Medium); 7–12 HD (Large)
  Level Adjustment: +4
  Here is an example of an unseelie creature using a pixie as the base 
  creature.
  Unseelie shadow mastiﬀ s travel invisibly and silently through the 
  world, tracking and ambushing unwary seelie creatures and creatures 
  who defend with the green woods and ﬁ elds that the seelie call home. 
  Even when they are not invisible, their forms blend into shadow. 
  An unseelie shadow mastiﬀ  is a sleek, powerful, black-furred hound 
  with a hellish-looking mastiﬀ ’s head. Its powerful jaws are studded 
  with unnaturally long teeth.
  Unseelie shadow mastiﬀ s speak broken Sylvan, but with their mean 
  intelligence, they rarely communicate.
  Combat
  Unseelie shadow mastiﬀ s use their shadow blend and invisibility 
  together with their natural cunning to remain unobserved, but 
  they are less apt to use their other spell-like abilities. Some have 
  learned to use silent image and ghost sound to distract foes or fool 
  them as to their whereabouts.
  Bay (Su): When an unseelie shadow mastiﬀ  howls or barks, 
  every creature except evil outsiders within a 300-foot spread must 
  Unseelie Creature
  
  248
  248
  248
  248
  succeed on a DC 12 Will save or become panicked for 2d4 rounds. 
  Bay is a sonic, mind-aﬀ ecting, fear eﬀ ect. Whether or not the save 
  is successful, an aﬀ ected creature is immune to the same mastiﬀ ’s 
  bay for 24 hours. Th e save DC is Charisma-based. 
  Spell-Like Abilities: At will—invisibility; 3/day—ghost sound (DC 
  10), silent image (DC 11); 1/day—alter self, darkness, magic mouth, 
  sleep (DC 11). Caster level 4th. Th e save DCs are Charisma-based.
  Trip (Ex): An unseelie shadow mastiﬀ  that hits with its bite 
  attack can attempt to trip the opponent as a free action (+3 check 
  modiﬁ er) without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot react to trip 
  the unseelie shadow mastiﬀ .
  Damage Reduction (Ex): See the unseelie creature template.
  Darkvision (Ex): See the unseelie creature template.
  Resistance to Cold (Ex): See the unseelie creature template.
  Shadow Blend (Su): In any condition of illumination other than 
  full daylight, an unseelie shadow mastiﬀ  can disappear into the 
  shadows, gaining total concealment. Artiﬁ cial illumination, even a 
  light or continual ﬂ ame spell, does not negate this ability. A daylight 
  spell, however, does.
  Unseelie Pact (Ex): See the unseelie creature template.
  Unseelie Sight (Ex): See the unseelie creature template.
  Skills: An unseelie shadow mastiﬀ  gains a +4 racial bonus on Hide 
  and Move Silently checks.*It has a +4 racial bonus on Survival 
  checks when tracking by scent.
   Verminoid Creature
  Verminoids are verminlike creatures with humanoid bodies and intellects. Some sages speculate that they are the abominable results of 
  druidic magic gone awry and the experiments of arcane spellcasters obsessed with vermin. 
  A verminoid has two legs to walk upon and two arms with hands that can manipulate tools. It walks upright but otherwise retains all the 
  hideous aspects of its vermin form.
   New Spell: Create Verminoid
  Transmutation
  Level: Druid 5, Sorcerer/Wizard 7 
  Components: V, S, XP
  Casting Time: 1 day
  Range: Touch
  Target: Nonintelligent vermin touched
  Duration: Instantaneous
  Saving Th row: Will negates
  Spell Resistance: Yes
  If you’d like a swift way to introduce verminoids 
  into your campaign, try this spell.
  You grant a nonintelligent vermin a humanlike form 
  and intelligence. If you succeed on a Will saving 
  throw (DC 10 + target’s character level), the vermin 
  gains the verminoid template. Th e resulting creature 
  initially views you as an ally, but you have no special 
  empathy with it. A verminoid speaks a number of 
  languages equal to 1 + its Intelligence bonus (if any), 
  chosen from among those its creator knows.
  XP Cost: 250 XP.
  Creating a Verminoid
  “Verminoid creature” is an inherited or acquired template that can 
  be added to any living vermin (referred to hereafter as the base 
  creature). It uses all the base creature’s statistics and special abilities 
  except as noted here.
  Size and Type: Th e creature’s type changes to monstrous 
  humanoid with the appropriate augmented subtype. Size is 
  unchanged.
  Shape: If the base creature has 
  wings or a tail, these 
  appendages adjust to ﬁ t 
  the verminoid. Of its other 
  limbs, two become legs, 
  and all others become arms. 
  Any creature that does not 
  have enough limbs of the 
  appropriate kind to form at 
  least two legs and two arms 
  simply grows the necessary 
  limbs.
  Hit Dice: If the base creature has 
  only a fractional racial Hit 
  Die, increase it to 1 racial 
  HD.
  Speed: If the creature has a land 
  speed slower than 10 feet 
  (or no land speed at all), its 
  land speed becomes 10 feet.
  Base Attack Bonus: Th e 
  verminoid’s base attack 
  bonus from racial Hit Dice 
  is equal to its racial Hit Dice.
  Attack: Th e verminoid retains all 
  the base creature’s attacks 
  except those that depended on limbs that have turned 
  to legs. Any other natural attacks it has retain the same 
  primary or secondary status they had for the base creature. 
  Th e manimal has the weapon and armor proﬁ ciencies of 
  creatures of the monstrous humanoid type.
  Space/Reach: Th e verminoid has a space and reach appropriate for 
  its size, as noted in the following table. If the base creature 
  had greater than normal reach for 
  its size, add 5 feet to the reach 
  indicated on the table.
  Space/Reach
   
  Size 
  New Space/Reach
   
  Fine 
  1/2 ft./0 ft.
   Diminutive 
  1 ft./0 ft.
   
  Tiny 
  2-1/2 ft/0 ft.
   
  Small 
  5 ft/5 ft.
   Medium 
  5 ft/5 ft.
   
  Large 
  10 ft/10 ft.
   
  Huge 
  15 ft/15 ft.
   Gargantuan 
  20 ft/20 ft.
   Colossal 
  30 ft/30 ft.
  Special Attacks: A verminoid 
  retains all of the base creature’s 
  special attacks except rake. 
  Special Qualities: Th e verminoid 
  retains all the base creature’s 
  special qualities and gains the one 
  described here. 
  Impenetrable Mind (Ex): Due to 
  its heritage as a nonintelligent 
  Verminoid Creature
  
  249
  249
  249
  249
  insect, a verminoid gains a +4 racial bonus 
  on saves against mind-aﬀ ecting eﬀ ects.
  Saves: Fortitude and Reﬂ ex are a verminoid’s good 
  saves; Will is poor. Recalculate the portion 
  of each of the base creature’s save bonuses 
  derived from racial HD. Th e portion of 
  the base save bonus derived from class levels 
  remains the same. See Chapter 3: Classes of the PHB for 
  the progression of good and poor saves. New ability scores 
  and new feats may also alter save bonuses.
  Abilities: Increase from the base creature as follows: Int +8, Cha +6.
  Skills: Ignore the base creature’s skill modiﬁ ers. Recalculate skill 
  points for the verminoid’s racial Hit Dice according to the 
  formula (2 + Int modiﬁ er, minimum 1) x (HD +3), then 
  purchase its skills afresh, treating the base creature’s skills 
  and Listen, Spot, and Survival as class skills and all others 
  as cross-class skills. Th e verminoid retains any skill points 
  gained from class levels and any racial bonuses the base 
  creature has. New size modiﬁ ers and new ability scores all 
  modify skill modiﬁ ers. 
  Languages: A verminoid speaks a number of languages equal to 1 
  + its Intelligence bonus (if any), chosen from among those 
  its creator knows. 
  Feats: Th e verminoid retains the base creature’s 
  bonus feats but loses all others. Assign new feats 
  as desired, giving preference to those that the base 
  creature possessed. Th e verminoid must still meet any 
  prerequisites for feats chosen to ﬁ ll vacant feat slots.
  Challenge Rating: Base creature’s character level 
  less than 1, increase to 1/2; character level 1st or 
  higher, same as the base creature.
  Treasure: Standard.
  Alignment: Usually neutral.
  Advancement: By character class.
  Level Adjustment: Th e verminoid template has no level adjustment, 
  but it can easily be used to make vermin playable characters. A 
  verminoid’s level adjustment should be relatively easy to judge. 
  Consider the creature’s size, ability score adjustments, and any 
  special attacks it has. When making a particular verminoid 
  PC or NPC, you can determine its racial adjustments after the 
  application of this template and roll 3d6 for its ability scores.
  Verminoid Characters
  Verminoids usually favor the barbarian class, but some especially 
  charismatic types favor the bard or the sorcerer class.
  - Sample Creature:  Giant Bombardier Beetle Verminoid -
  Medium Monstrous Humanoid (Augmented Vermin)
  Hit Dice: 2d8+4 (13 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (+6 natural), touch 10, ﬂ at-footed 16
  Base Attack/Grapple: +2/+3
  Attack: Spear +3 melee (1d8+1) 
  or bite +3 melee (1d4+1)
  Full Attack: Spear +3 melee 
  (1d8+1) and bite –2 melee 
  (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Acid spray
  Special Qualities: Darkvision 60 ft., 
  impenetrable mind
  Saves: Fort +5, Ref +3, Will +0
  Abilities: Str 13, Dex 10, Con 14, Int 8, Wis 
  10, Cha 15
  Skills: Listen +3, Spot +3, Survival +3
  Feats: Alertness
  Environment: Warm forests
  Organization: Solitary, pair, cluster (3–5) or 
  click (6–11)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: By character class (bard 
  is favored)
  Level Adjustment: +2
  Giant bombardier beetle verminoids 
  look similar to their vermin 
  counterparts. Indeed, when 
  such a creature crawls on its 
  belly, most viewers would not be 
  able to distinguish its humanoid 
  characteristics from a distance.
  Like their vermin counterparts, giant bombardier beetle 
  verminoids feed primarily on carrion and oﬀ al, and they spend 
  considerable time collecting these materials into vast piles. Th e 
  verminoids use this heaped-up refuse as homes and nesting areas 
  in which to lay eggs, carving tunnels through houses that also 
  serve as food supplies. Th ey guard 
  their food-homes from other 
  creatures with intense ferocity 
  from all other creatures except 
  the giant bombardier beetles 
  that they use as guard creature. 
  Fortunately, visitors need not blunder 
  into a giant bombardier beetle verminoids 
  encampment unaware. 
  Th e creatures have a 
  natural knack for 
  singing, and the 
  alien and buzzing 
  songs they sing 
  while working 
  can often be heard 
  long before the 
  verminoids can be 
  seen.
  Combat
  A giant bombardier beetle verminoid enters melee 
  combat with a courage and conviction that comes 
  naturally. It usually saves its acid spray as a surprise for 
  multiple opponents.
  Acid Spray (Ex): A giant bombardier beetle verminoid can 
  release a 10-foot cone of acidic vapor once per round as a standard 
  action. Each creature within the cone must succeed on a DC 13 
  Fortitude save or take 1d4+2 points of acid damage. Th e save DC 
  is Constitution-based.
  Impenetrable Mind (Ex): See the verminoid template.
  Verminoid Creature
  
  250
  250
  250
  250
   War Machine
  A war machine is a construct of terrible power built from various metals and granted the powers of another creature. Designed to 
  resemble a living creature, its body is a complicated construction of layered metals that give it the shape the desired creature normally 
  would have. Magic grants the war machine the powers of the creature it was built to resemble.
  A war machine follows the commands of its creator much as a golem does. Although unintelligent, it has an instinctual understanding of 
  its abilities and of combat. A war machine is capable of limited strategy when carrying out its creator’s instructions and it can follow any 
  simple command that the creator can give in a couple sentences.
  Creating a War Machine
  “War machine” is a created template that can be added to any 
  living, corporeal creature except an ooze (referred 
  to hereafter as the base creature). 
  A war machine uses all the base creature’s statistics 
  and special abilities except as noted here.
  Size and Type: Th e creature’s type changes to 
  construct with the appropriate augmented 
  subtype. Do not recalculate base attack bonuses, 
  saves, or skill points. Size is unchanged.
  Hit Dice: Change all racial Hit Dice to d10s. Th e creature gains 
  bonus hit points as a construct of its size category. Since it 
  has no Constitution score, it does not gain bonus hit points 
  based on high Constitution.
  Speed: Each of the war machine’s speeds is double the 
  corresponding speed of the base creature.
  Armor Class: Th e war machine’s natural armor bonus improves by 
  +5 over that of the base creature.
  Special Attacks: A war machine retains all the base creature’s 
  special attacks and gains those described here.
   
  Body Blades (Ex): Spikes and blades cover a war machine’s 
  body. When another creature attacks it with handheld 
  or natural weapons, the attacker takes 1d8 
  points of slashing and piercing damage. 
  Incorporeal creatures and creatures using 
  weapons with exceptional reach, such 
  as longspears, do not take this damage. 
  In addition, a war machine deals 1d8 
  points of piercing and slashing damage 
  to a grabbed opponent with each successful 
  grapple check.
   
  Th e war machine’s creator can create a 
  war machine that can carry her as a rider 
  without subjecting her to the damage from 
  this eﬀ ect, but for 500 gp,
   
  Enlarged Attacks (Ex): Each of a war 
  machine’s natural attacks deals damage 
  as though the war machine were two size 
  categories larger than it is. Furthermore, 
  the war machine can wield weapons up 
  to two size categories larger than 
  the base creature could without 
  taking penalties.
   
  Sprint (Ex): Once per hour, 
  a war machine can move 
  up to 10 times its normal 
  speed when it charges.
  Special Qualities: A war machine retains all the base creature’s 
  special qualities and gains those described here.
   Hardness (Ex): A war machine has a hardness of 
  10. Th is quality functions like object hardness, even 
  though a clockwork creature is not an object.
   
  Immunity to Electricity (Ex): A war machine 
  is immune to 
  electricity.
  War Machine
  
  251
  251
  251
  251
   
  Metal Body (Ex): Beneath its skin, a war machine is largely 
  composed of metal. It counts as a ferrous creature for the 
  purposed of rusting grasp and other spells that have special 
  eﬀ ects on metal.
   
  Resistances (Ex): A war machine has resistance 10 to acid, 
  cold, and ﬁ re. If the base creature has better resistance or 
  immunity, use the better value.
  Abilities: Change from the base creature as follows: Str +6, Dex 
  +6, Wis +4, Cha –4 (minimum 1). As an unintelligent 
  construct, a war machine has no Constitution or 
  Intelligence score.
  Skills: Ignore the base creature’s skill modiﬁ ers, since a war 
  machine has no skill points. However, it retains any racial 
  bonuses that the base creature has. In addition, a war 
  machine gains a +10 racial bonus on Balance, Climb, Jump, 
  Listen, Spot, and Tumble checks. A war machine creature 
  can use Tumble as though trained even if it possesses no 
  ranks in the skill.
  Feats: A war machine retains the base creature’s bonus feats but 
  loses all others.
  Environment: Same as creator.
  Organization: Solitary, pair, or gang (3–4).
  Challenge Rating: Same as the base creature +3.
  Alignment: Always neutral.
  Advancement: —
  Level Adjustment: —
  Creating a War Machine
  War machines are created in the same manner as golems. Because 
  a war machine is composed of various metals, it weighs three times 
  what the base creature does.
  Creating the war machine costs 1,200 gp × the war machine’s CR. 
  Assembling the body requires DC 25 Craft (armorsmithing) and 
  a DC 25 Craft (weaponsmithing) check, plus the Craft Construct 
  feat (see the MM). Th e creator must have a character level that 
  equals or exceeds 5 + war machine’s CR and be able to cast either 
  arcane or divine spells. Completing the ritual drains a number of 
  XP equal to the war machine’s creation cost divided by 25, and it 
  requires the spells geas/quest, limited wish, polymorph any object, and 
  resist elements.
  - Sample Creature:  War Machine Ankheg -
  Large Construct
  Hit Dice: 3d10+30 (46 hp)
  Initiative: +3
  Speed: 60 ft. (12 squares), burrow 40 ft.
  Armor Class: 26 (–1 size, +3 Dex, +14 natural), touch 9, ﬂ at-
  footed 23
  Base Attack/Grapple: +3/+15
  Attack: Bite +10 melee (4d8+12 plus 1d4 acid)
  Full Attack: Bite +10 melee (4d8+12 plus 1d4 acid)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Body blades, enlarged attacks, improved grab, spit 
  acid, sprint
  Special Qualities: Darkvision 60 ft., construct traits, hardness 
  10, immunity (electricity), low-light vision, metal body, 
  resistances (acid 10, cold 10, ﬁ re 10), tremorsense 60 ft.
  Saves: Fort +3, Ref +3, Will +4
  Abilities: Str 27, Dex 16, Con —, Int —, Wis 17, Cha 2
  Skills: Balance +13, Climb +18, Jump +30, Listen +13, Spot +13, 
  Tumble +13
  Feats: —
  Environment: Same as creator
  Organization: Solitary, pair, or gang (3–4)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  Here is an example of a war machine using an ankheg as the base 
  creature.
  Th e war machine ankheg is a burrowing construct that measures 
  about 10 feet long and weighs about 2,500 pounds. It looks 
  something like a demonic cockroach made of metal and covered in 
  spikes.
  A war machine ankheg burrows with its legs and mandibles. A 
  burrowing war machine ankheg usually does not make a usable 
  tunnel, but it can be commanded to construct one. When so doing, 
  it burrows at half speed and creatures a tunnel 5 feet tall and 5 feet 
  wide.
  Combat
  A war machine ankheg can be commanded to burrow beneath the 
  ground and lie in wait for foes it detects with tremorsense. When 
  left to its own devices in combat, it takes grappled foes into the 
  tunnels it digs and crushes them against its body blades.
  Body Blades (Ex): See the war machine template.
  Enlarged Attacks (Ex): See the war machine template.
  Improved Grab (Ex): To use this ability, a war machine ankheg 
  must hit with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of opportunity.
  Spit Acid (Ex): Once every 6 hours, a war machine ankheg can 
  spit a 30-foot line of acid. Any creature in the path of this acid 
  takes 4d4 points of acid damage (Reﬂ ex DC 14 half). One such 
  attack depletes the war machine ankheg’s acid supply for 6 hours, 
  during which it cannot spit acid or deal acid damage. Th e save DC 
  is Constitution-based.
  Sprint (Ex): See the war machine template.
  Construct Traits: A war machine ankheg has immunity to poison, 
  sleep eﬀ ects, paralysis, stunning, disease, death eﬀ ects, necromancy 
  eﬀ ects, mind-aﬀ ecting eﬀ ects (charms, compulsions, phantasms, 
  patterns, and morale eﬀ ects), and any eﬀ ect that requires a 
  Fortitude save unless it also works on objects or is harmless. It is 
  not subject to critical hits, subdual damage, ability damage, ability 
  drain, fatigue, exhaustion, or energy drain. It cannot heal damage, 
  but can be repaired. Darkvision 60 ft. and low-light vision. 
  Hardness (Ex): See the war machine template.
  Metal Body (Ex): See the war machine template.
  Resistances (Ex): See the war machine template.
  War Machine
  
  252
  252
  252
  252
  Template 
  CR Modiﬁ er
  Feral Dragon 
  –4 or Special
  Amalgam 
  Varies
  Gigantean 
  Varies
  Miniature 
  Varies
  Monstrous Lycanthrope 
  Varies
  Psychic 
  Varies
  Transforming Construct 
  Varies
  Amphibious Creature 
  +0
  Arboreal Creature 
  +0
  Bipedal Creature 
  +0
  Cave Creature 
  +0
  Creature Swarm 
  +0
  Fortune-Spurned Creature 
  +0
  Fungal Creature 
  +0
  Half-Plant 
  +0
  Lifespark Construct 
  +0
  Lunatic Creature 
  +0
  Nocturnal Creature 
  +0
  Quadrupedal Creature 
  +0
  Savant 
  +0
  Time Seer 
  +0
  Verminoid Creature 
  +0
  Manimal 
  +0 or +1
  Prismatic Creature 
  +0 or +1
  Solaric Creature 
  +0 or +1
  Bramble Creature 
  +1
  Celestial Blessed 
  +1
  Crystal Creature 
  +1
  Demon Possessed: Babau 
  +1
  Demon Possessed: Bebilith 
  +1
  Demon Possessed: Dretch 
  +1
  Demon Possessed: Hezrou 
  +1
  Demon Possessed: Nalfeshnee 
  +1
  Demon Possessed: Quasit 
  +1
  Demon Possessed: Retriever 
  +1
  Demon Possessed: Succubus 
  +1
  Demon Possessed: Vrock 
  +1
  Devil Bound: Chain Devil 
  +1
  Devil Bound: Hellcat 
  +1
  Devil Bound: Imp 
  +1
  Divine Guardian 
  +1
  Dread Ghast 
  +1
  Dread Ghoul 
  +1
  Dread Lacedon 
  +1
  Dread Skeleton 
  +1
  Dread Zombie 
  +1
  Dream Creature 
  +1
  Dust Creature 
  +1
  Element-Infused Creature 
  +1
  Flesh Plant 
  +1
  Force Creature 
  +1
  Fortune-Blessed Creature 
  +1
  Green Warden 
  +1
  Template 
  CR Modiﬁ er
  Half-Drow 
  +1
  Half-Giant 
  +1
  Holy Creature 
  +1
  Icy Creature 
  +1
  Id Ooze 
  +1
  Inveigler 
  +1
  Magma Creature 
  +1
  Metal Clad: Brass 
  +1
  Metal Clad: Copper 
  +1
  Metal Clad: Gold 
  +1
  Metal Clad: Lead 
  +1
  Mist Creature 
  +1
  Negative-Energy-Charged Creature 
  +1
  Nightmare Creature 
  +1
  Ooze Creature 
  +1
  Plague Bearer 
  +1
  Poisonous Creature 
  +1
  Primitive Creature 
  +1
  Quickling 
  +1
  Ravenous Creature 
  +1
  Saurian 
  +1
  Seasonal Creature 
  +1
  Seelie Creature 
  +1
  Slithering Ooze 
  +1
  Smoke Creature 
  +1
  Suzerain 
  +1
  Unholy Creature 
  +1
  Unseelie Creature 
  +1
  Blood Knight 
  +2
  Broken Soul 
  +2
  Clockwork Creature 
  +2
  Demon Possessed: Balor 
  +2
  Demon Possessed: Glabrezu 
  +2
  Demon Possessed: Marilith 
  +2
  Devil Bound: Barbed Devil 
  +2
  Devil Bound: Bearded Devil 
  +2
  Devil Bound: Bone Devil 
  +2
  Devil Bound: Erinyes 
  +2
  Devil Bound: Ice Devil 
  +2
  Dread Bodak 
  +2
  Dread Morhg 
  +2
  Dread Shadow 
  +2
  Dread Wight 
  +2
  Four Horsemen 
  +2
  Genie-Bound 
  +2
  Metal Clad: Bronze 
  +2
  Poltergeist 
  +2
  Swamp Lord 
  +2
  Th under Child 
  +2
  Apocalypse Swarm 
  +3
  Devil Bound: Horned Devil 
  +3
  Devil Bound: Pit Fiend 
  +3
  Dread Allip 
  +3
  Appendix: Challenge Rating Ranks
  Templates By Challenge Rating
  Appendix: Challenge Rating Ranks
  
  253
  253
  253
  253
  Template 
  CR Modiﬁ er
  Dread Devourer 
  +3
  Dread Ghost 
  +3
  Dread Lich 
  +3
  Dread Mummy 
  +3
  Dread Spectre 
  +3
  Dread Vampire 
  +3
  Dread Wraith Sovereign 
  +3
  Metal Clad: Iron 
  +3
  Template 
  CR Modiﬁ er
  Metal Clad: Platinum 
  +3
  Metal Clad: Silver 
  +3
  Sonic Creature 
  +3
  Stone Idol 
  +3
  War Machine 
  +3
  Jotunblood Giant 
  +4
  Metal Clad: Steel 
  +4
  Metal Clad: Mithral 
  +5
  Metal Clad: Adamantine 
  +6
  Sample Creatures by Challenge Rating
  Template 
  CR
  Arboreal Halﬂ ing Warrior 
  1/2
  Bramble Wild Elf Warrior 
  1
  Cave Squid 
  1
  Dread Zombie Aasimar Warrior 
  1
  Fortune-Spurned Light Warhorse 
  1
  Fungal Lizardfolk 
  1
  Miniature Formian Warrior 
  1
  Mud Creature 
  1
  Pseudodragon Savant 
  1
  Quasit-Possessed Goblin Warrior 
  1
  Seelie Grig 
  1
  Crystal Shark 
  2
  Dread Ghast Gnoll 
  2
  Giant Bombardier Beetle Verminoid 
  2 
  Ooze Troglodyte 
  2
  Amphibious Giant Preying Mantis 
  3
  Clairaudient/Clairvoyant/Telepath Bugbear 
  3
  Crystal Sahuagin 
  3
  Dread Skeleton Blink Dog 
  3
  Half-Drow/Half-Derro 
  3
  Magma Azer 
  3
  Primitive Ogre 
  3
  Vargouille Plague Bearer 
  3 
  Clockwork Choker 
  4
  Force Gelatinous Cube 
  4
  Kethane Maxurilius 
  4
  Lunatic Yeth Hound 
  4
  Negative-Energy-Charged Wight 
  4
  Nocturnal Brown Bear 
  4
  Quickling Magmin 
  4
  Saurian Centaur 
  4
  Seasonal Dryad (autumn) 
  4
  Tieﬂ ing Werehellhound Warrior 
  4
  Bipedal Nightmare 
  5
  Half-Plant Green Hag 
  5
  Harrigan Tumwater 
  5
  Ice Mephit of Pestilence 
  5
  Slithering Gray Ooze 
  5
  Stone Idol Imp 
  5
  Arrowtaur 
  6
  Fire-Infused Troll 
  6
  Half-Girallon/Half-Ettin 
  6
  Id Ochre Jelly 
  6
  Lead-Clad Wyvern 
  6
  Mist Djinni 
  6
  Muck Tojanida 
  6
  Poisonous Manticore 
  6
  Sonic Howler 
  6
  Suzerain Dire Lion 
  6
  Template 
  CR
  Swamp Lord Barghest 
  6
  Unseelie Shadow Mastiﬀ  
  6
  Warmachine Ankheg 
  6
  Azize Al Bikira 
  7
  Bipedal Winter Wolf of War 
  7
  Dread Mummy Harpy 
  7
  Dread Shadow Achaierai 
  7 
  Dread Wight Gargoyle 
  7
  Green Warden Shambling Mound 
  7
  Icy Aranea of Famine 
  7
  Icy Belker 
  7
  Morden Th rallhammer 
  7
  Nightmare Chain Devil 
  7
  Quadrupedal Succubus 
  7
  Smoke Will-o’-Wisp 
  7
  Annis Hag of Death 
  8
  Chuul Divine Guardian 
  8
  Dread Lacedon Cachalot Whale 
  8
  Prismatic Chimera 
  8
  Dust Stone Giant 
  9
  Flesh Treant 
  9
  Kazunne Brokentongue 
  9
  Solaric Gynosphinx 
  9
  Athach Poltergeist 
  10
  Dread Bodak Tyrannosaurus 
  10
  Dread Ghost Medusa 
  10
  Dread Ghoul Frost Giant 
  10
  Dread Spectre Nymph 
  10
  Grakkus Heartfeast 
  10
  Manimal Triceratops 
  10  
  Seven-Headed Dread Morhg Cryohydra 
  10
  Apocalypse Hellwasp Swarm 
  11
  Broken Soul Erinyes 
  11
  Dream Rakshasa 
  11
  Inveigler Doppelganger Sorcerer 
  11
  Jotunblood Hill Giant 
  11
  Transforming Colossal Animated Object 
  11
  Dread Allip Spirit Naga 
  12
  Dread Vampire Night Hag 
  12
  Frost Worm Swarm 
  12
  Bryven Nightkirk 
  13
  Holy Ghaele 
  14
  Dread Devourer Purple Worm 
  15
  Horned Devil-Bound Ettin Fighter 
  15
  Th under Child Storm Giant 
  15
  Dread Wraith Sovereign Trumpet Archon 
  17
  Very Old Feral Red Dragon 
  17
  Lifespark Iron Golem Sorcerer 
  18
  Gigantean Dream Chaos Beast 
  20
  Dread Lich Titan 
  24
  Appendix: Challenge Rating Ranks
  
  254
  254
  254
  254
  - Index -
  A
  Amalgam Creature  16–20
  Amphibious Creature  21–22
  Amphibious Giant 
  Praying Mantis  22
  Annis Hag of Death  126–127
  Apocalypse Hellwasp 
  Swarm  23–24
  Apocalypse Swarm  23–24
  Arboreal Creature  25–26
  Arboreal Halfling Warrior  26–27
  Arrowtaur  20–21
  Athach Poltergeist  199–200
  Azize Al’Bikira  134–135
  B
  Bipedal Creature  27–28
  Bipedal Nightmare  28
  Bipedal Winter Wolf of War  130
  Blood Knight  29–32
  Bramble  32–34
  Bramble Wild Elf  33–34
  Broken Soul  34–36
  Broken Soul Erinyes  35–36
  Bryven Nightkirk  41–42
  C
  Cave Creature  36–38
  Cave Squid  37–38
  Celestial-Blessed Creature  38–42
  Chuul Divine Guardian  61
  Clockwork Choker  44
  Clockwork Creature  42–44
  Creature Swarm  45–47
  Crystal Creature  48–51
  Crystal Sahuagin  49–50
  Crystal Shark  50–51
  D
  Demon-Possessed Creature  51–55
  Devil-Bound Creature  55–59
  Divine Guardian  60–62
  Dread Allip  62–64
  Dread Allip Spirit Naga  64
  Dread Blood Knight  31
  Dread Bodak  65–67
  Dread Bodak  Tyrannosaurus  66–67
  Dread Devourer  67–69
  Dread Devourer 
  Purple Worm  68–69
  Dread Ghast  70–72
  Dread Ghast Gnoll  71–72
  Dread Ghost  72–75
  Dread Ghost Medusa  74–75
  Dread Ghoul  76–78
  Dread Ghoul Frost Giant  77–78
  Dread Lacedon  78–80
  Dread Lacedon 
  Cachalot Whale  79–80
  Dread Lich  80–83
  Dread Lich Titan  82–83
  Dread Mohrg  83–85
  Dread Mummy  86–88
  Dread Mummy Harpy  87–88
  Dread Shadow  88–90
  Dread Shadow Achaierai  90
  Dread Skeleton  91–92
  Dread Skeleton Blink Dog  92
  Dread Spectre  93–95
  Dread Spectre Nymph  94–95
  Dread Vampire  97–101
  Dread Vampire Night Hag  99–101
  Dread Wight  95–97
  Dread Wight Gargoyle  96–97
  Dread Wraith Sovereign  101–104
  Dread Wraith Sovereign Trumpet 
  Archon  103–104
  Dread Zombie  105–106
  Dread Zombie Aasimar 
  Warrior  106
  Dream Creature  107–109
  Dream Rakshasa  108–109
  Dust Creature  109–111
  Dust Stone Giant  110–111
  E
  Element-Infused Creature  111–113
  F
  Feral Dragon  113–115
  Feral Red Dragon  114–115
  Fire-Infused Troll  113
  Flesh Plant  115–117
  Flesh Treant  116–117
  Force Creature  118–119
  Force Gelatinous Cube  119
  Fortune-Blessed Creature  120–121
  Fortune-Spurned Creature  121–123
  Fortune-Spurned Light 
  Warhorse  122–123
  Four Horsemen  123–130
  Frost Worm Swarm  47
  Fungal Creature  131–133
  Fungal Lizardfolk  132–133
  G
  Genie-Bound Creature  133–135
  Giant Bombardier Beetle 
  Verminoid  249
  Gigantean  135–139
  Gigantean Dream Chaos 
  Beast  138–139
  Grakkus HeartFeast  245–246
  Green Warden  140–141
  Green Warden Shambling
   Mound  141
  H
  Half-Drow  141–143
  Half-Drow/Half-Derro  142–143
  Half-Giant  143–146
  Half-Girallon/Half-Ettin  
  145–146
  Half-Plant  146–148
  Half-Plant Green Hag  147–148
  Harrigan Tumwater,  120–121
  Holy Creature  148–149
  Holy Ghaele  149
  Horned-Devil-Bound Ettin  59
  I
  Ice Mephit of Pestilence  129–130
  Icy Aranea of Famine  128–129
  Icy Belker  151–152
  Icy Creature  150–152
  Id Ochre Jelly  153
  Id Ooze  152–153
  Inveigler  153–155
  Inveigler Doppelganger 
  Sorcerer  154–155
  J
  Jotunblood Giant  155–159
  Jotunblood Hill Giant  159
  K
  Kazunne Brokentongue  212
  Kethane Maxurilius  239–240
  L
  Lead-Clad Wyvern  172
  Lifespark Construct  159–161
  Lifespark Iron Golem 
  Sorcerer  160–161
  Lunatic Creature  161–164
  Lunatic Yeth Hound  164
  M
  Magma Azer  166
  Magma Creature  165–166
  Manimal  167–169
  Manimal Triceratops  169
  Metal-Clad Creature  169–172
  Miniature  173–175
  Miniature Formian Warrior  175
  Mist Creature  176–177
  Mist Djinni  176–177
  Monstrous Lycanthrope  178–183
  Morden Thrallhammerer  31
  Muck Creature  183–185
  Muck Tojanida  184–185
  N
  Naareth  61
  Negative-Energy-Charged Crea-
  ture  185–187
  Negative-Energy-Charged Wight  
  186–187
  Nightmare Chain Devil  189–190
  Nightmare Creature  187–190
  Nocturnal Brown Bear  191
  Nocturnal Creature  190–191
  O
  Ooze Creature  192–194
  Ooze Troglodyte  193–194
  P
  Plague Bearer  194–196
  Poisonous Creature  196–197
  Poisonous Manticore  197
  Poltergeist  198–200
  Primitive  200–201
  Primitive Ogre  201
  Prismatic  202–203
  Prismatic Chimera  203
  Pseudodragon Savant  215–216
  Psychic  204–206
  Psychic Bugbear  206
  Q
  Quadrupedal Creature  206–209
  Quadrupedal Succubus  208–209
  Quasit-Possessed Goblin 
  Warrior  54–55
  Quickling  209–210
  Quickling Magmin  210
  R
  Ravenous Creature  211–212
  S
  Saurian  213–214
  Saurian Centaur  213–214
  Savant  214–216
  Seasonal Creature  216–218
  Seasonal Dryad  217–218
  Seelie Creature  218–220
  Seelie Grig  219–220
  Seven-Headed Dread Mohrg 
  Cryohydra  84–85
  Slithering Gray Ooze  222–223
  Slithering Ooze  221–223
  Smoke Creature  223–224
  Smoke Will-O’-Wisp  224
  Solaric Creature  225–226
  Solaric Gynosphinx  225–226
  Sonic Creature  226–229
  Sonic Howler  229
  Stone Idol  230–231
  Stone Idol Imp  231
  Suzerain  232–233
  Suzerain Dire Lion  233
  Swamp Lord  233–236
  Swamp Lord Barghest  235–236
  T
  Templates  4–14
  Altering  14
  Applying  5
  Creating  10–13
  Using  4–5
  Thunder Child  237–238
  Thunder Child Storm Giant  238
  Tiefling Werehellhound 
  Warrior  182–183
  Time Seer  239–240
  Transforming Colossal Animated 
  Object  243–244
  Transforming Construct  241–244
  U
  Unholy Creature  245–246
  Unseelie Creature  246–248
  Unseelie Shadow Mastiff  247–248
  V
  Vargouille Plague Bearer  195–196
  Verminoid Creature  248–249
  W
  War Machine  250–251
  War Machine Ankheg  251
  Index
  
  255
  255
  255
  255
  OPEN GAME LICENSE Version 1.0a
  Th e following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Deﬁ nitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative 
  Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, 
  modiﬁ cation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly 
  identiﬁ ed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative 
  works under copyright law, but speciﬁ cally excludes Product Identity. (e) “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or eﬀ ects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identiﬁ ed as Product identity by the owner of the Product Identity, and which 
  speciﬁ cally excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. Th e License: Th is 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 aﬃ  x 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. Oﬀ er 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 suﬃ  cient 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. Th e use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. Th e owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identiﬁ cation: 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 aﬀ ected.
  13. Termination: Th is 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
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
  Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett.
  License
  
  Egyptian Adventures: Hamunaptra
  A Mythic Vistas Campaign Setting
   for the d20 System
  Written by C.A. Suleiman, with Steve Kenson 
  and Ari Marmell
  Boxed Set with 3 Books and a Full Color 
  Poster Map
  MSRP: $39.95
  GRR1407
  ISBN:  1-932442-33-2           
  Towering pyramids rise from the sands, speaking of 
  the glory of kings long gone. Th ree mighty pharaohs, 
  kings and gods, rule over a land divided—over 
  nations hovering on the brink of war. Priests of 
  mighty deities guide the lives of peasants and nobles 
  alike, as all struggle to make the most of the fertile 
  lands that line the mighty river Yor, whose rushing 
  waters are at once the symbol and the source of all 
  life. But all around, the desert grows, encroaching 
  nearer each day to the last remaining refuge of a once 
  mighty civilization. Egyptian Adventures allows you 
  to play the world’s most popular roleplaying game in 
  sands of Hamunaptra, a new fantasy setting inspired 
  by the myths, legends, and culture of Ancient Egypt. 
  Neither the Egyptian feel nor the playability of the 
  game has been sacriﬁ ced. Th e classes and races that populate the lands of Hamunaptra are still recognizable as 
  your own favorites, yet re-imagined to convey the feel of a time of pharaohs under the shadow of war. Th is box set 
  contains three separate books, each of which contains vital setting information. From the classes, races, feats and 
  magic of Hamunaptra, to a complete gazetteer of the continent of Khemti and a book of GM-only secrets, this 
  box set contains all you’ll need to explore the world of Hamunaptra. Battle foul beasts of the desert, excavate the 
  curse-warded tombs of dynasties past, sabotage and spy upon the armies of rival nations, master ancient magics, 
  or simply attempt to solve the riddle of the expanding Red Land before the desert overtakes the last, dwindling 
  bastions of civilization. Th is is an age of legend. Make it your own!
   Your Egyptian 
  Adventures Begin Now!
  Available Now at Fine Book and 
  Hobby Stores the World Over!
  
SOURCE: textdata/thevault/Bestiaries/Advanced Bestiary.pdf