Akata
This hairless blue lion has twin tentacular tails. Dozens more thick tentacles quiver and twitch where its mane should be.
Akatas hail from a strange, distant planet that long ago succumbed to a cataclysmic end. Countless akatas clung to fragments of the dead planet, entering hibernation and riding these asteroids until they eventually crashed upon a new planet—akatas’ cocoons protected them from the impact, and they soon awoke to seek out suitable hosts to spawn their young. Left untended, an akata scourge can quickly grow into a significant threat.
A typical akata stands 3-1/2 feet tall and weighs 400 pounds.
N Medium
Init +6; Senses 120 ft., ; Perception +1
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 15 (2d8+6)
Fort +3, Ref +2, Will +4
Defensive Abilities ; cold, disease, poison; fire 30
Weaknesses deaf, to salt water
OFFENSE
Speed 40 ft., 20 ft.
Melee bite +2 (1d6+1 plus void bite), 2 tentacles –3 (1d3)
STATISTICS
Str 12, Dex 15, Con 16, Int 3, Wis 12, Cha 11
Base Atk +1; +2; CMD 14 (18 vs. trip)
Feats Improved Initiative
Skills Acrobatics +6 (+10 jump), Climb +9, Stealth +10
Racial Modifiers +4 Stealth
SQ hibernation
ECOLOGY
Environment any
Organization solitary, pair, or pack (3–30)
Treasure standard
SPECIAL ABILITIES
Deaf (Ex) Akatas cannot hear. They are immune to spells and effects that rely on hearing to function, but they also cannot make Perception checks to listen.
Hibernation (Ex) Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth—these fibers quickly harden into a dense, almost metallic cocoon. While hibernating, an akata does not need to drink or eat. The cocoon has hardness 10 and 60 hit points, and is immune to fire and bludgeoning (including falling) damage. As long as the cocoon remains intact, the akata within remains unharmed. The akata remains in a state of hibernation until it senses another living creature within 10 feet or is exposed to extreme heat, at which point it claws its way to freedom in 1d4 minutes as its cocoon degrades to fragments of strange metal.
Salt Water Vulnerability (Ex) Salt water acts as an extremely strong acid to akatas. A splash of salt water deals 1d6 points of damage to an akata, and full immersion in salt water deals 4d6 points of damage per round.
Void Bite (Ex) Akatas hold hundreds of invisibly small larval young within their mouths, spreading these parasitic creatures to hosts through their bite. Only humanoids make suitable hosts for akata young—all other creature types are immune to this parasitic infection. The disease itself is known as void death.
Disease (Ex) Void Death: Bite—injury; save Fort DC 12; onset 1 hour; frequency 1/day; effect 1d2 Dex and 1d2 Con damage; an infected creature who dies rises as a void zombie 2d4 hours later (see below); cure 2 consecutive saves.
Shriezyx
An oversized, eight-legged monstrosity stares ravenously from its three beady eyes, its gaping maw dripping with green venom.
Devised by a cabal of ancient wizards to serve as guardians for monuments and laboratories, shriezyx are horrific spiderlike aberrations created in arcane vats out of the flesh of many different creatures. Having outlived their creators, they continue to lurk in ruins, caves, and the deep places of the world, spreading far beyond the original city where they were created. Shriezyx have no natural place in the ecology, but easily fill the niche of any predator of comparable strength. They can subsist on rats and other vermin for long periods of time, but relish the opportunity for a more substantial meal. Derros, drow, and other subterranean races sometimes use them as guards or mounts, or subject them to torturous experimentation. These races use bribes of food and the threat of fire to keep the creatures in line. Shriezyx can reproduce with their own kind or lay unfertilized eggs that hatch into identical copies of their parent. Eggs remain viable for years, hatching after exposure to water, fresh air, or consistent warmth.
A typical shriezyx is 3 feet tall and weighs 300 pounds.
CE Medium
Init +7; Senses 60 ft., 60 ft.; Perception +12
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 38 (7d8+7); 3 (fire)
Fort +5, Ref +5, Will +6
Defensive Abilities ; mind-affecting effects
Weaknesses fear of fire, to fire
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +8 (1d6+1 plus poison), 4 claws +8 (1d4+1)
Special Attacks slowing toxin, (+8 ranged, DC 14, 7 hp)
STATISTICS
Str 13, Dex 17, Con 12, Int 3, Wis 12, Cha 2
Base Atk +5; +6; CMD 19 (31 vs. trip)
Feats Great Fortitude, Improved Initiative, Step Up, Weapon Finesse
Skills Climb +15, Perception +12
Racial Modifiers +4 Perception
Languages Aklo
ECOLOGY
Environment any
Organization solitary, pair, or hive (3–12)
Treasure incidental
SPECIAL ABILITIES
Fear of Fire (Ex) A shriezyx within 30 feet of a fire the size of a torch or larger becomes shaken as long as it remains within that range. If damaged by fire, a shriezyx must make a successful Will save (DC equals the amount of fire damage dealt) or become frightened for 1 round.
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Slowing Toxin (Su) A shriezyx’s web is coated with a supernatural toxin that numbs and deadens the nerves on contact. Any creature struck by a shriezyx’s web must succeed at a DC 14 Fortitude save or become slowed (as the slow spell) for 1 minute. Each round, a victim may attempt a new DC 14 Fortitude save to end the effect early. This toxin fades quickly from spun webs—it can only affect targets on the round the web is spun. Existing webs remain sticky and tangled, but do not have this slowing effect. The save DC is Constitution-based.
Lunar Naga
Stark white hair frames the fair face of this snake-bodied woman, and its black scales sparkle hypnotically.
Lunar nagas are patient watchers of the night sky. They enjoy cosmology and believe strongly in astrology, maintaining a handful of complex zodiacs. A few lunar nagas even bear knowledge of the unspeakable things from the dark spaces between the stars.
Nocturnal creatures, lunar nagas often live in ruined towers or atop mountains— any place open to the sky at night. There they peer through astrological devices, closely monitoring passing celestial markers, eager to decipher more of the universe. Those living underground make nightly trips to the open sky when they can. Cloudy nights make lunar nagas agitated, and a creature is more likely to run afoul of a lunar naga on these dark evenings. Lunar nagas sometimes lead small cults of sky-watchers. These followers aid the nagas in recording tome upon tome of calculations of the stars and planets moving through the inky black of the night sky. In small doses tempered with water, fruit juices, and alcohol, lunar naga venom is mildly hallucinogenic. The nagas’ cultist allies often take the substance as a ritualistic drug.
A lunar naga stretches over 10 feet from its pale face to the tip of its tail, and weighs close to 200 pounds.
CN Large
Init +4; Senses 60 ft., ; Perception +14
DEFENSE
AC 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, –1 size)
hp 68 (8d8+32)
Fort +6, Ref +8, Will +9
OFFENSE
Speed 40 ft.
Melee bite +7 (2d6+3 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks hypnosis, sneak attack +3d6
Spells Known (CL 5th; concentration +8)
2nd (5/day)—invisibility, scorching ray
1st (7/day)—charm person (DC 14), expeditious retreat, magic missile, ray of enfeeblement (DC 14)
0 (at will)—detect magic, disrupt undead, mage hand, open/ close, prestidigitation, ray of frost
STATISTICS
Str 14, Dex 19, Con 18, Int 13, Wis 16, Cha 17
Base Atk +6; +9; CMD 24 (can’t be tripped)
Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Skill Focus (Stealth)
Skills Bluff +7, Diplomacy +7, Knowledge (arcana) +5, Knowledge (nature) +9, Perception +14, Spellcraft +8, Stealth +14
Languages Aklo, Common
ECOLOGY
Environment any land
Organization solitary or nest (2–4)
Treasure standard
SPECIAL ABILITIES
Hypnosis (Su) Once per day, by weaving and coiling its body and hissing as a standard action, a lunar naga can cause its scales to shimmer and glow with moonlike radiance. All creatures within 30 feet who can see the naga must make a DC 17 Will save to avoid becoming fascinated. The lunar naga can maintain this fascination effect as long as it concentrates; fascinated creatures follow the still-glowing naga if it moves as long as it maintains the effect by concentrating. The save DC is Charisma-based.
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Con and 1 Wis; cure 1 save.
Spells A lunar naga casts spells as a 5th-level sorcerer.
Rhu-Chalik
Thin tendrils trail from this misshapen ovoid. Its underside holds a gray orb that resembles a bulging, lidless eye.
A rhu-chalik, also called a void wanderer, is an alien entity that scouts through space on behalf of its conquering masters. In addition, this aberration also collects the memories of interesting creatures in the universe into a vast repository of knowledge that their masters use to slowly unravel all the secrets of existence. Rhu-chaliks serve their masters tirelessly, and are as patient as they are long-lived. They rarely make an uncalculated move, and seek only the most prized intellects to cast into the dark beyond for their masters’ delectations. When exploring distant worlds, rhu-chaliks are not social beings, and they avoid other rhu-chaliks so their predations won’t cause too much overlap in the mind collections of their masters. However, back in their native space, rhu-chaliks number in the billions, and the creatures feed off a countless number of disembodied minds.
A rhu-chalik is approximately 3 feet across and weighs only 30 pounds.
CE Small
Init +7; Senses 60 ft., ; Perception +10
DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 68 (8d8+32); 2
Fort +6, Ref +5, Will +8
Defensive Abilities all-around vision; cold, disease
OFFENSE
Speed 5 ft., 60 ft. (perfect)
Melee 4 tendrils +11 (1d4+3 plus pain touch)
Special Attacks pain touch, project terror, void transmission
(CL 10th; concentration +12)
Constant—mage armor
At will—detect thoughts (DC 14), invisibility, share memory (DC 14)
1/day—modify memory (DC 16)
STATISTICS
Str 16, Dex 16, Con 19, Int 13, Wis 14, Cha 15
Base Atk +6; +8; CMD 21
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Weapon Focus (tendril)
Skills Bluff +8, Diplomacy +8, Fly +13, Intimidate +10, Perception +10, Sense Motive +7, Stealth +15, Use Magic Device +10
Languages Aklo; 100 ft.
SQ ,
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Pain Touch (Ex) A rhu-chalik secretes an enzyme that coats its tendrils. When this enzyme comes into contact with a living creature, it causes excruciating pain. Any creature that comes into contact with the enzyme must succeed at a DC 18 Fortitude save or take a –2 penalty on attack rolls, ability checks, and skill checks for 1d4 rounds. If a creature is affected by multiple pain touch attacks, the duration stacks but the penalty doesn’t. This is a pain effect. The save DC is Charisma-based.
Project Terror (Su) As a standard action, a rhu-chalik can harness the fears of any creature on which it has successfully used detect thoughts within the last minute. This effect creates terrible, nightmarish visions in the target’s mind; the target must succeed at a DC 16 Will save or be frightened and take 1d4 points of Wisdom damage. The save DC is Charisma-based.
Void Transmission (Su) If a creature takes an amount of Wisdom damage from the rhu-chalik’s project terror ability that equals or exceeds the creature’s Wisdom score, the creature falls unconscious as normal. At that point, the rhu-chalik can take 10 minutes to copy and absorb the creature’s entire consciousness and send that consciousness through the void of space to its waiting masters. If the creature’s Wisdom damage is healed and the creature is revived prior to the end of this process, this effect fails. If the creature’s Wisdom damage is healed after its consciousness is successfully transmitted, the creature awakens disoriented, and takes a –2 penalty on attack rolls, ability checks, and skill checks for 24 hours. This effect otherwise doesn’t harm the target, as the target’s consciousness isn’t eliminated, only duplicated and transmitted.
Aatheriexa
A tangle of thin, tentacle-like eyestalks floats in the air, its innumerable unblinking eyes each projecting an air of cruelty.
Aatheriexas were once a race of conquerors and slavers, but since the destruction of their homeworld, the survivors have wandered the cosmos. Exceedingly cruel, they find perverse pleasure in tormenting those they capture, using them as disposable bodyguards or subjecting them to sadistic magic experiments.
An aatheriexa’s fleshy pink center is roughly 2 feet in diameter, and features a maw of gnashing teeth. Its grasping eye-tentacles hang down like the leaves of a weeping willow and extend its effective diameter to 5 feet. Aatheriexas weigh approximately 150 pounds.
NE Medium
Init +9; Senses , 120 ft., , see invisibility; Perception +28
Aura unnatural aura (30 ft.)
DEFENSE
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 84 (13d8+26)
Fort +6, Ref +9, Will +8
5/magic; cold, disease, poison
OFFENSE
Speed 5 ft., 50 ft. (good)
Melee tentacles +15 (3d6 plus and withering)
Space 5 ft.; Reach 5 ft. (15 ft. with tentacles)
Special Attacks (3d6 plus withering), gnaw, (tentacles, 5 feet)
(CL 13th; concentration +17)
At will—calm emotions (DC 16), charm monster (DC 18), clairaudience/clairvoyance (clairvoyance only), daze monster (DC 16), feather fall
3/day—dispel magic, lightning bolt (DC 17)
1/day—dominate monster (DC 23)
1/month—interplanetary teleport
STATISTICS
Str 11, Dex 21, Con 14, Int 18, Wis 10, Cha 19
Base Atk +9; +9 (+21 grapple); CMD 24 (32 vs. grapple, can’t be tripped)
Feats Combat Reflexes, Critical Focus, Flyby Attack, Hover, Improved Initiative, Skill Focus (Perception), Weapon Finesse, Weapon Focus (tentacle), Wingover
Skills Acrobatics +21, Diplomacy +17, Fly +20, Knowledge (arcana) +14, Perception +28, Sense Motive +13, Spellcraft +15, Stealth +21, Use Magic Device +17
Racial Modifiers +6 Perception
Languages Aklo, Common, Draconic, Undercommon; 100 ft.
SQ , float,
ECOLOGY
Environment any land
Organization solitary, pair, pod (3–5), or invasion (6–36)
Treasure standard
SPECIAL ABILITIES
Gnaw (Ex) When an aatheriexa shares the same square as a helpless creature, it can automatically deal 3d6 points of damage as a swift action by gnawing with its central maw.
Float (Ex) Aatheriexa can fly, though they must remain with 2 feet of a solid or liquid surface.
Tentacles (Ex) An aatheriexa’s barbed eyestalk tentacles must all strike at a single target, but they do so as a primary attack. The tentacles deal bludgeoning and slashing damage and grant the aatheriexa a +8 bonus on grapple combat maneuver checks.
Withering (Ex) An aatheriexa’s tentacles secrete a toxin that causes flesh to swiftly rot and slough off the bone. A creature damaged by an aatheriexa’s tentacles or constrict attack must succeed at a DC 18 Fortitude save or take 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect and the save DC is Constitution-based.
Aboleth
Four long tentacles writhe from this three-eyed fish-like creature’s flanks, and its green body glistens with thick, clear slime.
As befits their hideous primeval appearance, the hermaphroditic aboleths are among the world’s oldest forms of life. Ancient even when the gods first turned their eyes to the Material Plane, the aboleths have always existed apart from other mortal life, alien and cold and endlessly plotting. They once ruled the world with vast empires, and today view most other forms of life as either food or slaves—and sometimes both. They disdain the gods and see themselves as the true masters of creation.
In the darkest reaches of the sea, aboleths still dwell in grotesque cities built in nauseating and cyclopean styles. There they are served by countless slaves culled from every nation, air-breathing and aquatic alike, although the air-breathing slaves are doubly bound by magic and the need to constantly replenish their water-breathing ability via the excretions of their aboleth masters. Lone aboleths are often advance scouts for these hidden cities, seeking out new slaves.
An aboleth is 25 feet long and weighs 6,500 pounds.
LE Huge (aquatic)
Init +5; Senses 60 ft.; Perception +14
Aura mucus cloud (5 feet)
DEFENSE
AC 20, touch 9, flat-footed 19; (+1 Dex, +11 natural, –2 size)
hp 84 (8d8+48)
Fort +8, Ref +5, Will +11
OFFENSE
Speed 10 ft., 60 ft.
Melee 4 tentacles +10 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft.
(CL 16th; concentration +19)
At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19)
3/day—dominate monster (DC 22)
STATISTICS
Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17
Base Atk +6; +13; CMD 24 (can’t be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +11, Intimidate +14, Knowledge (any one) +13, Perception +14, Spellcraft +13, Swim +24
Languages Aboleth, Aklo, Aquan, Undercommon
ECOLOGY
Environment any aquatic
Organization solitary, pair, brood (3–6), or shoal (7–19)
Treasure double
SPECIAL ABILITIES
Mucus Cloud (Ex) While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth’s mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based.
Slime (Ex) A creature hit by an aboleth’s tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature’s new “flesh” is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.
Neh-Thalggu
This crab-like nightmare has a lamprey mouth, twitching eyes on its legs, and several blisters along its back that hold human brains.
Known also as brain collectors, the alien neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat—rather, these brains lodge in one of several bulbous blisters on the creature’s back and help to increase its intellect. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form.
CE Large
Init +7; Senses 60 ft.; Perception +17
DEFENSE
AC 21, touch 19, flat-footed 18 (+3 Dex, +2 natural, +7 insight, –1 size)
hp 105 (10d8+60)
Fort +9, Ref +6, Will +11
10/magic; confusion effects; 19
OFFENSE
Speed 10 ft., 40 ft. (perfect)
Melee bite +13 (1d8+7 plus poison), 2 claws +13 (1d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks (2 claws, 2d6+7)
Sorcerer Spells Known (CL 7th; concentration +17)
3rd (5/day)—lightning bolt (DC 16), hold person (DC 16)
2nd (7/day)—acid arrow, alter self, invisibility
1st (7/day)—grease (DC 14), magic missile, ray of enfeeblement (DC 14), shield, unseen servant
0 (at will)—acid splash, dancing lights, detect magic, mage hand, open/close, prestidigitation, read magic
STATISTICS
Str 24, Dex 16, Con 23, Int 19, Wis 18, Cha 17
Base Atk +7; +15; CMD 35 (can’t be tripped)
Feats Arcane Strike, Extend Spell, Combat Reflexes, Eschew Materials, Improved Initiative, Power Attack
Skills Fly +15, Knowledge (arcana, dungeoneering, and planes) +23, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +12, Use Magic Device +16
Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon; (100 feet)
SQ brain collection, strange knowledge
ECOLOGY
Environment any
Organization solitary
Treasure double
SPECIAL ABILITIES
Brain Collection (Ex) A neh-thalggu can store up to seven humanoid brains and use them to enhance its knowledge and power. Each stored brain grants a neh-thalggu a cumulative +1 insight bonus to AC, concentration checks, and Knowledge checks. A neh-thalggu can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A neh-thalggu that has fewer than seven brains gains one negative level for each missing brain. These negative levels can never become permanent, but they can only be removed by replacing one of its collected brains. The stats presented here assume a monster with a full collection.
Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Strength damage and staggered for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.
Spells A neh-thalggu casts spells as a 7th-level sorcerer. For each negative level it takes from missing brains, its caster level is reduced by 1. A neh-thalggu with no collected brains cannot cast any of its spells.
Strange Knowledge (Ex) All knowledge skill are class skills for neh-thalggus.
Yithian
This bizarre creature has a conical body topped with four tentacles tipped with pincers, tubes, and a tentacled, spherical head.
Untold eons ago, the yithians inhabited a dying world. To escape their doomed planet, they cast their minds through time and space, eventually coming to rest in the strange, alien bodies they possess today. While these strange beings now reside in a distant galaxy, the yithians make use of their ability to astrally project to explore other planets, eager to find new worlds to explore. When a yithian arrives upon a new world, it often swaps minds with the creatures it encounters there so as to experience that world as if it were a native. Those who spend time in a yithian’s body rarely tell of the strange times they have experienced, for yithians guard themselves well, and leave those they use in this manner amnesiacs who remember the truth only as fragmentary nightmares.
LN Large
Init +1; Senses , 60 ft., 60 ft.; Perception +25
DEFENSE
AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, –1 size)
hp 105 (14d8+42); 5
Fort +9, Ref +5, Will +15
10/magic; acid 10, cold 10, fire 10
OFFENSE
Speed 20 ft., 10 ft.
Melee 2 pincers +15 (2d8+9/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks amnesia, deadly pincers, mind swap
(CL 15th; concentration +19)
At will—astral projection (self only), detect thoughts (DC 16), hold monster (DC 19), modify memory (DC 18)
STATISTICS
Str 22, Dex 13, Con 17, Int 24, Wis 19, Cha 18
Base Atk +10; +17; CMD 28
Feats Alertness, Combat Expertise, Great Fortitude, Improved Great Fortitude, Improved Iron Will, Iron Will, Vital Strike
Skills Climb +14, Diplomacy +18, Heal +18, Knowledge (arcana, engineering, geography, history) +21, Knowledge (planes) +24, Linguistics +21, Perception +25, Sense Motive +22, Use Magic Device +18
Languages Aklo, Common, Yithian, 20 other languages; 100 ft.
SQ scholar
ECOLOGY
Environment Any
Organization solitary, pair, band (3–9), or enclave (10–100)
Treasure standard
SPECIAL ABILITIES
Amnesia (Su) Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically with. A target can resist this attack with a DC 21 Will save. If the target fails its save, it takes a permanent –4 penalty on Will saving throws and all skill checks, and loses all memories save for those the yithian chooses to leave intact. This effect can be cured by heal or greater restoration. This is a mind-affecting insanity effect. The save DC is Charisma-based.
Deadly Pincers (Ex) A yithian always applies 1-1/2 times its Strength modifier to damage dealt by its pincer attacks, and deals triple damage on a critical hit. Pincers are primary attacks for yithians.
Mind Swap (Su) As a full-round action, a yithian can trade minds with another living creature it is able to communicate telepathically with. This functions as magic jar, except the two minds trade bodies. An unwilling target can resist the mind swap with a DC 21 Will save, after which that particular yithian cannot attempt to swap minds with that creature again for 24 hours. The yithian can end the effect of this mind swap at any time and over any distance as a full-round action, instantly returning both minds to the proper bodies—if the yithian wishes, it may attempt to use its amnesia power on the other mind as a free action when it ends the mind swap in this way. This is a mind-affecting effect. The save DC is Charisma-based.
Scholar (Ex) Yithians treat all knowledge skills as class skills.
Egregore
Within a swirl of light, a clump of brains wrapped in arcs of light pulses and throbs. The impression of an open eye floats before it.
When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore. The egregore is a powerful defender and a focal point for the psychic talents of every member of the group, granting them access to additional magical powers and a communal link. Though egregores’ appearances vary, they typically have a core that resembles a mass of brains, discernible by practitioners of phrenology as bearing characteristics of the brains of those who make up its cult mind. This core projects an image that reflects the ideals for which the egregore was formed—an unblinking eye to represent vigilance, a heraldic shield for protection, or some other stylized emblem to reflect the goals of the group. From this bizarre hovering mass emerges a number of pulsating arcs of light that move in a strange unison, forming an almost mesmerizing pattern with their cadence. The synchronized synaptic pulses that emit from the egregore’s cranial core manifest as elegant arcs of light leaping from one brain-shape to another in a rhythmic dance. The egregore can divert an arc outward, transforming it into a semi-solid band of light it can use to strike its foes. These bands normally pass through objects, but by concentrating more fully, the egregore can transform an arc into an even more solid form capable of manipulating objects.
Typically, the sort of cult that creates an egregore is formed of a small association of individuals under the guidance of a strong-willed psychic leader, who directs the weaker-minded followers in a ritual that combines their latent psychic energy into the creation of a powerful entity to support the goals of the organization. The egregore itself is a totally separate creature, akin to the eidolons of summoners, though it seems to be a genuine living being of the Material Plane and not a true outsider. Creating an egregore requires a cult of 13—one leader and a dozen followers. Larger cults are capable of creating more powerful egregores, with stories circulating of doomsday cults with hundreds of members working together to create an abomination, but subsequently losing control and facing annihilation from their own creation. The egregore exists only as long as the cult that created it, fading back into the psychic ether from which it spawned once the cult is no more.
An egregore is 12 feet across, though the bands of light that extend out from it cause it to fluctuate between an effective size of 13 feet to 15 feet. It weighs only 300 pounds despite its vast size. The brains that make up the egregore’s body aren’t constructed like human brains, and are far less dense; they seem to take the form of brains only because of the conceptual link they represent. Likewise, the egregore’s staring eye and bands of light are more metaphorical than physical.
N Large
Init +7; Senses 60 ft., ; Perception +21
Aura (30 ft., DC 22)
DEFENSE
AC 27, touch 13, flat-footed 23 (+4 armor, +3 Dex, +1 dodge, +6 natural, +4 shield, –1 size)
hp 123 (13d8+65), 5
Fort +10, Ref +9, Will +15
Defensive Abilities ; 5/—; 21
OFFENSE
Speed 30 ft., 40 ft. (perfect)
Melee 4 light tentacles +14 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks hypnotic oscillation, light tentacles
(CL 13th; concentration +19)
24 PE—heal (6 PE), mass bear’s endurance (6 PE), mass bull’s strength (6 PE)
(CL 13th; concentration +19)
Constant—mage armor, mental barrier I
At will—cure moderate wounds
STATISTICS
Str 22, Dex 17, Con 18, Int 19, Wis 20, Cha 23
Base Atk +9; +16; CMD 30
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Bluff +19, Escape Artist +19, Fly +25, Intimidate +22, Knowledge (arcana) +20, Perception +21, Sense Motive +18, Spellcraft +20
Languages Abyssal, Celestial, Common, Infernal; 100 ft.
SQ cult mind, psychic conduit
ECOLOGY
Environment any
Organization cult (1 plus 13–20 cultists)
Treasure standard
SPECIAL ABILITIES
Cult Mind (Su) An egregore is created by the combined will of a number of cult members equal to its Hit Dice (minimum 13), and can have a maximum number of members in its cult mind equal to its Hit Dice. Each member must be an intelligent, living creature. These cultists pour their collective psychic consciousness into the collaborative creation of the egregore, granting each member a number of advantages. Creating an egregore involves a ritual lasting 1 day and costing 1,000 gp per Hit Die of the egregore. New creatures can be added to the cult mind only if previous members die or depart (see below). Adding a new member to the cult mind requires a ritual lasting 1 day and costing 1,000 gp. All the other members who are still a part of the cult mind must be present during this ritual or it fails. As long as a member of the cult mind is within 1 mile of the egregore, the egregore can use any of its spell-like abilities on that member, regardless of the spell’s range. If a member of the cult mind is targeted by a mind-affecting spell, the egregore can attempt a Will save as well, and the cult member uses the better of the two results. If the cult member still fails, another member of the cult mind can choose to be affected instead. In addition, the members of the cult mind share a limited form of telepathy: they are able to send and receive simple messages and emotions, much like the empathic link between a wizard and his familiar. If a member of the cult mind is slain or travels more than 1 mile from the egregore, its link to the cult mind is severed, and every other member must succeed at a DC 20 Will save or be sickened for 1 round. If the number of members in the cult mind drops below half of the number of Hit Dice possessed by the egregore, the egregore must succeed at a DC 20 Will save or suffer from confusion. The egregore can attempt a new save at the start of each round to regain its senses. As long as the remaining number of members is less than half the egregore’s Hit Dice, the egregore must attempt a new save each time a member of its cult mind is slain or leaves the cult mind. If the last member of the cult is slain or leaves the cult mind, the egregore dissipates harmlessly in 1d4 rounds.
Hypnotic Oscillation (Sp) As a standard action, an egregore can weave a hypnotic pattern using its bands of light in a 10-foot radius around itself. Members of its cult mind are immune and don’t count towards the spell’s Hit Die limit, but otherwise this ability functions as the spell.
Light Tentacles (Su) An egregore produces bands of light powered by its concentrated mental energy. It can cause these bands to become solid and lash out as tentacles. These tentacles follow all the normal rules for tentacles, except that they function as though they had the brilliant energy weapon special ability.
Psychic Conduit (Ex) Any member of a cult mind can channel any psychic spells it casts through the egregore, as long as the cultist is within 30 feet of the egregore. If a cultist casts spells in this way, treat the egregore as if it were the spellcaster for purposes of the spell’s range, point of origin, and other functions that depend on the caster’s location. The creature casting the spell still provokes any attacks of opportunity or other negative consequences of casting a spell. The egregore takes 1d6 points of slashing damage per level of spell cast through it in this way as the energy cuts its way out of the creature, though its damage reduction applies. (A 0-level spell channeled through the egregore deals no damage to it.)
When a larger cult creates an egregore, it is often considerably more dangerous than standard egregores. Use the following guidelines when creating an egregore master. An egregore master is created by combining the will of a powerful cult leader and his followers. While the minimum number of cultists required for the creation of a normal egregore is 13, the more members willing to surrender to the cult mind and the stronger their belief in the ideals of the leader, the more powerful the resultant being.
Hit Dice: An egregore master always has more Hit Dice than a normal egregore, though after 13 Hit Dice, increasing its Hit Dice by 1 typically requires adding two or more cult members. An egregore master can have a cult of any size (minimum 15).
Challenge Rating: For every 2 Hit Dice over 13 an egregore master possesses, increase its CR by 1. Size: Once an egregore master reaches 15 Hit Dice, its size increases to Huge; at 20 Hit Dice it becomes Gargantuan, and at 25 or more Hit Dice it becomes Colossal.
Armor Class: An egregore master has a natural armor bonus equal to half its Hit Dice.
Attacks: For every 3 Hit Dice the egregore master possesses beyond 13, it gains one additional light tentacle attack.
Caster Level: An egregore master has a caster level equal to its HD or the caster level of the cult leader, whichever is lower.
Psychic Magic: For every 2 Hit Dice the egregore master possesses above 13, it adds one spell to those it can cast using psychic magic, and its maximum PE increases by an amount equal to the spell’s level. An egregore master can choose a spell from any spell list, but it can’t choose a spell with a level equal to more than half its Hit Dice. Egregore masters typically choose spells that enhance the powers of their cult minds or protect their members. It is very rare for an egregore master to choose offensive spells.
Leng Hound
This unnatural beast’s clawed hands dangle in front of its hind paws. Its bat-winged form blends humanoid features with canine.
Leng hounds hail from the nightmare plateau of Leng, where they haunt its eternity-old ruins. They are most often beckoned to the Material Plane to serve as guardians of grave sites, a duty they eagerly perform in exchange for the opportunity to feast upon the dead things elsewhere in the cemetery. Leng hounds prefer to lurk inside the coffins they guard, rearranging their bodies into skeletal shapes. A Leng hound can be contacted by a contact entity III spell. The caster must provide a corpse with grave goods worth at least 2,000gp for the Leng hound to guard.
A Leng hound is 7 feet tall but weighs only 150 pounds.
CE Medium ()
Init +11; Senses 60 ft., , sense fear; Perception +21
DEFENSE
AC 25, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7 natural)
hp 123 (13d8+65); 10
Fort +9, Ref +11, Will +13
Defensive Abilities ; cold, disease
OFFENSE
Speed 40 ft., 40 ft. (good)
Melee bite +18 (2d6+9/19–20), 2 claws +18 (1d6+9)
Special Attacks haunting howl, mutilate
(CL 12th; concentration +16)
Constant—sense fear
At will—locate creature, locate object
3/day—dimension door, quickened summon swarm (bats only)
1/day—word of recall (see grave link)
STATISTICS
Str 29, Dex 24, Con 21, Int 14, Wis 20, Cha 19
Base Atk +9; +18; CMD 36
Feats Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, Mobility, Quicken Spell-Like Ability (summon swarm), Vital Strike
Skills Acrobatics +23, Disguise +17 (+27 when using charnel deception), Fly +27, Perception +21, Stealth +23, Survival +21
Racial Modifiers +10 Disguise when using charnel deception
Languages Aklo, Common
SQ charnel deception, (as human skeleton when using charnel deception), grave link,
ECOLOGY
Environment any
Organization solitary or pack (2–8)
Treasure standard
SPECIAL ABILITIES
Charnel Deception (Ex) A Leng hound can retract its bestial features into its body as a full-round action—its fur and wings retract, the skin covering them slithers into hidden cavities, and its jaws pull back into a humanlike face. This grants it a +10 bonus on Disguise checks to appear as the decayed corpse of a slightly deformed human or similarly sized humanoid.
Grave Link (Su) As a full-round action, a Leng hound can designate a grave containing the corpse of a creature that was evil in life as its grave link. When the Leng hound uses word of recall, it returns to this grave (a Leng hound with no active grave link cannot use word of recall). If a creature disturbs this grave or loots it, the Leng hound’s locate creature and locate object spell-like abilities have no range limit when searching for the creature that disturbed the grave or any objects looted from the grave.
Haunting Howl (Su) Three times per day, a Leng hound can emit a deep, sardonic howl. Only creatures within 300 feet that the Leng hound has tracked or attempted to find with divination spell-like abilities can hear this haunting howl. Such creatures must succeed at a DC 20 Will save or take 1d4 points of Intelligence, Wisdom, and Charisma damage and become shaken for 1 hour. This is a mind-affecting fear effect. The save DC is Charisma-based.
Mutilate (Ex) A Leng hound savages its victims, shredding flesh and crushing bones. Whenever a Leng hound hits a creature with all three natural attacks in a single round, or with Vital Strike, the target must succeed at a DC 21 Fortitude save or take 2 points of Constitution drain. The save DC is Constitution-based.
Trench Mist
A noxious mustard-colored vapor hangs low over the battlefield, concealing the lurching forms of dead soldiers.
Trench mists arise from the wholesale slaughter of troops with spells such as acid fog and cloudkill. These magical mists linger over the battlefield, absorbing the departing souls and mental anguish of the slain, and developing a supernatural, malevolent sentience. Once born, trench mists seek only to impart misery and inflict a choking, scalding fate on those fortunate enough to escape the attacks that birthed the creature in the first place. As it preys upon the living, a trench mist bleeds its bitter impulses into those it kills, adding the afflicted to a growing horde of shambling servants. Victims of its acidic mist rise as hateful zombies under the creature’s control, and a trench mist that gains a horde of zombies is a dangerous foe indeed. On battlefields where trench mists are known to have arisen, wise commanders arrange cease-fires during which both sides abandon the site after gaseous attacks, lest their troops succumb to the horrifying fate of their comrades.
A trench mist’s billowing form extends 20 feet across, but if bottled, weighs less than a pound.
NE Gargantuan (air)
Init +9; Senses 60 ft., ; Perception +25
DEFENSE
AC 12, touch 12, flat-footed 6 (+5 Dex, +1 dodge, –4 size)
hp 127 (15d8+60); 5
Fort +8, Ref +10, Will +10
Defensive Abilities , ; 10/magic; acid, electricity, sonic
OFFENSE
Speed 40 ft. (perfect)
Melee touch +7 (6d6 acid plus 6d6 negative energy)
Space 20 ft.; Reach 10 ft.
Special Attacks create juju zombie, ing mists (DC 22, 6d6 acid plus 6d6 negative energy)
STATISTICS
Str —, Dex 20, Con 16, Int 7, Wis 13, Cha 10
Base Atk +11; +15; CMD 31 (can’t be tripped)
Feats Ability Focus (engulfing mists), Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus (Perception), Toughness
Skills Fly +25, Perception +25
Languages Common (can’t speak); 30 ft.
SQ gaseous, juju zombie symbiosis
ECOLOGY
Environment any
Organization solitary, pair, or horror (3–5)
Treasure none
SPECIAL ABILITIES
Create Juju Zombie (Su) A trench mist can animate any corporeal creature that is slain while engulfed within the mist’s form. The victim rises as a juju zombie in 1d4 rounds, and is under the control of the trench mist that created it. A juju zombie becomes free-willed if it is separated from its parent trench mist. A trench mist can animate and control a number of juju zombies whose Hit Die total does not exceed twice the trench mist’s own Hit Dice. Any additional juju zombies beyond that become free-willed.
Engulfing Mists (Ex) A trench mist can engulf foes. A creature engulfed by a trench mist does not gain the pinned condition and can move normally—such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it takes the trench mist’s touch damage. A trench mist’s vapors obscure sight as per the spell obscuring mist. The save DC to avoid the engulfing mists is Constitution-based.
Gaseous (Ex) A trench mist has a body composed of vapor. This form grants it the amorphous defensive ability and allows it to pass through small holes or even mere cracks with no reduction to its speed, but it can’t enter water or other liquids. A trench mist doesn’t have a Strength score. It can’t manipulate or wear objects, and it is treated as a creature three size categories smaller than its actual size (Medium for most trench mists) for the purpose of how wind affects it.
Juju Zombie Symbiosis (Su) Because of its symbiotic relationship with the juju zombies it creates, a trench mist shares its senses with its animated zombies as long as they are engulfed within its form, granting them lifesense and making them immune to the concealment the trench mist imposes upon creatures within and outside of its foggy form.
Moon-Beast
This creature has a pale, froglike appearance with clawed hands, no eyes, a wide mouth, and a snout ending in pink tentacles.
Moon-beasts have no voice or eyes, yet they “see” more than most and can project their thoughts into the very minds of those they wish to communicate with. These monstrosities hail not from any physical moon, but rather from the shared satellite of all slumbering minds in the Dimension of Dream beyond the wall of sleep. Here, the moon-beasts raise stone cities on the oily shores of nightblack seas found upon the dark side of the dreaming moon, from which they launch long, dark galleys crewed by not-quite-human slaves that sail through the void of space down to the seas of the Dimension of Dream to seek new slaves and stranger, more sinister wares. Moon-beasts are slavers, first and foremost. They use their spell-like abilities to curb rebellion or to quickly gain minions, but much prefer using physical and mental regimens of torment and reconditioning to break the spirit of their captives. They often work with the denizens of Leng, a metaphysically nearby dimension of nightmare and madness, although as often as not these planar neighbors serve the moon-beasts merely as slaves. Worshipers of ageless entities from beyond the stars, moon-beasts are often compelled to travel to the Material Plane for strange and frightening causes, not the least of which is gathering suitable sacrifices for their mysterious and demanding lords.
A moon-beast is 9 feet long and weighs 800 pounds.
CE Large
Init +7; Senses 90 ft.; Perception +21
DEFENSE
AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, –1 size)
hp 133 (14d8+70)
Fort +9, Ref +9, Will +15
Defensive Abilities ; 10/piercing or slashing; cold, gaze attacks, illusions, poison; electricity 30; 22
OFFENSE
Speed 50 ft., 20 ft.; air walk
Melee 2 claws +15 (1d6+6), 4 tentacles +11 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks (2 tentacles, 1d6+9 plus Wisdom drain)
(CL 11th; concentration +18)
Constant—air walk
At will—detect thoughts (DC 19)
3/day—charm monster (DC 21), dispel magic, dominate person (DC 22), shadow conjuration (DC 21), shadow evocation (DC 22), veil (DC 23)
1/day—confusion (DC 21), major image (DC 20), mirage arcana (DC 22), plane shift (self only)
STATISTICS
Str 22, Dex 17, Con 20, Int 19, Wis 18, Cha 25
Base Atk +10; +17; CMD 31
Feats Combat Casting, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Focus (tentacle)
Skills Climb +14, Diplomacy +14, Intimidate +24, Knowledge (arcana) +11, Knowledge (planes) +18, Perception +21, Sense Motive +18, Spellcraft +21, Stealth +24, Use Magic Device +21
Racial Modifiers +8 Stealth
Languages Aklo (cannot speak); 300 ft.
SQ ,
ECOLOGY
Environment any land
Organization solitary, pair, or cabal (3–5)
Treasure double
SPECIAL ABILITIES
Wisdom Drain (Su) A creature that takes rend damage from a moon-beast must succeed at a DC 22 Will save or take 1d4 points of Wisdom drain. A moon-beast heals 5 points of damage for each point of Wisdom it drains in this manner. If it drains a victim to 0 Wisdom, the moon-beast gains the effects of a heal spell. The save DC is Constitution-based.
Syricta
A cobra head rests on a humanoid torso that splits into dozens of snakes. One arm is a snake tail, while the other is two snake heads.
Serpentfolk breed syrictas by performing a ritual to infuse a deformed serpentfolk egg with the vital essence from a clutch of snake eggs. The resulting amalgamation is a nightmarish cross between a serpentfolk and a mass of writhing ophidian tails and heads. Numerous snakes make up these abominations’ lower halves, granting them a slithering form of locomotion. Each syricta also has a thick, muscled snake tail forming one of its arms, allowing it to wrap around prey and squeeze the life from them, while its other arm splits at the elbow into two venomous snake heads, granting the syricta a total of three deadly bites. Despite being much smaller than its main head, the arm heads are possessed of unexpected strength for their size, making them equally deadly. These heads are also adept at manipulating objects, allowing the syricta to perform any action that would require a hand—such as holding a weapon—at the expense of those bite attacks. These hideous monstrosities serve the serpentfolk as bodyguards and enforcers, their primitive minds conditioned to obey their serpentfolk masters. They fight to the death if so commanded, though when they lack commands from a serpentfolk, they act as brutish bullies and cowards, viciously and sadistically harming those weaker than themselves but fleeing from foes that prove stronger. Syricta societies are harsh, ruled absolutely by the strongest individuals, and rarely last long due to syrictas’ inability to reproduce. Most syrictas instead spend their lives serving their serpentfolk creators, rarely forming relationships with other syrictas. Syrictas are entirely carnivorous.
A typical adult syricta stands around 9 feet tall and weighs 550 pounds.
CE Large
Init +2; Senses 60 ft., ; Perception +22
DEFENSE
AC 29, touch 11, flat-footed 27 (+2 Dex, +18 natural, –1 size)
hp 178 (17d8+102)
Fort +11, Ref +9, Will +12
mind-affecting effects, paralysis, poison; 23
Weaknesses serpentfolk pawn
OFFENSE
Speed 40 ft.
Melee 3 bites +22 (2d6+10/19–20 plus poison), tentacle +20 (1d6+5 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks (1d6+10), poison, poison cloud, snake overrun
STATISTICS
Str 31, Dex 14, Con 22, Int 7, Wis 14, Cha 17
Base Atk +12; +23 (+27 overrun); CMD 35 (37 vs. overrun, can’t be tripped)
Feats Greater Overrun, Improved Critical (bite), Improved Overrun, Intimidating Prowess, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (tentacle)
Skills Intimidate +31, Perception +22, Survival +7
Languages Aklo, Draconic, Undercommon
ECOLOGY
Environment any land
Organization solitary, pair, knot (3–5)
Treasure standard
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Strength; cure 2 consecutive saves.
Poison Cloud (Ex) Once per day as a swift action, a syricta can exhale a poisonous cloud from its nostrils in a 20-foot radius centered on it. Any creature within the cloud or entering it must immediately succeed at a DC 24 Fortitude save or be affected by the syricta’s poison. The cloud dissipates at the beginning of the syricta’s next turn.
Serpentfolk Pawn (Ex) A syricta’s immunity to mind-affecting effects doesn’t apply against serpentfolk or any effects originating from a serpentfolk (for example, a mind fog cast by a serpentfolk would bypass the syricta’s immunity to mind-affecting effects).
Snake Overrun (Ex) The numerous snake heads and tails of a syricta’s lower torso deal 6d6 points of bludgeoning, piercing, and slashing damage to creatures when it succeeds on an overrun combat maneuver against them. Creatures that take damage from a syricta’s snake overrun are also subjected to the syricta’s poison.
Argus
This misshapen giant is covered in horns, tumorous tentacles, unsightly warts, and strange, staring eyes.
An argus is an ancient creature related to the titans, transformed by a deity into a vigilant and restless sentry, usually as a punishment for some affront or rebellion. Within its hideous and misshapen body lies a lonely heart that craves music and beauty to comfort it in its forlorn and unending vigil. It might talk peaceably with visitors if they promise to sing songs or tell stories (and it believes its guests don’t intend to harm it or steal what it guards). If insulted or mocked, an argus is quick to anger, dispatching foes so it can go back to brooding in peace.
An argus stands 25 feet tall and weighs 18,000 pounds.
LN Gargantuan (mythic)
Init +12M; Senses , arcane sight, 60 ft., detect scrying, limitless vision, , , true seeing; Perception +29
Aura (40 ft., DC 16)
DEFENSE
AC 30, touch 12, flat-footed 28 (+2 Dex, +4 insight, +18 natural, –4 size)
hp 184 (13d8+126)
Fort +10, Ref +6, Will +9
Defensive Abilities absolute readiness, ; 10/epic; blindness, dazzled; cold 30, fire 30
Weaknesses to fascination and sleep
OFFENSE
Speed 40 ft.
Melee 2 claws +20 (3d6+14 plus ), bite +19 (2d8+14)
Ranged rock +8 (3d6+14)
Space 20 ft.; Reach 20 ft.
Special Attacks accurate strikes, (3d6+14), eye gouge, fascinating , (6/day, +1d8), (2 claws, 3d6+21), (200 ft.)
(CL 14th; concentration +20)
Constant—arcane sight, detect scrying, true seeing
At will—arcane eye, clairaudience/ clairvoyance, status, true strike
3/day—quickened true strike
STATISTICS
Str 39, Dex 14, Con 23, Int 13, Wis 12, Cha 10
Base Atk +9; +27 (+31 grapple); CMD 43
Feats AlertnessM, Combat ReflexesM, Improved InitiativeM, Intimidating Prowess, Quicken Spell-Like Ability (true strike), Skill Focus (Perception), Weapon Focus (claw)
Skills Climb +24, Handle Animal +6, Intimidate +30, Knowledge (history) +10, Perception +29 (+37 on vision–based Perception checks), Sense Motive +23, Swim +24
Racial Modifiers +8 on vision-based Perception checks
Languages Aklo, Celestial, Common
ECOLOGY
Environment any land
Organization solitary
Treasure standard
SPECIAL ABILITIES
Absolute Readiness (Ex) An argus is never surprised or flat-footed. It can act in the surprise round as if it were a normal round.
Accurate Strikes (Ex) An argus’s attacks ignore the AC bonus granted to targets by any cover less than total cover, and the miss chance granted to targets by any concealment less than total concealment.
Eye Gouge (Ex) If an argus rends or pins an opponent, as a swift action it can attempt a dirty trick maneuver to blind the target. If its combat maneuver check exceeds the DC by 10 or more, the opponent is permanently blinded.
Fascinating Gaze (Su) A creature within 40 feet of an argus must succeed at a DC 16 Will saving throw or be fascinated for 5d6 rounds. If the creature has 4 or fewer Hit Dice, it is instead dazed for 5d6 rounds. An argus can’t use this ability in the same round it uses frightful presence. The save DC is Charisma-based.
Limitless Vision (Ex) An argus takes no distance penalties on Perception checks.
Flying Polyp
This nauseating, tapered tower of flesh, eyes, and tendrils writhes midair, surrounded by a strange vortex of sucking wind.
A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths. These creatures seem to have no maximum lifespan, but their violent, warlike nature ensures that death eventually occurs—even if it takes eons for the polyp to encounter something capable of defeating it. A flying polyp is a physical being, but one composed of material strangely unlike the flesh that garbs most living creatures. While the stuff that makes up the exterior of a flying polyp’s body might seem similar to ordinary flesh, it often behaves in ways that should be impossible. The material seems to fade in and out of visibility, almost at random, at points becoming transparent enough that the nauseating inner workings of the thing’s body are laid bare. Although the polyp feels moist and damp to the touch, what might serve as blood in other creatures behaves more like strange vortices of wind within a flying polyp’s body. When wounded, its damaged flesh does not bleed so much as whistle and gust.
A flying polyp’s association with wind goes far beyond the strange storms that surge through what pass as veins and arteries in its massive body. These creatures have a remarkable ability to control the air around them, both via a wide array of spell-like abilities and through the use of potent supernatural powers. They do not wield tools or weapons as a rule, instead using their mastery of the winds themselves to wage war and build their grim cities, scouring towers and chambers out of basalt with precise blasts of sand-laden wind.
Although flying polyps display some of the features of other sentient races, particularly in their habit of building cities (although these towering settlements usually incorporate architectural features that most other races find awkward and unsettling), in other areas they seem strangely primitive or uninterested. They are as aberrant in mind and philosophy as they are in physical form. For example, they seem to have neither a name for their own race, nor a language to call their own. Their cities, while bewildering in their vast scale, seem to serve little purpose other than to unnerve, for flying polyps do not engage in trade or politics or other social constructs. The primary exception to this, to the detriment of other creatures unfortunate enough to dwell in regions claimed by flying polyps, is war. Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them. Some among their kind can even travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them, and with this power they lead armies from planet to planet as necessary, relentlessly tracking their chosen enemies across worlds. Every so often, flying polyps encounter a race that is their equal in war, and on some worlds, they still endure the humiliation of these ancient defeats after being imprisoned in extensive underground chambers where they are cut off from the outside world. Yet flying polyps are long-lived, and should unforeseen tectonic events creates new exit to their prison chambers, lost in the forgotten corners of those planets’ depths, they emerge with unabated fury to seek revenge against the enemies who dared humiliate them so.
A typical flying polyp measures 30 feet in length but is unusually light for its size, weighing no more than 2,000 pounds.
CE Huge (air)
Init +6; Senses 60 ft.; Perception +26
Aura (90 ft., DC 24)
DEFENSE
AC 29, touch 16, flat-footed 26 (+5 deflection, +2 Dex, +1 dodge, +13 natural, –2 size)
hp 207 (18d8+126)
Fort +13, Ref +12, Will +16
Defensive Abilities , deflecting winds, partial invisibility; 10/magic and slashing; acid, cold, sonic; 25
Weaknesses to electricity
OFFENSE
Speed 30 ft., 60 ft. (perfect)
Melee 4 tentacles +21 (1d8+9/19–20 plus )
Space 15 ft.; Reach 15 ft.
Special Attacks (1d8+9), sucking wind, wind blast
(CL 14th; concentration +19)
At will—alter winds, gust of wind (DC 17), whispering wind, wind walk
3/day—control winds (DC 20), river of wind (DC 19), wind wall
1/day—control weather, whirlwind (DC 23)
STATISTICS
Str 28, Dex 15, Con 24, Int 19, Wis 20, Cha 21
Base Atk +13; +24 (+28 grapple); CMD 42 (can’t be tripped)
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical (tentacle), Improved Initiative, Mobility, Power Attack, Vital Strike, Weapon Focus (tentacle)
Skills Fly +27, Knowledge (engineering) +22, Knowledge (history) +22, Knowledge (nature) +22, Perception +26, Spellcraft +25, Stealth +15, Use Magic Device +23
Languages Aklo
ECOLOGY
Environment any
Organization solitary, pair, or storm (3–10)
Treasure standard
SPECIAL ABILITIES
Deflecting Winds (Su) A flying polyp’s mastery over air and wind allows it to surround itself with blasts of precisely aimed gusts, granting the creature a +5 deflection bonus to its Armor Class and a +4 resistance bonus on Reflex saving throws.
Partial Invisibility (Su) A flying polyp’s body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once, leaving the creature’s body in what appear to be multiple sections. This ability, combined with the flying polyp’s amorphous, elastic form, makes it difficult to target the creature, granting it a 20% miss chance against all attacks. By concentrating, a flying polyp can become fully invisible.
Sucking Wind (Su) This attack allows the flying polyp to send an eerie wind out to slow and eventually stop a creature’s escape. The wind itself isn’t particularly strong, but it creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp. Activating this ability is a full-round action, and it must concentrate each round to maintain the effect. The sucking wind manifests as a 100-foot-radius spread, with the flying polyp at the center. Each round the polyp maintains concentration, the sucking wind’s radius increases by 100 feet, to a maximum radius of a mile. A flying polyp can detect creatures within this area via tremorsense. As a free action, it can increase the effects of the sucking wind on up to five different creatures within the area at one time. Each targeted creature must succeed at a DC 26 Fortitude save each round it remains in the area of the sucking wind or it is slowed until it leaves the area. A creature already under the effects of any slowing effect (such as from this sucking wind or a slow spell) that fails this save is held in place for 1 round—it is not helpless, but cannot move via any means. Freedom of movement protects against the effects of the sucking wind, and control winds negates its effects in the area of effect of the control winds spell. Natural windstorms or other powerful winds have no effect on a sucking wind. A flying polyp can activate a sucking wind once per day, and can maintain concentration on the effect for up to an hour. The save DC is Constitution-based.
Wind Blast (Su) Once every 1d4 rounds as a standard action, a flying polyp can create a powerful blast of wind at a range of up to 120 feet. This blast of wind creates a sudden explosion of flesh-scouring wind in a 30-foot-radius burst. All creatures within this area take 14d6 points of bludgeoning damage, with a successful DC 26 Reflex save halving the damage. In addition, these winds can check or blow away creatures as if they were tornado-strength winds . The save DC is Constitution-based.
Conqueror Worm
This immense worm resembles a gigantic maggot with pale flesh. Its mouth is peeled back to reveal four long, hooklike jaws.
Though conqueror worms resemble immense vermin, those who mistake them for mindless creatures suffer terribly for their mistake. In truth, conqueror worms are creatures of vast intellect and equal depravity. These monstrous beings exist only to rule “lesser civilizations” from the shadows, and revel in the complete control of an unknowing society through the remote manipulation of its supposed leaders. A conqueror worm prefers to play with its toys before breaking them. To do so, it burrows its way below a target nation’s capital. From there, the conqueror worm makes mental contact with the city’s leaders, forming sinister psychic connections with those in power. The worm beguiles some of these leaders with promises of wealth or power. Others, the worm controls outright using the considerable psychic magic at its disposal. Regardless, the end result is the same; without intervention, all end up as puppets dancing to the conqueror worm’s whims. Once a conqueror worm seizes control of a city or nation, that region’s downfall can take years, if not decades—for conqueror worms are surprisingly theatrical. A conqueror worm may direct a kingdom’s leader to enact cruel or tyrannical laws, only to then use a second puppet to inflame the populace into revolt. Once the fires of revolution die down, the worm might then expose the rebel leader as a traitor or depraved criminal, causing the rebellion to turn on itself and descend again into violence. All the while, the conqueror worm watches in delight at the madness, sin, and horror it inspires in others. Eventually a conqueror worm tires of its games, and plots to destroy its subjects. Often it does this by sending its puppets to war against a nearby nation. The horrors of war devastate not only the worm’s own populace, but also those of its neighbors, bringing perverse joy to the worm’s many hearts. However, a special fate awaits the worm’s favorite servants, who are brought down into its subterranean realm so they can glimpse their master’s true form before being impaled on the conqueror worm’s gore-slick jaws. Its work finally finished, the conqueror worm then seeks out a new realm to subjugate. Perhaps the most terrifying and peculiar aspect of the conqueror worm is its ability to form cults. Whether through accumulation of psychic power or some hidden divine spark, conqueror worms are capable of granting spells to creatures that worship them. A conqueror worm exploits this ability to attract cultists, which it uses to further its goals in the civilized world above. Although such cults are absolutely loyal to the conqueror worm, which they worship as an all-knowing and all-powerful god, the conqueror worm usually considers its mortal followers expendable.
A conqueror worm is 80 feet long and weighs 70 tons.
NE Colossal
Init +11; Senses 60 ft., 120 ft., true seeing; Perception +37
DEFENSE
AC 37, touch 9, flat-footed 30 (+7 Dex, +28 natural, –8 size)
hp 406 (28d8+280)
Fort +21, Ref +18, Will +24
Defensive Abilities telepathic escape; 15/good and piercing; acid, cold, disease, mind-affecting effects, poison; 32
OFFENSE
Speed 60 ft., 30 ft.; air walk
Melee bite +31 (6d8+18/19–20 plus 8d6 acid), slam +31 (4d10+18/19–20)
Space 30 ft.; Reach 30 ft.
Special Attacks (100-ft. line, 20d8 acid, Reflex DC 34 half, usable every 1d4 rounds), , mental invader, (8d6 bludgeoning and 8d6 acid damage, AC 24, 40 hp)
(CL 19th; concentration +28)
Constant—air walk, true seeing
At will—detect thoughts (DC 21)
Psychic Spells Known (CL 19th; concentration +29)
9th (5)—dominate monster (DC 29), implosion (DC 29), time stop
8th (7)—demand (DC 28), mass charm monster (DC 28), psychic crush IV (DC 27)
7th (8)—ego whip V (DC 26), insanity (DC 27), project image (DC 27)
6th (8)—mass inflict pain (DC 25), mind thrust VI (DC 25), veil (DC 26)
5th (8)—greater command (DC 25), greater synaptic pulse (DC 24), mind fog (DC 25), possession (DC 24)
4th (8)—dream, hallucinatory terrain (DC 24), mind probe (DC 23), scrying (DC 24)
3rd (9)—clairaudience/clairvoyance, dispel magic, illusory script (DC 23), telekinetic maneuver
2nd (9)—enthrall (DC 22), share memory (DC 22), status, suggestion (DC 22), undetectable alignment
1st (9)—alarm, entropic shield, mage armor, psychic reading, unseen servant
0 (at will)—arcane mark, daze (DC 20), detect magic, detect psychic significance, mage hand, message, open/close, read magic, telekinetic projectile
STATISTICS
Str 47, Dex 24, Con 30, Int 31, Wis 22, Cha 29
Base Atk +21; +47; CMD 64 (can’t be tripped)
Feats Combat Casting, Great Fortitude, Hidden Presence, Improved Critical (bite, slam), Improved Great Fortitude, Improved Initiative, Intrusive Presence, Iron Will, Lightning Reflexes, Logical Spell, Manipulative Presence, Quicken Spell, Vital Strike
Skills Bluff +37, Diplomacy +37, Intimidate +40, Knowledge (arcana, engineering, geography, history, local, nobility, religion) +38, Perception +37, Sense Motive +34, Spellcraft +41, Use Magic Device +37
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Terran, Undercommon; 200 ft.
SQ deific
ECOLOGY
Environment any
Organization solitary
Treasure double
SPECIAL ABILITIES
Deific Conqueror worms can grant divine spells to their worshipers. Granting spells does not require any specific action on a conqueror worm’s behalf. Conqueror worms grant access to the domains of Charm, Evil, Nobility, and Trickery, and their favored weapon varies but is always a simple weapon (daggers and sickles being the most common choices). Each conqueror worm has its own unique holy symbol, although typically it resembles a ring of eyes.
Mental Invader (Su) A conqueror worm infects the minds of others from afar, allowing it to control its puppets without leaving the safety of the earth’s depths. When a conqueror worm communicates with a creature mentally, such as by using telepathy or spells such as dream, it can attempt to form a lasting mental connection with that creature. The target can resist this connection with a successful DC 33 Will save. A target that succeeds at this save is immune to that conqueror worm’s mental invader ability forever. Once a connection is formed, the worm can communicate with the bonded creature using telepathy over any distance, and can target the bonded creature with mind-affecting spells and effects regardless of range. A worm can form bonds with a number of creatures equal to its Intelligence modifier (10 for the typical conqueror worm). If a new bond would exceed this limit, the worm must choose to break one of its previous connections. The effects of a bond are suppressed while the worm and the bonded creature are on different planes. A bond can otherwise be broken only via a break enchantment, miracle, or wish spell cast on the bonded creature, or by the worm’s death. This is a mind-affecting effect. The save DC is Charisma-based.
Telepathic Escape (Su) A conqueror worm can escape death by casting its mind out of its body at the moment of death. Up to once per day, when an attack, spell, or effect would reduce a conqueror worm to 0 or fewer hit points or otherwise kill it instantly, it can transfer its mind to one of the creatures it has formed a connection with using its mental invader ability. The target can attempt a DC 33 Will save to resist being overtaken. If the target succeeds, the conqueror worm can be killed normally. If the target fails, the conqueror worm transfers its soul into the bonded creature’s body. This functions as the spell possession (CL 21st) except the possession is permanent. A host body possessed by a conqueror worm in this way undergoes terrible changes to its physiology. Every day, the host must succeed at a DC 33 Fortitude save or take 1d6 points of Charisma drain. Over time, the host slowly grows more wormlike in appearance, losing body hair, growing obese, and taking on a pale yellow-white coloration. When the host’s Charisma score is drained to 0, an ectoplasmic cocoon forms around the creature. Over the course of the next 24 hours, the host grows to an enormous size, and at the end of this time emerges in a brand new body as a new conqueror worm that retains the memories of its previous incarnation, at which point the host creature is effectively dead (and can be resurrected normally). If the host is slain before this transformation completes, the conqueror worm dies as well. The effect can also be ended by any effect that successfully expels the conqueror worm’s possessing spirit from the host. This is a mind-affecting effect. The save DCs are Charisma-based.
Drakainia
This woman’s upper body is shapely and beautiful, but her lower body is bloated, with pulsating tumors and writing tentacles.
Primal life energy, raw and uncontrolled, seethes through this mother of monsters. Her churning, distended belly mocks creation, birthing horrors and dismal failures. The weak are torn apart in the writhing mass of her nursery, while the strong transcend their hideous origins to become creatures of greatness in their own right. She is always encountered with at least a handful of her favored children, as well as other progeny she can sacrifice to protect herself. With their help, she impregnates those who come across her with twisted, monstrous life.
When a drakainia spawns, either through her own body or through a surrogate, what issues forth is a mutated abomination. Any impregnated creature that’s within the drakainia’s gestation aura has a child of the parents’ race, but with one of the following mutations.
01–10 Fatal Mutation The creature is birthed stillborn and horribly disfigured.
11–20 Covered in Eyes (Ex) Eyes cover the front and back of the creature’s head. It gains all-around vision.
21–30 Chameleon Scales (Ex) This creature is covered in scales that shift their hue to blend in with their surroundings. The creature gains a +8 racial bonus on Stealth checks and gains hide in plain sight.
31–40 Poison Glands (Ex) The creature has a pair of poison sacs near its mouth. It gains immunity to poison, and three times per day it can spit a dose of poison up to 20 feet as a ranged touch attack. Poison: Contact—injury; save Fort DC 10 + 1/2 the creature’s HD + its Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 1 save.
41–50 Sticky (Ex) The creature’s limbs are covered in tiny, hooked hairs that give its skin a downy appearance. It gains the grab ability on its primary natural attacks (if it has any) or its unarmed strike, and a +8 racial bonus on Climb checks.
51–60 Serpent-Headed Tail (Ex) The creature has a tail that ends in a snake head. This provides a +4 circumstance bonus on Perception checks and a primary bite attack (1d3 + the creature’s Strength modifier for a Medium creature). In addition, the creature gains Improved Trip as a bonus feat.
61–70 Vestigial Companion (Ex) The creature has the head of an animal (usually a goat, chicken, or dog) growing out of its back or torso, providing the scent ability. If the base creature already has scent, this mutation allows it to determine the direction of a particular scent as a free action.
71–80 Multiple Heads (Ex) The creature has 2d4 heads, granting it a +4 racial bonus on saving throws against illusions and enchantments and a +8 racial bonus on Perception checks. The creature speaks an additional number of languages equal to its total number of heads. Each head speaks with a different voice.
81–90 Tentacles (Ex) The creature’s legs are replaced with multiple tentacles. It can’t be tripped and gains a +8 racial bonus to CMD and a +8 racial bonus on combat maneuver checks to grapple.
91–99 Impenetrable Skin (Ex) The drakainia spawn’s skin is tough and scaly. It gains DR/— equal to half its HD (maximum 10).
100 Favored Spawn (Su) Favored spawn are those a drakainia has marked as successful or quasi successful mutations. These powerful spawn gain a +4 luck bonus on all saving throws, a +4 increase to natural armor, a +4 inherent bonus to two ability scores, and 1 mythic rank.
NE Huge (mythic)
Init +9; Senses 120 ft., , true seeing; Perception +39
Aura gestation (30 ft.)
DEFENSE
AC 48, touch 13, flat-footed 43 (+5 Dex, +35 natural, –2 size)
hp 642 (25d8+530); 10 (negative energy)
Fort +28, Ref +15, Will +21
10/epic; bleed, disease, poison, polymorph effects; 36
OFFENSE
Speed 50 ft., 30 ft., 30 ft.
Melee 2 claws +31 (4d8+14/16–20/×4), gore +28 (4d6+7), 4 tentacles +29 (2d6+7)
Space 15 ft.; Reach 15 ft. (20 ft. with claws)
Special Attacks impregnate surrogate, (10/day, +1d12), razor claws, well of life
(CL 20th; concentration +35)
Constant—freedom of movement, true seeing
At will—dimension door
3/day—antilife shell, break enchantment, contagion (DC 28), quickened cure serious wounds, dimension door
1/day—antimagic field, destruction (DC 32), regenerateM
STATISTICS
Str 38, Dex 20, Con 46, Int 29, Wis 21, Cha 41
Base Atk +18; +34; CMD 49 (can’t be tripped)
Feats Combat Casting, Combat ReflexesM, Great FortitudeM, Improved Initiative, Iron WillM, Lightning ReflexesM, Multiattack, Quick Channel, Quicken Spell-Like Ability (cure serious wounds), Selective Channeling, Skill Focus (Perception), Weapon FocusM (claw), Weapon Focus (tentacle)
Skills Bluff +40, Climb +45, Diplomacy +40, Handle Animal +20, Heal +30, Intimidate +43, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (nature) +34, Perception +39, Sense Motive +30, Spellcraft +37, Swim +50, Use Magic Device +40
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran
SQ birth spawn, invert birth, polymorphism, transfer suffering
ECOLOGY
Environment any
Organization solitary
Treasure double
SPECIAL ABILITIES
Birth Spawn (Ex) As a full-round action, a drakainia can give birth to a spawn, which is a Large or smaller creature of her choice with a single random mutation (see the facing page). Each day she can produce any number of creatures whose combined total base CR does not exceed 3 + her Constitution modifier (usually 21).
Gestation Aura (Su) A drakainia’s aura pulses with developing life. All poisons or diseases active within her 30-foot aura have an onset of 1 round and a frequency of 1/minute. Impregnated creatures within her aura gestate in 2d4 rounds. Any creature born within her aura gains a mutation as if it were the drakainia’s spawn, though if the creature’s parent was not impregnated by the drakainia, the creature born is an infant of the kind its biological parents would produce, and doesn’t count toward the CR limit the drakainia can spawn per day.
Impregnate Surrogate (Su) A drakainia can disgorge a monstrous embryo into the mouth of a living, corporeal creature that is pinned or helpless. She makes a grapple combat maneuver check, and if she succeeds she impregnates that creature regardless of its gender. A mythic character must succeed at a DC 38 Fortitude saving throw to avoid being impregnated; a non-mythic character is impregnated automatically. An impregnated creature’s pregnancy lasts for 2d4 rounds. During this pregnancy, the victim is nauseated until the monster bursts forth from the victim’s abdomen, which deals 10d6 points of damage to the pregnant creature and applies the broken condition to any armor it is wearing. Remove disease (DC 28) eliminates the unnatural embryo. Alternatively, as a full-round action another creature can attempt to cut out the growing monster with a DC 38 Heal check. On a successful check, the offspring is removed, and the formerly pregnant creature takes 1d4 points of bleed damage. On failed check, the pregnant creature takes 2d6 points of bleed damage and is stunned for 1 round, but the offspring is not removed. The creature spawned by means of this impregnation is any creature of the drakainia’s choice that is at least one size category smaller than the creature she impregnated. These spawn count against the drakainia’s daily CR allowance for birth spawn (see above).
Invert Birth (Su) When a drakainia uses her dimension door spell-like ability, instead of the normal range, she can choose to teleport to any space occupied by one of her spawn that is within 1 mile of her. She doesn’t need line of sight or knowledge of the spawn’s location. If she chooses a spawn that is farther than a mile away, she does not lose the use of the spell-like ability, but does lose the action. On arrival, she explodes out from her offspring, destroying it entirely.
Polymorphism (Ex) The spawn gestating inside the drakainia constantly alter her internal construction, making her immune to bleed, disease, poison, and polymorph effects. When she is subject to a critical hit or a sneak attack, this polymorphism grants her a 75% chance of negating such attacks.
Razor Claws (Ex) A drakainia’s claws are razor sharp with a critical threat range of 17–20 and a critical multiplier of ×4.
Transfer Suffering (Su) As a swift action, a drakainia can transfer a single harmful spell effect or condition from herself to one of her offspring that is currently within her gestation aura.
Well of Life (Su) A drakainia can unleash the primal life energy within in her body to channel positive energy as if she were a 20th-level cleric (DC 35). She can use this ability 18 times per day and can choose to expend 1 use of mythic power at each use to maximize the damage healed.