Shadow Drake
This tiny black dragonlike creature has charcoal-colored scales and shadowy wings.
Shadow drakes are mischievous and greedy. They often use their whiplike tails as third limbs, grasping small objects or even using their tails to work locks or swipe small objects they desire. Because they are so small and fast, they are master thieves and pickpockets. Unlike most drakes and dragonkin, shadow drakes like to haunt the fringes of civilization, often making lairs in abandoned buildings, forgotten attics, or unused bell towers, and stashing their tiny treasure hoards there. A shadow drake can be chosen as a familiar by a 7th-level evil spellcaster who has the Improved Familiar feat. Young shadow drakes are almost pure black and have lustrous hides. As they age, their scales lose this luster and turn dull gray. Much like their larger dragon cousins, shadow drakes are long-lived, and can reach 150 to 200 years in age.
CE Tiny (cold)
Init +5; Senses 60 ft., ; Perception +7
DEFENSE
AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
hp 22 (3d12+3)
Fort +4, Ref +8, Will +4
Defensive Abilities shadow blend; cold, paralysis, and sleep
Weaknesses , to fire
OFFENSE
Speed 20 ft., 90 ft. (perfect)
Melee bite +10 (1d3–1), tail slap +5 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
Special Attacks stygian breath
STATISTICS
Str 9, Dex 20, Con 12, Int 11, Wis 12, Cha 16
Base Atk +3; +6; CMD 15
Feats Flyby Attack, Weapon Finesse
Skills Acrobatics +8 (+4 when jumping), Disable Device +8, Fly +23, Perception +7, Sleight of Hand +8, Stealth +19
Racial Modifiers –4 Acrobatics when jumping
Languages Common, Draconic
SQ speed surge
ECOLOGY
Environment any
Organization solitary, pair, or rampage (3–5)
Treasure standard
SPECIAL ABILITIES
Shadow Blend (Su) In conditions of illumination other than bright light, a shadow drake disappears into the shadows, giving it concealment (20% miss chance). It can resume or suspend this ability as a free action.
Speed Surge (Ex) Three times per day as a swift action, a shadow drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
Stygian Breath (Su) As a standard action, a shadow drake can exhale a ball of black liquid that explodes into a cloud of frigid black mist. This attack has a range of 60 feet and deals 2d6 points of cold damage (Reflex DC 12 half) to all creatures within a 5-foot-radius spread. The mist snuffs out light sources in the area effect, extinguishing nonmagical light sources and dispelling light spells of 1st level or lower. Once a shadow drake has used its stygian breath, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.
Taxidermic Creature
Tufts of haphazard fur line the body of this gruesome bear, while great lines of stitching crisscross its body.
Taxidermic creatures are the work of obsessed individuals seeking to use their alchemical or occult talents to preserve and reanimate lifeless beings. The abilities of taxidermic creatures often pale in comparison to those of their living counterparts, as they are bereft of intelligence or an animate life force to guide them. Instead, taxidermic creatures possess a rudimentary form of instinct, though they are still able to follow basic instructions from their creators. Less refined than the magic used to animate undead, golems, and other constructs, the creation of a taxidermic creature is at best an inaccurate science. There is no one method of crafting a taxidermic creature, so each result is different. Every creature crafted in such a manner is prone to inherent defects based on the materials used or shortcuts taken during the process, and may or may not be able to obey its creators commands in a satisfactory manner. Because of taxidermic creatures’ limited mental faculties, their creators must be extremely careful and literal when commanding them. Left unattended, taxidermic creatures stand in place, having no need to drink, eat, or sleep. Unless given specific commands, the actions of these creatures are unpredictable. Each taxidermic creature behaves differently, depending on the quirks of its individual construction. Some taxidermic creatures move and act like prowling animals, while others move with the rigidity and unerring purpose of animated objects. Some twisted taxidermists have gone so far as to create taxidermic humanoids, aberrations, and even fey.
CR 3 XP 800
N Large
Init +0; Senses 60 ft., ; Perception +0
DEFENSE
AC 12, touch 9, flat-footed 12 (+3 natural, –1 size)
hp 63 (6d10+30)
Fort +2, Ref +2, Will +2
Weaknesses defect (crude stitching— to slashing)
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d6+4), bite +7 (1d6+4) or slam +7 (1d6+6)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 19, Dex 11, Con —, Int —, Wis 10, Cha 3
Base Atk +4; +9; CMD 19 (23 vs. trip)
Skills Swim +8
Racial Modifiers +4 Swim
ECOLOGY
Environment any
Organization any
Treasure none
Mimic
What appeared to be a chest filled with treasure comes to life as it grows long, glistening tongues and a number of sharp teeth.
Mimics are thought to be the result of an alchemist’s attempt to grant life to an inanimate object through the application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in locations that have infrequent traff ic by small numbers of creatures, thus increasing their odds of successfully attacking their victims. Though mimics are not inherently evil, some sages believe that mimics attack humans and other intelligent creatures for sport rather than merely for sustenance. The desire to completely fool others is thought to be a part of their being, and their surprise attacks against others are a culmination of those desires. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food within.
N Medium (shapechanger)
Init +5; Senses 60 ft.; Perception +14
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 52 (7d8+21)
Fort +5, Ref +5, Will +6
acid
OFFENSE
Speed 10 ft.
Melee slam +10 (1d8+6 plus adhesive)
Special Attacks (slam, 1d8+6)
STATISTICS
Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Base Atk +5; +9; CMD 20 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (dungeoneering) +10, Perception +14
Racial Modifiers +20 Disguise when mimicking objects
Languages Common
SQ mimic object
ECOLOGY
Environment any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.
Mimic Object (Ex) A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.
Dracolisk
This six-legged dragon flaps its massive wings as it lowers its head to glare with hideous glowing eyes.
Half-dragons are only rarely the result of dragons mating with other creatures—most are the result of strange magical experiments. In most cases, a successful creation breeds true with others of its kind, as with the dreaded dracolisk.
N Medium
Init –1; Senses 60 ft., ; Perception +14
DEFENSE
AC 21, touch 9, flat-footed 21 (–1 Dex, +12 natural)
hp 73 (7d10+35)
Fort +12, Ref +4, Will +5
acid, sleep, paralysis
OFFENSE
Speed 20 ft., 40 ft. (average)
Melee bite +14 (1d8+7), 2 claws +14 (1d4+7)
Special Attacks (60-foot line of acid, 7d6 acid damage, Reflex DC 18 half ),
STATISTICS
Str 24, Dex 8, Con 21, Int 4, Wis 13, Cha 13
Base Atk +7; +14; CMD 23 (31 vs. trip)
Feats Blind-Fight, Great Fortitude, Iron Will, Skill Focus (Perception)
Skills Fly +9, Perception +14, Stealth +13
Racial Modifiers +4 Stealth
ECOLOGY
Environment temperate swamp or underground
Organization solitary or pair
Treasure standard
TROOP RULES
Wherever there are battles to be fought or spoils to be claimed, troops march forward to do the dirty work of war. Whether they are hungry brigands eager to raid merchant caravans, frantic goblins scrambling to put a local settlement to the torch, or a cabal of drow spellcasters on a religious crusade for their demonic faith, troops heed the call and move as a single unit to accomplish what one lone mercenary, arsonist, or cabalist could not.
Outlaw Troop
Over two dozen men and women clad in chain shirts and leather armor brandish their knives and swords menacingly.
While individually not much of a threat, these low-level fighters turn into a serious menace to travelers on remote roads when they work together as a troop.
CN Medium (human, troop)
Init +8; Senses Perception +12
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 82 (11d8+33)
Fort +6, Ref +13, Will +6
Defensive Abilities evasion, troop traits
OFFENSE
Speed 30 ft.
Melee troop (3d6+5)
Space 20 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 16, Int 12, Wis 12, Cha 10
Base Atk +8; +13; CMD 28 (can’t be tripped)
Feats Dodge, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility
Skills Acrobatics +11, Perception +12, Stealth +12, Survival +11
Languages Common
SQ protect ally
ECOLOGY
Environment any land
Organization solitary or band (2–4)
Treasure standard
SPECIAL ABILITIES
Protect Ally (Ex) The troop provides soft cover to allies sharing its space. Such allies treat squares occupied by the troop as difficult terrain, must succeed at a concentration check (DC = 15 + spell level) to cast spells while so protected, and don’t take troop damage from being within the troop’s space.
Broken Soul
Once a beautiful celestial with the torso of a winged woman and a snakelike body below, this creature is a mess of blood and scars.
A broken soul is torment and pain made manifest. Tortured to the extremes of both physical and mental endurance, and then taken beyond those barriers, a broken soul gains extraordinary reserves of fortitude and resilience as well as the ability to inflict a measure of its own terrible suffering on others. Each broken soul has a unique appearance, the torture it has endured plainly visible on its body. Its skin is a mass of scar tissue, marred with bruises that do not fade and scored with countless scars. In some cases, a broken soul’s flesh has been flayed away, revealing the musculature and bone underneath. Weeping sores and open cuts cover a broken soul’s body, wounds that never fully heal. Its limbs are often twisted, the result of broken bones that were never set properly, and it might be missing fingers, toes, ears, or other appendages. A broken soul’s existence is one of unending suffering, and the constant pain often drives the creature irrevocably mad. In their insanity, these unfortunates hate all other creatures and seek to inflict their wounds and their agony on all they encounter. The creation of a broken soul can happen in a number of ways. Some broken souls arise spontaneously, the result of horrific treatment at the hands of cruel abusers. With no way to escape their torment, these creatures embrace the pain and anguish and transcend them, making them a part of their very being. In so doing, they become something both more and less than they were. Other broken souls are purposefully created out of helpless prisoners by sadistic torturers through a harrowing gauntlet of mental and physical torments. By breaking a creature’s mind and body, these torturers hope to create guardians or servants whose loyalty is ensured by the constant pain they must endure. Even more harrowing, some broken souls take it upon themselves to create more of their kind, fashioning gruesome works of living, mutilated art in an effort to share their suffering. These “artists” often turn on their own torturers first, perfecting their skills on those who created them before turning their attention to any other unfortunate creatures they can find.
CR 9 XP 6,400
CE Large (azata, , , )
Init +3; Senses 60 ft., ; Perception +9
DEFENSE
AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
hp 101 (7d10+63)
Fort +12, Ref +10, Will +6
5/—; electricity, petrification, poison; acid 5, cold 10, fire 10, sonic 5
OFFENSE
Speed 20 ft., 60 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab) or torturous touch +11 touch (2d6 plus 1d6 Dex damage and convulsions), tail slap +6 (2d6+2 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks agonized wail (DC 18), baleful (DC 18), bardic performance (21 rounds/day), (2d6+5)
(CL 7th; concentration +12)
3/day—darkness, hallucinatory terrain (DC 19), knock, light
1/day—charm person (DC 16), speak with animals, speak with plants
Bard Spells Known (CL 7th; concentration +12)
3rd (2/day)—crushing despair (DC 18), terrible remorse (DC 18)
2nd (4/day)—blindness/deafness (DC 17), piercing shriek (DC 17), rage, suggestion (DC 17)
1st (6/day)—cause fear (DC 16), charm person (DC 16), ear-piercing scream (DC 16), hideous laughter (DC 16), lesser confusion (DC 16)
0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), read magic, resistance
STATISTICS
Str 20, Dex 17, Con 27, Int 14, Wis 8, Cha 21
Base Atk +7; +13 (+17 grapple); CMD 26 (can’t be tripped)
Feats Combat Casting, Diehard, Endurance, Great Fortitude, Hover, Iron Will, Lightning Reflexes, Toughness
Skills Bluff +15, Fly +11, Intimidate +13, Knowledge (nature) +9, Perception +9, Perform (string) +17, Sense Motive +9, Stealth +9, Survival +10
Racial Modifiers +8 Intimidate, +4 Survival
Languages Celestial, Draconic, Infernal;
ECOLOGY
Environment any
Organization solitary
Treasure standard (+1 longsword, masterwork harp, other treasure)
SPECIAL ABILITIES
Agonized Wail (Su) As a standard action, a broken soul can emit an agonized wail that inspires terror in those who hear it. All creatures within 120 feet must succeed at a Will save or become shaken for as long as they remain within 120 feet of the broken soul. A successful save renders a creature immune to that broken soul’s agonized wail for 24 hours. This is a sonic mind-affecting fear effect. The save DC is Charisma-baed.
Baleful Gaze (Su) Any creature within 60 feet of a broken soul must succeed at a Fortitude save or take 1d4 points of Strength, Constitution, and Charisma drain. Whatever the result of the saving throw, the creature cannot be affected by the same broken soul’s baleful gaze again for 1 minute. The save DC is Charisma-baed.
Bardic Performance A lillend has the bardic performance ability of a 7th-level bard, granting her access to the countersong, fascinate, inspire courage, inspire competence, and suggestion aspects of bardic performance.
Spells A lillend casts spells as a 7th-level bard.
Torturous Touch (Su) A broken soul can make a touch attack to cause hideous, painful wounds to rip open in the target’s body. This touch deals 2d6 points of slashing damage and 1d6 points of Dexterity damage, and causes the touched creature to fall prone in a fit of convulsions and be dazed for 1d4 rounds. A successful Fortitude save negates the Dexterity damage and the convulsive fit.
Cultist Troop
A band of violet-skinned elves raises their hands high as vile magic swirls in the air above them.
This troop of drow nobles is composed of clerics devoted to a demon lord. They have trained well to fight together and serve their fiendish master.
CE Medium (elf, troop)
Init +9; Senses 120 ft.; Perception +22
DEFENSE
AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp 144 (17d8+68); 5
Fort +11, Ref +12, Will +15; +2 vs. enchantments
Defensive Abilities swift healing, troop traits; sleep; 16
Weaknesses
OFFENSE
Speed 30 ft.
Melee troop (4d6+5 plus poison)
Space 20 ft.; Reach 5 ft.
Special Attacks channel negative energy (DC 14, 3d6)
(CL 5th; concentration +7)
3/day—quickened blindness/deafness (DC 14), quickened dancing lights, quickened darkness, quickened dispel magic, quickened faerie fire, quickened hold person (DC 14)
1/day—resist energy, shield of faith
STATISTICS
Str 20, Dex 21, Con 18, Int 10, Wis 17, Cha 15
Base Atk +12; +17; CMD 33 (can’t be tripped)
Feats Combat Casting, Dodge, Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility, Selective Channeling
Skills Knowledge (arcana) +5, Knowledge (religion) +5, Perception +22, Sense Motive +5, Spellcraft +5
Racial Modifiers +2 Perception
Languages Elven, Undercommon
SQ poison use, spellcasting
ECOLOGY
Environment any underground
Organization solitary or band (2–4)
Treasure standard
SPECIAL ABILITIES
Fast Channeling (Su) Each round as a free action, one cultist activates its ability to channel negative energy. Note that the cultist can’t use Selective Channeling to select out a troop (this feat works normally for selecting out individual allies), so typically the troop places this effect outside of the troop’s area entirely.
Fast Healing (Sp) The troop’s fast healing is a reflection of the fact that each round, some cultists cast cure spells on others. Not all cultists use this ability simultaneously. The troop can gain fast healing in this manner for only up to 20 rounds per day. Activating this ability is a free action.
Poison (Ex) Troop—injury; save DC 13, frequency 1/minute for 2 minutes; effect unconscious 1 minute/2d4 hours; cure 1 save.
Spell-Like Abilities (Sp) This cultist troop’s spell-like abilities come from a mix of actual spell-like abilities and spells the individual cultists have prepared. When the troop uses a quickened spell-like ability, only one troop member creates the effect. This effect resolves normally. (These abilities are swift actions since the action of one member does not significantly change the troop’s overall actions). When a troop casts resist energy or shield of faith, this represents all the troop’s members casting the spell on themselves. The effects of the spell apply to the entire troop, and successful attacks of opportunity do not have a chance to disrupt the spell-like ability. Likewise, readied actions to disrupt spell-like abilities function only if they can affect the entire area occupied by the troop.
Scitalis
This ophidian dragon’s scales and frills form a brightly colored pattern, backlit like stained glass by the creature’s inner glow.
Scitalises are horned dragons with long, ophidian bodies; beautiful, many-colored frills; and thin, tapered horns. Their heavy scales have an elliptical shape, and grow ragged and thicker as the scitalises age. A scitalis glows from within, its scales and frill lighting up like a stained-glass window and projecting mesmerizing patterns that the dragon uses while hunting. Scitalises covet territory and food more than the gold and gems that true dragons prize. They live in caves, forest grottoes, and rocky crags, and mark their territories with a combination of musk and their sour, bile-scented sedative. Scitalises often range up to 5 miles from their nests every few days to hunt large herd animals and livestock. Lacking forelegs with which to tear apart a meal, scitalises allow their kills to ripen for a day or so in their lairs before eating them. They keep some treasure and can be bribed, burying what they do attain in the walls and floors of their nests. Scitalises lay clutches of one to three eggs, and males and females share duties guarding the nest. The pair remains together until the juveniles reach maturity after 2 years. These eggs sell for 5,000gp in large cities, and juveniles can command prices of 8,000gp. Scitalises coexist with wyverns, but detest basilisks and griffons, which regularly devour the scitalises’ eggs when they run across them. An average scitalis is between 14 and 18 feet long and weighs approximately 2,500 pounds.
N Large
Init +8; Senses 60 ft., ; Perception +19
DEFENSE
AC 27, touch 17, flat-footed 23 (+4 Dex, +10 natural, –1 size)
hp 175 (14d12+84)
Fort +15, Ref +13, Will +11
paralysis, sleep
OFFENSE
Speed 50 ft.; 60 ft. (good)
Melee 2 frills +21 (2d6+8), gore +21 (1d8+8), bite +21 (2d6+8 plus sedative), tail slap +19 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks (40-ft. line, sedative,
Fort DC 23, usable every 1d4 rounds), prismatic pattern
STATISTICS
Str 26, Dex 19, Con 22, Int 9, Wis 15, Cha 14
Base Atk +14; +23; CMD 37 (can’t be tripped)
Feats Combat Reflexes, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Wingover
Skills Fly +19, Intimidate +15, Perception +19, Sense Motive +17, Stealth +15, Survival +17
Languages Draconic
ECOLOGY
Environment any land
Organization solitary, pair, den (3–5)
Treasure standard
SPECIAL ABILITIES
Prismatic Pattern (Su) Due to the hypnotic and distorting effects of a scitalis’s colorful pattern, creatures that can see the dragon take a penalty on attack rolls against it equal to the dragon’s Charisma modifier (a –2 penalty for a typical scitalis). As a standard action, a scitalis can enhance the pattern, causing all creatures within 60 feet of it that can see it to become stunned for 1d4+1 rounds (Will save DC 23 negates). Prismatic pattern is an illusion (pattern) effect. The save DC is Constitution-based.
Sedative (Ex) A scitalis’s bite and breath weapon introduce a potent sedative into its victims, causing them to become staggered for 1d6 rounds. A successful DC 23 Fortitude save reduces the duration to 1 round. This is a poison effect. The save DC is Constitution based.
Worm that Walks
Although this robed wizard stands and moves like a man, his body is a writhing mass of squirming, slippery worms.
When a powerful spellcaster with a strong personality, a lust for life, and a remorselessly evil soul dies and is buried in a graveyard infused with eldritch magic, a strange phenomenon sometimes occurs. The flesh of the decaying body fats and instructs the very worms that gnaw, and these graveworms quicken not only on corruption but upon the spellcaster’s memories and magical power. The spellcaster’s very soul is consumed in this vile process, only to be split apart to inhabit each of the individual chewing worms in so many fragments. The result is a hideous hive mind of slithering life known as a worm that walks—a mass of worms that clings to the vague shape of the body that granted it this new existence, and can wield the powers and magic the spellcaster had in life. A worm that walks retains memories of its life as a spellcaster before its death, but is not undead—it is a hideous new form of undulant life.
Human worm that walks conjurer 13
NE Medium (augmented human)
Init +8; Senses 30 ft., 60 ft.; Perception +22
DEFENSE
AC 23, touch 17, flat-footed 18 (+6 armor, +4 Dex, +1 dodge, +2 insight)
hp 113 (13d6+65); 14
Fort +11, Ref +12, Will +13
Defensive Abilities ; 15/—; critical hits, disease, paralysis, poison, sleep
OFFENSE
Speed 30 ft.
Melee slam +10 (1d4–1 plus )
Special Attacks discorporate, grab (Large), squirming embrace
Arcane School Spell-Like Abilities (CL 13th; concentration +18)
At will—dimensional steps (390 feet/day)
8/day—acid dart (1d6+6 acid)
Conjurer Spells Prepared (CL 13th; concentration +18)
7th—plane shift (DC 22), project image
6th—acid fog, disintegrate (DC 21), summon monster VI
5th—cloudkill (DC 20), dismissal (DC 20), shadow evocation (DC 20), telekinesis (DC 20), teleport
4th—black tentacles, confusion (DC 19), dimension door (2), phantasmal killer (DC 19), summon monster IV
3rd—dispel magic, fly, protection from energy, slow (DC 18), stinking cloud (DC 18), summon monster III
2nd—acid arrow, detect thoughts (DC 17), fog cloud, glitterdust (DC 17), invisibility, summon swarm
1st—charm person (DC 16), feather fall, grease (DC 16), obscuring mist, protection from good, reduce person (DC 16), shield
0 (at will)—detect magic, mage hand, prestidigitation, read magic
Opposition Schools Evocation, Necromancy
STATISTICS
Str 8, Dex 18, Con 17, Int 20, Wis 12, Cha 10
Base Atk +6; +5 (+13 grapple); CMD 26
Feats Arcane Armor Training, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Diehard, Dodge, Improved Initiative, Light Armor Proficiency, Scribe Scroll, Toughness, Weapon Finesse
Skills Craft (alchemy) +21, Fly +20, Intimidate +13, Knowledge (arcana, dungeoneering, planes) +21, Perception +22, Sense Motive +9, Spellcraft +21, Stealth +12
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Common, Infernal
SQ arcane bond (staff), summoner’s charm (6 rounds)
ECOLOGY
Environment any
Organization solitary
Treasure NPC Gear (+4 leather armor, cloak of resistance +4, staff of charming)
SPECIAL ABILITIES
Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard . It loses its slam attacks and all special abilities and special attacks, but can make a that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.
Squirming Embrace (Ex) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed (see the table below). If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 + 1/2 the worm that walks’s HD + its Con modifier). A worm that walks can only have one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If the worm that walks moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm’s target kills it.
Tenacious (Ex) A worm that walks gains a +4 racial bonus on CMB checks made to grapple and a +4 racial bonus to its CMD.
Taniniver
This legless, winged, white-eyed dragon is covered in patches of diseased flesh, squirming with maggots and oozing pus.
Taninivers are a degenerate race of diseased dragons. A taniniver’s body is alive but constantly rotting. Wracked by never-ending pain, with the stench of its own decaying flesh so strong it nearly overwhelms the vile creature’s enhanced senses, the foul taniniver spends most of its time in magical research to reverse the progression of its diseases or, failing that, to stave off further deterioration. Taninivers often ally with cults of undeath or dragonkind.
NE Huge
Init +4; Senses 120 ft., deathwatch; Perception +26
Aura (180 ft., DC 25)
DEFENSE
AC 33, touch 8, flat-footed 33 (+25 natural, –2 size)
hp 270 (20d12+140)
Fort +21, Ref +12, Will +15
Defensive Abilities ; 15/good and magic; paralysis, sleep, visual effects; acid 30, cold 30, electricity 30, fire 30; 29
OFFENSE
Speed 30 ft., 200 ft. (clumsy)
Melee bite +30 (4d6+11 plus disease), 2 claws +30 (2d8+11 plus disease), tail slap +24 (2d8+5 plus disease)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks (60-ft. cone, 1d6 Str drain plus mummy rot, Fortitude DC 27 negates, usable every 1d4 rounds)
(CL 20th; concentration +25)
Constant—deathwatch
3/day—animate dead, inflict serious wounds (DC 18)
1/day—eyebite (DC 21), horrid wilting (DC 23), symbol of pain (DC 20)
STATISTICS
Str 33, Dex 11, Con 25, Int 18, Wis 17, Cha 20
Base Atk +20; +33; CMD 43 (can’t be tripped)
Feats Cleave, Combat Reflexes, Critical Focus, Great Fortitude, Improved Initiative, Power Attack, Sickening Critical, Vital Strike, Weapon Focus (bite), Weapon Focus (claw)
Skills Bluff +28, Fly –12, Heal +26, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Perception +26, Sense Motive +26, Spellcraft +27, Stealth +15, Use Magic Device +28
Languages Common, Draconic, Undercommon
ECOLOGY
Environment any land or underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Ex) A taniniver’s breath weapon is a hideous gray cloud of disease particles. Any creature in the area must succeed at a DC 27 Fortitude save or contract mummy rot . The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. Ongoing saving throws against the disease use the dragon’s breath weapon DC. The save DC is Constitution-based.
Disease (Ex) A taniniver’s natural attacks infect its opponent with a random disease from the following list: blinding sickness, bubonic plague, cackle fever, leprosy, mindfire, or shakes. The initial saving throw against these diseases uses the breath weapon’s DC.
Vishap
This slender dragon is covered in vivid cerulean scales with four powerful wings to match.
Vishaps think of themselves as guardians of the ley lines that connect the life forces of the Material Plane to one another. Like all dragons, vishaps claim expansive territories, but these territories often make little geographical sense to others—a single vishap might claim unconnected areas on different hemispheres of a planet, for example, and yet multiple vishaps sometimes coexist within mere miles of each other with no apparent animosity. To those attuned to the occult mysteries of ley lines, however, the vishaps’ territorial borders are clear. Each vishap claims one or more networks of ley lines, which may stretch for thousands of miles (or even across galaxies), and sometimes overlap with each other without ever touching. A vishap’s first priority is the integrity of its ley line network, so any corruption of a ley line draws the attention of the vishap that cares for it. Vishaps claim only small physical territories in places where their ley lines coincide with interesting geography. In these places, vishaps make psychic contact with intelligent creatures nearby, encouraging them to create standing stones called vishapakars. A vishap can’t place a vishapakar on its own, but the presence of a vishapakar on a ley line allows the vishap a great deal of control over that ley line. Evil or less diplomatic vishaps often travel to these desirable locations to intimidate the local people into appeasing the dragons with standing stones. Vishapakars can stand for thousands of years, even as the ley lines that they once marked drift and change course, so a vishap must return to each vishapakar periodically, entreating (or forcing) locals to create new vishapakars on the ley lines’ new locations. At particularly ancient locations, it is possible to map the gradual drift of ley lines by the age of the nearby vishapakars. Vishaps become deeply attached to their ley line networks over their millennia-long life spans, and can live peacefully alongside other vishaps with nearby networks. When ley lines drift and converge, however, it often results in a mortal duel. Sometimes this happens as a corporeal battle in the skies of a planet, or between the dragons while in their ethereal forms. Most commonly, vishaps engaged in mortal combat for control of converging ley lines meet each other in elaborate psychic duels. These duels can last for years, and often spill over into the Material Plane, with each vishap subtly manipulating the creatures and locations along the converging ley lines in a proxy war to defeat its opponent. Vishaps keep their treasure hoards, like their territories, in strange places, hidden in eddies of psychic energy along their favorite ley lines. A vishap’s hoard might be physically scattered across dozens of planes, though to the vishap each cache is only minutes away from the others. A vishap favors items of psychic signif icance, so one is as likely to find a mundane wooden spoon that belonged to a powerful occultist or the skull of a famous psychic in a vishap’s hoard as a magical sword or mountains of gold. Vishaps procreate only once during their lives, as tending to their ley lines takes priority over almost any biological imperative. When a vishap is finally ready to mate, it commits its form wholly to the ley line network, drifting listlessly along the psychic currents. Inevitably, it meets with some other drifting vishap, and the two consciousnesses merge, exploding in a spray of psychic force. The resulting motes of ethereal energy scatter across the universe, slowly drifting back toward each other and forming eggs, which sometimes drift along ley lines for millennia before hatching a young, ethereal vishap that awakens to full consciousness upon hatching. A fully grown vishap is 70 feet from head to tail and weighs 60,000 pounds.
N Colossal ()
Init +6; Senses 60 ft., ; Perception +30
Aura (300 ft., DC 29)
DEFENSE
AC 35, touch 4, flat-footed 33 (+2 Dex, +31 natural, –8 size)
hp 362 (25d12+200)
Fort +22, Ref +16, Will +16
Defensive Abilities poisoned blood; 15/magic; poison, paralysis, sleep; acid 15, cold 15, electricity 15, fire 15; 30
OFFENSE
Speed 50 ft., 200 ft. (average), swim 100 ft.; ley
Melee bite +30 (2d8+13/19–20 plus grab and poison), tail slap +28 (4d6+19), 2 wings +28 (2d8+6), 2 claws +30 (2d8+13 plus )
Space 30 ft.; Reach 30 ft. (40 ft. with bite)
Special Attacks (60-ft. cone, 25d6 acid, Reflex DC 30 half, usable every 1d4 rounds), (2d8+13), poison, (10d6 bludgeoning damage, AC 25, 36 hp)
(CL 25th; concentration +32)
Constant—tongues
At will—etherealness
5/day—greater create mindscape, greater possession (DC 25)
Psychic Spells Known (CL 15th; concentration +22)
7th (1/day)—ethereal envelopment (DC 24), psychic crush III (DC 24)
6th (2/day)—ego whip IV (DC 23), psychic surgery
5th (3/day)—etheric shards (DC 22), explode head (DC 22), id insinuation IV (DC 22), wall of ectoplasm
4th (5/day)—condensed ether, mind probe (DC 21), mindwipe (DC 21), synaptic scramble(DC 21), thought shield III, thoughtsense
3rd (6/day)—analyze aura, ectoplasmic snare, node of blasting (DC 20), purge spirit, mindscape door, synaptic pulse (DC 20)
2nd (7/day)—anticipate thoughts, aversion (DC 19), demand offering (DC 19), detect mindscape, hypercognition, instigate psychic duel (DC 19), mental block (DC 19)
1st (7/day)—burst of adrenaline, charge object, decrepit disguise (DC 18), deja vu, mindlink, psychic reading, telempathic projection
STATISTICS
Str 37, Dex 15, Con 26, Int 18, Wis 14, Cha 25
Base Atk +25; +46 (+50 grapple); CMD 58 (62 vs. trip)
Feats Critical Focus, Exhausting Critical, Flyby Attack, Greater Vital Strike, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Tiring Critical, Vital Strike, Wingover
Skills Climb +21, Fly +22, Intimidate +20, Knowledge (arcana) +32, Knowledge (dungeoneering, engineering, geography, history, nature, religion) +17, Knowledge (local, nobility) +8, Knowledge (planes) +22, Linguistics +10, Perception +30, Sense Motive +20, Spellcraft +32, Swim +49, Use Magic Device +30
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Sylvan; 100 ft., tongues
SQ vishapakar affinity
ECOLOGY
Environment any
Organization solitary or pair
Treasure triple
SPECIAL ABILITIES
Ley Swim (Su) Vishaps are fundamentally attuned to ley lines . As a full-round action while within reach of a vishapakar standing stone that is placed on a ley line, a vishap can swim the currents of any ley line attached to that vishakapar at a rate of 10 miles per round (crossing to a different plane takes 10 rounds). This is a teleportation effect. The vishap can sense the exact shape and length of the ley line, and knows exactly where each vishapakar along the ley line is. In addition, the vishap automatically knows the status (as per the spell) of each living creature along the ley line’s path or attuned to the ley line. A vishap can end its ley swim only at a vishapakar, though it can travel along other ley lines that connect with its current ley line.
Poison (Ex) Bite or poisoned blood—contact or injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.
Poisoned Blood (Ex) Any creature that comes into contact with a vishap’s blood is subjected to the dragon’s poison. A creature that deals melee damage to a vishap must succeed at a DC 25 Reflex save to avoid being exposed to the poison, and an attacker using a natural weapon is exposed automatically.
Spells (Sp) A vishap casts spells as a 15th-level psychic.
Vishapakar Affinity (Sp, Su) A vishap automatically succeeds at any attempt to attune itself to a ley line if it makes that attempt while adjacent to a vishapakar. It treats the effects of any such ley line as if the ley line were 5 caster levels higher. By concentrating as a standard action, a vishap can view the surroundings of a vishapakar on one of its attuned ley lines as per greater scrying.
Elder Wyrm
This mighty, two-headed dragon has a six-legged serpentine body that ends in a writhing, whiplike tail.
Over the eons, gods and would-be divinities have unleashed countless monstrosities on the multiverse in vain attempts to create worshipers or punish oath breakers, or just out of spite. Many such beasts outlive their usefulness and run amok, defying their creators’ commands to stand down. Elder wyrms were once divine avengers, granted life in order to seek and destroy rogue agents of the gods and other such abominations. After annihilating several condemned species, the dragons broke free from the gods’ control. Despite this, elder wyrms have a flexible but insistent sense of justice instilled in them by their divine mandate, and acting as the judge, jury, and executioner of mighty foes scratches an existential itch. The few elder wyrms that live on a given planet spend much of their time dozing in secluded places, waking occasionally to hunt or seek out injustices to punish based on their individual interests and moods. This cycle of inactivity leaves most elder wyrms woefully ill-informed of current events, though once they have cause to pay attention, their keen intellects and powerful divinations allow them to gather and process several centuries of news in short order. Because they wake so rarely, elder wyrms often become centerpieces of local legends and cautionary tales. Especially convincing or foolhardy heroes might even seek out an elder wyrm in order to direct its vengeful wrath against a specific target, though the wyrm is just as likely to determine that the heroes are more worthy of destruction than their targets. Having two heads does, after all, make elder wyrms better equipped to see both sides of an issue and render judgment. Each head can think independently and seamlessly share control of the body, allowing the dragon to perform dizzying acts of synchronicity. Often the two heads’ personalities diverge, leading to good-natured bickering and debate between the two, much to the dread of anxious onlookers. An elder wyrm is 100 feet long and weighs 25,000 pounds.
N Colossal
Init +16; Senses 300 ft., , , true seeing; Perception +49
Aura (300 ft., DC 33)
DEFENSE
AC 42, touch 14, flat-footed 30 (+12 Dex, +28 natural, –8 size)
hp 528 (32d12+320); 20
Fort +28, Ref +30, Will +24
20/epic; acid, charm, curses, electricity, fear, paralysis, petrification, sleep; cold 30, fire 30, sonic 30; 35
OFFENSE
Speed 50 ft., 50 ft., 250 ft. (poor), 50 ft.
Melee 2 bites +40 (4d8+16/19–20 plus myth-drinker), 2 claws +40 (2d8+16), 2 tail slaps +35 (4d6+8/19–20)
Space 30 ft.; Reach 30 ft.
Special Attacks , godslayer, (2 bites, 4d8+16 plus myth-drinker), swift tail, synchronized strike, tail snap
(CL 20th; concentration +27)
Constant—true seeing
1/month—miracle
Sorcerer Spells Known (CL 20th; concentration +27)
9th (6)—dominate monster (DC 26), foresight, time stop
8th (6)—greater prying eyes, maze, sunburst (DC 25)
7th (7)—greater arcane sight, greater scrying (DC 24), greater teleport
6th (7)—disintegrate (DC 23), mass suggestion (DC 23), shadow walk (DC 23)
5th (7)—cone of cold (DC 22), feeblemind (DC 22), hold monster (DC 22), wall of force
4th (7)—arcane eye, bestow curse (DC 21), dimension door, stone shape
3rd (8)—clairaudience/clairvoyance, dispel magic, haste, ray of exhaustion (DC 20)
2nd (8)—blur, glitterdust (DC 19), invisibility, mirror image, whispering wind
1st (8)—alarm, comprehend languages, expeditious retreat, shield, unseen servant
0 (at will)—arcane mark, bleed (DC 17), dancing lights, detect magic, ghost sound (DC 17), mage hand, message, prestidigitation, read magic
STATISTICS
Str 43, Dex 34, Con 30, Int 17, Wis 22, Cha 25
Base Atk +32; +56; CMD 78 (86 vs. trip)
Feats Alertness, Arcane Strike, Combat Reflexes, Empower Spell, Flyby Attack, Greater Spell Penetration, Greater Vital Strike, Hover, Improved Critical (bite, tail slap), Improved Initiative, Improved Vital Strike, Lunge, Power Attack, Quicken Spell, Vital Strike
Skills Acrobatics +44, Bluff +42, Climb +24, Diplomacy +42, Fly +0, Intimidate +42, Knowledge (arcana) +38, Perception +49, Sense Motive +45, Spellcraft +38, Swim +24, Use Magic Device +42
Racial Modifiers +4 Perception
Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal, Undercommon
SQ impossible coordination
ECOLOGY
Environment any
Organization solitary
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su) Each of an elder wyrm’s heads can expel a breath weapon, each of which can be used once every 1d4 rounds. The first breath weapon is a 500-foot line of lighting that deals 20d10 points of electricity damage (Reflex DC 36 half). The second is a 250-foot cone of caustic gas that deals 20d10 points of acid damage (Fortitude DC 36 half). If an elder wyrm uses both breath weapons simultaneously—such as by readying an action with its impossible coordination ability—the electrical charge causes the gas to explode; rather than dealing acid or electricity damage, the explosion instead deals 40d10 points of fire damage to all creatures in a 250-foot cone (Reflex DC 36 half) and causes damaged creatures to catch fire, taking 6d10 points of fire damage each round for 1d4 rounds, unless they succeed at a second DC 36 Reflex save. The save DCs are Constitution-based.
Godslayer (Ex) An elder wyrm’s natural attacks overcome damage reduction and regeneration as per epic and magic weapons. As a swift action, the elder wyrm can grant its natural weapons one alignment property and one material property for this purpose. These secondary properties last for 1 hour or until the elder wyrm uses this ability again to select new properties.
Impossible Coordination (Ex) An elder wyrm can plan and execute a vast number of schemes in a short time. When an encounter starts, an elder wyrm rolls twice for initiative. Once per minute, it can act on both initiative counts and can use the delay or ready actions independently at each initiative. On other rounds, it uses the higher initiative count.
Myth-Drinker (Su) An elder wyrm’s bite and rend attacks deal an additional 2d6 points of damage to creatures with mythic tiers or the mythic subtype. When an elder wyrm confirms a critical hit with its bite attack against such a target, the target loses 1d4 uses of mythic power. For each use of mythic power lost, the elder wyrm either regains 2d10 hit points or can attempt a saving throw against one ongoing effect; on a successful save, the effect ends immediately. At the GM’s discretion, this ability could apply to mighty albeit non-mythic divine creations, such as behemoths, demodands, titans, and outsiders whose CR 20 or higher; in this case the elder wyrm benefits as though the target had lost two uses of mythic power.
Spells An elder wyrm casts spells as per a 20th-level sorcerer.
Swift Tail (Ex) An elder worm can strike twice in a round with its tail slap when it makes a full attack.
Synchronized Strike (Ex) An elder wyrm’s two heads work in perfect concert when making attacks, snaking apart to strike targets from opposite directions. Once per round, the elder wyrm can perform two bite attacks as an attack action, such as when performing a charge or making an attack or opportunity. When an elder wyrm uses both bite attacks against a creature that is at least one size category smaller than it is, the elder wyrm is treated as if both heads were flanking the target for the purposes of resolving the attacks.
Tail Snap (Su) As a full-round action, an elder wyrm can make two tail slap attacks against a single creature it can reach. If one tail slap hits, the target must also succeed at a DC 36 Fortitude save or be stunned for 1 round. If both hit, the tail’s impact causes a 10-foot-radius burst of concussive force centered on the target, dealing 10d10 points of sonic damage to all creatures in the area and stunning them for 1 round (Fortitude DC 36 negates the stunned effect). The elder wyrm is unharmed by this effect. The save DC is Constitution-based.
Guardian Dragon
This immense dragon coils its long, serpentine body beneath spreading wings, its eyes glittering like burnished gold.
A guardian dragon is an immense, serpentine dragon created by a deity to hide and guard a fabulous, legendary treasure. Spiriting its charge away to the farthest ends of the earth and beyond, the dragon maintains its eternal vigil surrounded by a garden, a labyrinth, a palace, or something uncanny, either building such a place itself or occupying a structure crafted for it by the deity. Over time, the guardian dragon enhances the defenses around its lair. As most guardian dragons have been protecting the same item for decades or centuries, a typical guardian dragon’s lair is full of natural hazards and stocked with a variety of lesser Mythic and Non-Mythic opponents that add to the lair’s defenses. A mortal hero might brave the dangers of such a lair, seeking the dragon’s prize, but the guardian’s thirst for vengeance when recovering its charge is unending. The dragon considers any theft of its possessions an affront to its honor, and takes such an offense personally. With magic that allows it to find any creature at any distance, the dragon is relentless in pursuit of its lost items. Many enterprising thieves have escaped with a treasure, only to be located days or weeks later, killed, and dragged back to the dragon’s lair with the stolen items. Because of its many victories over thieves and dragonslayers, a guardian dragon is usually in possession of a large collection of magic items, and it doesn’t hesitate to make use of rings, scrolls, wands, and other items to protect itself or fortify its lair—or for instructing its lesser guardians on how to use these items. A guardian dragon might be willing to trade items it can’t use for something more suitable, as long as the other party makes no attempt to take anything without permission (especially its charge, but it considers any theft reprehensible). A guardian dragon is 50 feet long when fully uncoiled and weighs 7 tons.
N Gargantuan (aquatic, mythic)
Init +15M; Senses 120 ft., 120 ft., detect magic, detect scrying, , ; Perception +44
Aura (300 ft., DC 30), security (1,000 ft.)
DEFENSE
AC 44, touch 7, flat-footed 43 (+6 armor, +1 Dex, +31 natural, –4 size)
hp 529 (26d12+360)
Fort +25, Ref +16, Will +24
Defensive Abilities (50%), (dragon bile), unstoppable; 15/epic and magic; ability damage, ability drain, curses, death effects, dragon traits, sleep, paralysis, poison; acid 30, cold 30, electricity 30, fire 30, sonic 30; 35
OFFENSE
Speed 50 ft., 30 ft., 200 ft. (average), 30 ft.
Melee 2 claws +36 (2d8+14), bite +36 (4d6+21 plus grab and poison), 2 wings +34 (2d6+7), tail slap +34 (2d8+21 plus )
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks agonizing venom, (60-ft. cone, 2d4 Con damage from poison, Fortitude DC 33 half, usable every 1d4 rounds), (2d8+21), , lingering poisonous cloud, (10/day, +1d12), poison, (6d6 bludgeoning damage plus poison, AC 25, 52 hp)
(CL 26th; concentration +33)
Constant—detect magic, detect scrying
At will—discern location, false vision (see aura of security), fog cloud, greater dispel magic, locate object, major curse (DC 22), persuasive goad (DC 18)
3/day—geas/quest (DC 23), leashed shackles (DC 21), maze, plant growth, spell turning, wall of stone, wall of thorns
1/day—breath of life, dimensional lock, limited wish (DC 24), mage’s disjunction (DC 26), plane shift, word of recall
STATISTICS
Str 38, Dex 13, Con 30, Int 15, Wis 24, Cha 25
Base Atk +26; +44 (+48 grapple); CMD 51 (55 vs. grapple, can’t be tripped)
Feats Blinding Critical, CleaveM, Critical FocusM, Death from Above, Flyby Attack, Great Cleave, Hover, Improved InitiativeM, Iron WillM, Multiattack, Power AttackM, Staggering Critical, Stunning Critical
Skills Climb +38, Fly +11, Intimidate +36, Knowledge (geography) +26, Knowledge (local, religion) +18, Perception +44, Sense Motive +36, Spellcraft +18, Stealth +13, Survival +44, Swim +22, Use Magic Device +23
Racial Modifiers +8 Knowledge (geography), +8 Perception, +8 Stealth, +8 Survival
Languages Abyssal, Celestial, Common, Draconic, Infernal, Sylvan
SQ , heroic challenge, , recuperation, secret lair, vengeful seeker
ECOLOGY
Environment any
Organization solitary
Treasure triple, plus one artifact or major item
SPECIAL ABILITIES
Agonizing Venom (Ex) Any creature failing its saving throw against the dragon’s breath weapon, poison, or poisonous blood is sickened with pain for 1 minute. A second, third, and fourth failed saving throw mean the creature is also staggered for 1 minute, nauseated for 1 minute, and helpless for 1 minute, respectively. This is a pain effect. If the dragon expends one use of mythic power when poisoning a creature, the dragon’s breath weapon and poison overcome any poison immunity the target has.
Aura of Security (Su) A guardian dragon is alerted whenever a Tiny or larger creature enters its aura (as a mental alarm spell). If its dimensional lock spell-like ability is dispelled or destroyed, it may expend two uses of mythic power to cast it again. The dragon can use its false vision spell-like ability only within its aura, and the duration ends if the aura’s area no longer includes the affected area.
Heroic Challenge (Su) Once per day, a guardian dragon can give a non-mythic creature the agile, arcane, divine, invincible, or savage mythic template. The dragon must expend a number of uses of mythic power equal to the amount the target creature’s CR increases. The creature isn’t under the dragon’s control, but won’t willingly attack the dragon unless magically forced to do so. Alternatively, the dragon can expend one use of mythic power to create difficult terrain in a 100-foot-radius burst; the type of difficult terrain is appropriate to the area (mud in plains, rubble in mountains, and so on). The effects of this ability persist as long as the dragon remains within 10 miles of the affected creature or area.
Lingering Poisonous Cloud (Su) The guardian dragon can expend one use of mythic power when it uses its breath weapon to have the cloud remain for 10 rounds, functioning as cloudkill. The dragon can expend one additional use of mythic power for this to function as mythic cloudkill.
Poison (Ex) Bite or swallow whole—injury; save Fort DC 33; frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Con; cure 2 consecutive saves.
Recuperation (Ex) The guardian dragon is restored to full hit points after 8 hours of rest so long as it isn’t dead. In addition, by expending one use of Mythic Power and resting for 1 hour, it regains a number of hit points equal to half its full hit points (up to a maximum of its full hit points) and regain the use of all non-mythic abilities that are limited to a certain number of uses per day. This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of Mythic Power or any Mythic abilities that are limited to a number of times per day.
Secret Lair (Su) A guardian dragon can spend 1 hour concentrating to create a labyrinthine extradimensional lair for itself and whatever it is guarding. This functions like greater create demiplane and creates a demiplane with the morphic, portal, shape, and structure properties. The demiplane is approximately a 500-foot-diameter sphere, and the dragon usually fills it with a maze of corridors (most of which are large enough for the Gargantuan dragon to move through) to confuse and delay invaders intent on stealing its treasure. The demiplane’s portal is connected to a spot in the dragon’s hidden lair, and over time the dragon usually brings guardian creatures from the Material Plane to add to the demiplane’s defenses. The dragon can have only one demiplane active at a time, and the demiplane dissolves 10d10 minutes after the dragon leaves, so the dragon leaves only for a few minutes at a time or if its treasure has been stolen.
Vengeful Seeker (Ex) A guardian dragon gains the swift tracker and quarry abilities of a ranger when tracking or hunting any creature that has confirmed a critical hit against it, penetrated its spell resistance, or taken any amount of its treasure. Any divination spell-like ability a guardian dragon uses to locate such a creature or its treasure counts as the mythic version of the spell, if appropriate.
Tarrasque
This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail.
The legendary tarrasque is among the world’s most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world—yet when it wakens, kingdoms die. Although far from intelligent, the tarrasque is smart enough to understand a few words in Aklo (though it cannot speak). Likewise, it isn’t mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.
N Colossal
Init +7; Senses , ; Perception +43
Aura (300 ft., DC 27)
DEFENSE
AC 40, touch 5, flat-footed 37 (+3 Dex, +35 natural, –8 size)
hp 525 (30d10+360); 40
Fort +31, Ref +22, Will +12
15/epic; ability damage, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph; 36
OFFENSE
Speed 40 ft.
Melee bite +37 (4d8+15/15–20/×3 plus ), 2 claws +37 (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7)
Ranged 6 spines +25 (2d10+15/×3)
Space 30 ft.; Reach 30 ft. (60 ft. with tail slap)
Special Attacks rush, spines, (6d6+22 plus 6d6 acid, AC 27, hp 52)
STATISTICS
Str 41, Dex 16, Con 34, Int 3, Wis 15, Cha 14
Base Atk +30; +53 (+57 grapple); CMD 66
Feats Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Run, Staggering Critical
Skills Acrobatics +3 (+43 when jumping), Perception +43
Racial Modifiers +8 Perception
Languages Aklo (cannot speak)
SQ carapace, powerful leaper
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Carapace (Su) The tarrasque’s scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.
Powerful Leaper (Ex) The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.
Regeneration (Ex) No form of attack can suppress the tarrasque’s regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.
Rush (Ex) Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.
Spines (Ex) The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.