Dragonkin
This sleek, gold-scaled draconic creature looks both regal and intelligent. A leather harness holds a saddle between its wings.
Somewhere between true dragons and brute drakes lie the dragonkin. Intelligent, even-tempered, and deadly in combat, dragonkin get along well with humanoids. Unlike many other dragons, dragonkin have enough dexterity in their front limbs to hold and wield weapons, and favor huge glaives and long lances. The most unusual aspect of dragonkin is their bond with other races. Dragonkin recognize other cultures’ potential, and often adopt humanoid riders. After it comes of age, a dragonkin may form an unbreakable partnership with a rider, who acts as a trusted comrade. In battle, a rider and her dragon are inseparable, in such constant telepathic communication that they seem to be one entity. The humanoid riders are responsible for caring and providing for their draconic companions when they are not engaged in battle, though this domestic role is more a social dynamic than outright servitude. Many dragonkin adopt mannerisms from humanoid races, even going so far as to wear armor. This, combined with the fact that dragonkin have thrown in their lot with humanoids, disgusts some true dragons. A typical dragonkin is 15 to 20 feet long and weighs roughly 2,000 pounds.
LN Large
Init +2; Senses 60 ft., , ; Perception +14
DEFENSE
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 115 (10d12+50)
Fort +12, Ref +9, Will +8
fire, paralysis, sleep
OFFENSE
Speed 40 ft., 120 ft. (good)
Melee mwk glaive +18/+13 (2d8+12/×3), bite +13 (1d8+4) or bite +18 (1d8+8), 2 claws +17 (1d6+8)
Space 10 ft.; Reach 10 ft. (15 ft. with glaive)
Special Attacks (30-ft. cone, 9d6 fire damage, Reflex DC 20 half, usable every 1d4 rounds)
STATISTICS
Str 26, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; +19; CMD 31
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Bluff +16, Fly +17, Intimidate +16, Perception +14, Stealth +11, Survival +14
Languages Common, Draconic
SQ rider bond
ECOLOGY
Environment any mountains
Organization solitary, pair, patrol (3–6), or wing (7–14)
Treasure standard (masterwork glaive, other treasure)
SPECIAL ABILITIES
Rider Bond (Su) A dragonkin can form a magical bond with its rider that lasts until death. Forming this bond requires a special ritual that takes 1 hour. Once a dragonkin forms this bond, it can’t form another rider bond until its current rider dies. A dragonkin and its bonded rider can communicate with each other as if they both had telepathy with a range of 100 feet. When a rider is mounted on his dragonkin at the start of combat, both creatures roll initiative separately and treat the highest result as their single result.
Daitengu
This winged, humanoid ascetic’s face is bright red and boasts a prodigiously long nose.
Legendary tricksters and teachers, fonts of serenity and masters of destruction, daitengus live far from civilization, where they spend most of their time in meditation. Some say the first daitengus arose from the spirits of tengus who didn’t deserve punishment in the afterlife, but who also saw no appeal in the afterlife’s rewards. A daitengu stands 6 feet tall and weighs 150 pounds. Daitengus’ most prominent features include bright red skin, crow-like wings, and prodigious noses.
N Medium (native, shapechanger)
Init +5; Senses 60 ft., true seeing; Perception +21
DEFENSE
AC 26, touch 24, flat-footed 21 (+5 Dex, +3 monk, +2 natural, +6 Wis)
hp 126 (12d10+60)
Fort +9, Ref +13, Will +14
Defensive Abilities evasion; disease, mind-affecting effects; 21
OFFENSE
Speed 30 ft., 90 ft. (good)
Melee unarmed strike +17/+12/+7 (2d6+3) or unarmed strike flurry of blows +17/+17/+12/+12/+7 (2d6+3)
Ranged +2 flaming dart +19/+14/+9 (1d4+5 plus 1d6 fire)
Special Attacks stunning fist (12/day, DC 16)
(CL 10th; concentration +14)
Constant—speak with animals (birds only), true seeing
3/day—bestow curse (DC 18), gust of wind, remove curse, stone shape
1/day—wind walk
STATISTICS
Str 17, Dex 20, Con 21, Int 23, Wis 22, Cha 18
Base Atk +12; +15 (+17 disarm); CMD 39 (41 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Improved Disarm, Improved Unarmed Strike, Quick Draw, Snatch Arrows, Stunning Fist, Weapon Finesse
Skills Acrobatics +20, Bluff +19, Diplomacy +19, Disguise +22, Fly +24, Intimidate +19, Knowledge (history, local, nobility, religion) +9, Perception +21, Sense Motive +21, Sleight of Hand +20, Stealth +20, Survival +18
Racial Modifiers +6 Disguise
Languages Common, Tengu; speak with animals (birds only)
SQ ascetic master, change self (any humanoid, alter self), daitengu’s blessing
ECOLOGY
Environment any mountains
Organization solitary
Treasure NPC gear (12 +2 flaming darts, other treasure)
SPECIAL ABILITIES
Ascetic Master (Ex) A daitengu can use unarmed strikes, flurry of blows, and Stunning Fist as a 12th-level monk. He adds his Wisdom bonus to his AC and CMD, and gains an additional +1 bonus to AC and CMD for every four Hit Dice he has. He can treat unarmed attacks as cold iron, magic, silver, or any alignment for overcoming damage reduction.
Daitengu’s Blessing (Su) Once per week as a standard action, a daitengu can bestow its mastery of greater fighting arts upon a creature it touches. The daitengu selects any combat feat that it knows and that its target meets the prerequisites for. Upon being touched, the target gains that feat as a bonus feat for a number of days equal to the daitengu’s Hit Dice. A daitengu with 15 or more Hit Dice can grant two feats with this ability, while a daitengu with 20 or more Hit Dice can grant three.
Cherufe
This towering reptilian humanoid seems to be made of obsidian scales over a molten magma core.
Cherufes make their homes in the caverns of active volcanoes, where they have not only adapted to survive in these extreme conditions, but actually thrive in the pools of molten lava found therein. The cherufe’s unique physiology lets it feed off of radiating heat, providing sustenance for the creature as well as mending its wounds. The hotter the source, the faster a cherufe recovers. Some cultures worship cherufes, likening them to gods or great dragons. A cherufe’s depraved and often malicious personality means that it particularly enjoys receiving sacrificial victims. The creature will often toy with an unfortunate sacrifice for days before finally decapitating the corpse and immolating the head. Cherufes cow nearby settlements with threats of earthquakes and volcanic eruptions, though the creatures have little desire to cause such havoc in their own homes and usually exaggerate the power they possess. A cherufe stands about 18 feet tall and weighs close to 8,000 pounds. As long as it remains near a heat source, a cherufe can live for hundreds or even thousands of years. Due to these long lifespans, nearby humanoids often believe the creatures immortal, and spread legends about the “gods of the volcanoes.” If taken away from a source of intense heat, a cherufe slowly withers and dies, leaving behind a stony shell of a carcass.
NE Huge (fire)
Init +5; Senses 60 ft., ; Perception +17
DEFENSE
AC 24, touch 9, flat-footed 23 (+1 Dex, +15 natural, –2 size)
hp 189 (18d10+90)
Fort +16, Ref +14, Will +10
Defensive Abilities fire healing; 10/—; fire
Weaknesses to cold
OFFENSE
Speed 50 ft., 30 ft.
Melee 2 claws +25 (2d6+8 plus burn), bite +25 (2d8+8 plus burn)
Ranged rock +19 (2d8+10 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks (2d6 fire, DC 24), , (120 ft.)
(CL 18th; concentration +18)
1/month—earthquake
STATISTICS
Str 26, Dex 13, Con 20, Int 11, Wis 14, Cha 11
Base Atk +18; +28; CMD 39
Feats Diehard, Endurance, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (rock)
Skills Climb +23, Perception +17, Swim +30
Languages Common
ECOLOGY
Environment any mountains
Organization solitary
Treasure standard
SPECIAL ABILITIES
Fire Healing (Ex) Any source that normally deals fire damage to a cherufe instead heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the cherufe to exceed its full normal hit points, it gains any excess as temporary hit points. These temporary hit points don’t stack.
Heat (Su) Cherufes transfer their heat to any weapons, including their rock throwing, causing burn.
Mountain Blight
This black mass of glistening, tar-like slime bubbles and oozes, its two long tentacles each tipped with a stony club.
Most mountain blights inhabit rocky peaks or sheer cliffs on Material Plane worlds. Unlike the others of their kind, mountain blights are not as aggressive in seeking bastions of civilization to destroy, yet their penchant for picking well-traveled mountain passes as their domains ensures they have access to a constant influx of travelers and other victims to prey upon. A mountain blight averages 6 feet in diameter and weighs around 270 pounds.
NE Medium (blight)
Init +8; Senses 120 ft.; Perception +20
DEFENSE
AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural)
hp 200 (16d8+128); 10
Fort +15, Ref +9, Will +11
Defensive Abilities rejuvenation; acid, electricity, ; cold 10
OFFENSE
Speed 20 ft., 20 ft.
Melee 2 slams +24 (2d10+18/19–20)
Space 5 ft.; Reach 15 ft.
Special Attacks hypoxic domain, tremors
(CL 14th; concentration +19)
1/day—blight (DC 20), call lightning storm (DC 20), command plants (DC 19), dominate monster (animals and magical beasts only, DC 24), greater curse terrain, hallucinatory terrain (DC 19)
STATISTICS
Str 34, Dex 18, Con 27, Int 16, Wis 19, Cha 21
Base Atk +12; +24 (+28 sunder); CMD 38 (40 vs. sunder, can’t be tripped)
Feats Great Fortitude, Greater Sunder, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Vital Strike
Skills Climb +36, Intimidate +21, Knowledge (geography) +19, Perception +20, Stealth +20 (+28 in mountains)
Racial Modifiers +8 Stealth in mountains
Languages Aklo, Terran; domain
SQ cursed domain, favored terrain (mountains), powerful slam
ECOLOGY
Environment any mountains
Organization solitary
Treasure standard
SPECIAL ABILITIES
Hypoxic Domain (Su) A mountain blight’s cursed domain is always treated as being one altitude zone higher than its actual zone would otherwise indicate, so areas that would normally function as a low pass zone (lower than 5,000 feet) function as low peak or high pass (5,000 to 15,000 feet), and areas that normally function as low peak or high pass instead function as high peak (higher than 15,000 feet). If the mountain blight’s cursed domain is already located in an area counted as a high peak, the effects of altitude sickness manifest immediately rather than after a 6-hour period spent in the area. Furthermore, as soon as a creature fails a Fortitude save against this effect, it suffers the effects of slow suffocation. Characters in these zones must attempt regular Fortitude saves to avoid suffering from fatigue and other effects of altitude sickness. A mountain blight is always considered to be acclimated to its domain and never suffers ill effects from this ability, and it can select creatures within this domain to be similarly protected as a free action.
Powerful Slam (Ex) A mountain blight applies one and a half times its Strength modifier to slam damage.
Tremors (Su) As a swift action up to three times per day but no more often than once every 1d4 rounds, a mountain blight may cause the ground in a 60-foot radius around it to shake and shudder, as if from a localized earthquake. All creatures standing in this area must succeed at a DC 26 Reflex save or fall prone. These tremors are not strong enough to damage buildings. Creatures that can’t be tripped are immune to this effect. The save DC is Constitution-based.
Sovereign Dragon
This magnificent dragon is covered in splendid gold scales, and horns jut from its head like a crown.
Guardians of balance, sovereign dragons, or lungwangs as they are also known, were placed in the skies by the gods themselves to safeguard harmony in the world.
— — — — — — — — — — —
N
Init ; Senses ; Perception
DEFENSE
AC
hp
Fort , Ref , Will
paralysis, poison, sleep
OFFENSE
Speed 40 ft., 20 ft., 30 ft.,
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment
Organization solitary
Treasure triple
SPECIAL ABILITIES
Mountain Giant
This giant wears bloodstained leather clothes, including a ragged leather mask. His flesh, where visible, is gray and warty.
When the children of other giants are unruly, their parents warn them to be good or else the mountain giants will eat them. More than mere stories, mountain giants are real beings that lurk in high mountains and deep chasms. Universally carnivorous, the brutal and sadistic mountain giants prefer the flesh of humanoids, giant or otherwise. They especially love the taste of fear, and typically torment and torture victims before consuming them. The typical mountain giant stands a towering 45 feet tall and weighs 30,000 pounds.
CE Gargantuan (giant)
Init +5; Senses , ; Perception +29
Aura (60 ft., DC 24, 10 rounds)
DEFENSE
AC 33, touch 11, flat-footed 28 (+4 armor, +5 Dex, +17 natural, +1 shield, –4 size)
hp 297 (22d8+198)
Fort +18, Ref +12, Will +20
Defensive Abilities ; cold, fear, mind-affecting effects, poison
OFFENSE
Speed 50 ft.
Melee +2 warhammer +27/+22/+17/+12 (4d6+17/19– 20/×3), +1 dagger +26 (2d6+16/19–20) or 2 slams +27 (2d6+15)
Ranged rock +18 (4d6+15)
Space 20 ft.; Reach 20 ft.
Special Attacks devour, impale, (160 ft.), (3d6+11 bludgeoning, AC 18, 29 hp)
(CL 18th; concentration +21)
At will—deeper darkness, invisibility
3/day—dimension door
1/day—mislead (DC 19)
STATISTICS
Str 41, Dex 21, Con 29, Int 16, Wis 24, Cha 16
Base Atk +16; +35; CMD 50
Feats Critical Focus, Double Slice, Great Fortitude, Improved Critical (warhammer), Improved Vital Strike, Power Attack, Skill Focus (Stealth), Staggering Critical, Two- Weapon Defense, Two-Weapon Fighting, Vital Strike
Skills Intimidate +25, Knowledge (nature) +25, Perception +29, Stealth +21 (+29 in mountains or underground), Survival +32
Racial Modifiers +8 Stealth in mountains or underground
Languages Common, Giant, Terran
ECOLOGY
Environment any mountains
Organization solitary or pair
Treasure standard (+2 leather armor, +1 dagger, +2 warhammer, other treasure)
SPECIAL ABILITIES
Devour (Su) A mountain giant can devour a Large or smaller humanoid corpse as full-round action. Doing so grants the giant fast healing 10 for a number of rounds equal to the consumed creature’s Hit Dice. The giant also gains this benefit immediately if a swallowed humanoid dies in its stomach.
Impale (Ex) When a mountain giant makes a single attack with a piercing melee weapon (including when using the Vital Strike feat), the weapon attack gains the ability. Any grapple made with such a weapon ends immediately the next time the giant uses the weapon to attack any foe.
Saxra
An immense humanoid skeleton stands draped in tattered robes, its horselike skull lit from within by an eerie red glow.
This undead spirit of bones and wind makes its home high atop remote mountains. Legends claim that a saxra can call forth amazing insights from latent memories stored in the very bones that make up its form. A saxra towers over 20 feet tall and weighs 2 tons.
NE Huge (air)
Init +7; Senses 60 ft.; Perception +33
DEFENSE
AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, –2 size)
hp 300 (24d8+192)
Fort +16, Ref +17, Will +20
Defensive Abilities +4; 15/bludgeoning; cold,
OFFENSE
Speed 40 ft., 80 ft. (good)
Melee bite +29 (2d6+13/19–20 plus 2d6 negative energy and energy drain), 2 claws +29 (1d10+13/19–20 plus 2d6 negative energy and energy drain)
Space 15 ft.; Reach 15 ft.
Special Attacks bone swarm, (2 levels, DC 30), spawn skeleton, splintered ground
(CL 20th; concentration +28)
Constant—deathwatch, true seeing
At will—call spirit (only creatures slain by the saxra, DC 21), desecrate, enervation, gust of wind (DC 20)
3/day—finger of death (DC 25), horrid wilting (DC 26), telekinesis (DC 23), unholy blight (DC 22)
1/day—legend lore
STATISTICS
Str 36, Dex 25, Con —, Int 13, Wis 23, Cha 26
Base Atk +18; +33; CMD 56
Feats Combat Reflexes, Critical Focus, Defensive Combat Training, Exhausting Critical, Greater Vital Strike, Improved Critical (bite), Improved Critical (claw), Improved Vital Strike, Lightning Reflexes, Power Attack, Tiring Critical, Vital Strike
Skills Bluff +20, Diplomacy +10, Fly +19, Intimidate +35, Knowledge (religion) +17, Perception +33, Sense Motive +21, Stealth +26
Languages Auran, Common
ECOLOGY
Environment any mountains
Organization solitary (plus spawn)
Treasure none
SPECIAL ABILITIES
Bone Swarm (Su) Any creature that ends its turn within 5 feet of a saxra takes 5d6 points of slashing damage and 5d6 points of negative energy damage from the whirling cloud of bone shards that surrounds it. Before the bone swarm deals damage, it attempts a caster level check to dispel any death ward effects on the target (as per a CL 20 dispel magic spell).
Spawn Skeleton (Su) Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. Creatures raised as skeletons are overcome with the desire to slay living creatures, but the saxra has no control over them. The save DC is Charisma-based.
Splintered Ground (Su) As a standard action, a saxra can cause splintered bones to erupt from all terrain (except worked stone or open water) in a 100-foot radius. Any creature moving across this area takes 2d6 points of piercing damage and 2d6 points of negative energy damage for every 5 feet of movement, and must succeed at a DC 30 Reflex save or have its land speed reduced by half for 10 minutes. The bones remain and continue to deal damage indefinitely unless someone removes them manually (taking 10 minutes of work for each 5-foot square) or the saxra uses this ability again. The save DC is Charisma-based.