Ostovite
This tiny, skittering creature looks like an insect made of fish bones, with a head full of glowing red eyes.
Tiny Abyssal scavengers, ostovites skitter across demonic battlefields, amid charnel pits, and through that plane’s festering sewers looking for corpses on which to feed. When they find these morsels, they use their acidic saliva to digest the flesh, taking what they need for sustenance. Yet what ostovites truly desire is not food, but self-improvement. Though only barely intelligent, ostovites have a deep-seated jealousy of larger races, as well as an instinctive shame regarding their own forms, which resemble silverfish made out of thin, compressed bones. When an ostovite locates the corpse of a larger creature— particularly that of a humanoid or other intelligent being—it doesn’t stop at feeding. Instead, as soon as it has sated its hunger, it begins using its acid to soften the creature’s bones, drawing them out and reconstructing them into a twisted parody of their original configuration, with the ostovite resting in a nest-like structure in the sculpture’s center. Once it’s finished, the ostovite magically animates its creation, controlling it like a puppet and at last experiencing the thrill of being larger and—to the ostovite’s mind—more important. These ghastly creations are generally more disturbing than normal undead, as ostovites’ understanding of biomechanics is often crude, potentially resulting in humanoid skeletons that move around on all fours or drag themselves along like land-bound octopuses. Like hermit crabs changing shells, ostovites regularly replace their chariots in order to increase their social status and impress potential mates. Though they often squabble over smaller skeletons, when a particularly prime corpse is located, an entire nest of ostovites may band together to create a single bone chariot of epic proportions. Adult ostovites are 2 feet long and weigh 3 pounds. Natural cowards except when enshrined in their chariots—at which point most believe themselves invincible— ostovites have a species-wide hatred of the more powerful vermlek demons, with whom they often compete for quality corpses.
CE Tiny ()
Init +3; Senses 60 ft., ; Perception +4
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 11 (2d10)
Fort +3, Ref +6, Will +0
cold
OFFENSE
Speed 30 ft.
Melee bite +7 (1d2 plus 1d6 acid)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bone chariot
STATISTICS
Str 4, Dex 16, Con 10, Int 3, Wis 11, Cha 9
Base Atk +2; +3; CMD 10
Feats Weapon Finesse
Skills Perception +4, Stealth +15
Languages Abyssal (can’t speak)
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or nest (3–6)
Treasure standard
SPECIAL ABILITIES
Bone Chariot (Su) An ostovite presented with a corpse that in life had 2 Hit Dice or fewer (not counting Hit Dice from class levels) and that contains a skeletal structure can spend 1 hour extracting the bones and then softening and reweaving them around itself, creating a deformed and skeletal version of the original creature. This “bone chariot” functions as if the corpse had reanimated and gained the skeleton template, but gains the construct type instead of the undead type and has no will of its own—it moves and attacks at the direction of the ostovite, which rides in its center. An ostovite cannot use its own attacks while ensconced in its bone chariot, and damage done to a bone chariot does not harm the ostovite until the bone chariot has been reduced to 0 hit points, at which point the skeleton crumbles and the ostovite can attack and be attacked as normal. Multiple ostovites can combine their abilities to animate the skeletons of larger creatures, so long as they all ride within the same bone chariot—each additional ostovite increases the maximum Hit Dice of the corpse that can be animated by this ability by 2.
Howler
This vile predator has a hide as thick and tough as leather. Wicked ebony quills run from its head, tail, and back.
The howler is a native to the Abyss, an Outer Plane where madness is the norm and cruelty is expected and often rewarded. The howler prowls these Abyssal realms, serving the role of a hungry predator like a lion or tiger, save for the fact that the typical howler is much more intelligent than a big cat. Worse, howlers have little interest in eating their prey—they need not feed to live, but rather enjoy the process of stalking, mauling, and killing living creatures. In a way, the act of inflicting intense pain and madness upon mortal life is what fills a howler’s life instead of the desire to feed. The howler’s mane of razor-sharp quills makes it a poor choice of mount for most creatures, but it serves quite well as a guardian or sentinel—especially for outsiders, who may not enjoy the creature’s constant howling, but aren’t adversely affected by the supernatural sounds. When a howler sees prey, the tenor of its howls changes— howlers cannot speak, but they can use their howls to communicate quite a bit of information if required. They understand the Abyssal tongue, and when serving demons as guardians, their howls can not only alert their masters to the presence of intruders, but also to their number, appearance, and weaknesses. A howler is about the size of a tiger—12 feet from snout to tail and weighing 6,000 pounds. They are normally pale in color, with darker quills and milky eyes.
CE Large (, , )
Init +6; Senses 60 ft.; Perception +13
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 37 (5d10+10)
Fort +6, Ref +6, Will +3
Defensive Abilities quill defense
OFFENSE
Speed 60 ft.
Melee bite +8 (1d8+4), quills +3 (1d4+2 plus pain)
Space 10 ft.; Reach 5 ft.
Special Attacks howl
STATISTICS
Str 18, Dex 15, Con 15, Int 6, Wis 14, Cha 11
Base Atk +5; +10; CMD 22
Feats Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Skills Acrobatics +10 (+22 jump), Climb +12, Perception +13, Stealth +6
Languages Abyssal (cannot speak)
ECOLOGY
Environment any land (Abyss)
Organization solitary or pack (2–4)
Treasure incidental
SPECIAL ABILITIES
Howl (Su) A howler’s constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a DC 12 Will save or become cursed by the creature’s howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers’ howls until the current howler curse is lifted. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Howler Howl: Curse—howl; save Will DC 12 negates; frequency 1/hour; effect 1 Wis damage; cure 1 save.
Pain (Ex) Whenever a creature takes damage from a howler’s quill attack or its quill defense, that creature must make a successful DC 14 Reflex save or one quill breaks off in its flesh, causing the target to become sickened until all embedded quills are removed. Removing one quill requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 points of damage to the victim. The save DC is Dexterity-based.
Quill Defense (Ex) Any creature that strikes a howler with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d4+1 points of piercing damage from the howler’s quills and suffers from the howler’s pain attack.
Lamhigyn
This small, three-eyed creature has ragged, red-streaked wings and a menacingly barbed tail.
Lamhigyns are simple pests that emerged from the chaotic fabric of the Abyss. They poison their prey until it falls into a coma, and then they slowly tear it apart, piece by piece, with their rasping mouths. Lamhigyns view intruders on their territory with disdain, and their stings have left many adventurers insane and debilitated, opportune victims for the Abyss’s insatiable predators. Though lamhigyns might not appear frightening on their own, greater terrors sometimes follow in their wakes, hoping for easy meals. Lamhigyns are strange-looking creatures often characterized by mortals visiting the Abyss as overgrown, flying tadpoles with bat wings and stinger-tipped tails. They lurk within dark places in the Abyss and in similarly lightless places on the Material Plane near rifts to their home plane. Their bulbous, unblinking eyes are vaguely froglike, and are often the last things unprepared adventurers see, as the pesky creatures are fond of wrapping their wings around their victims’ heads to blind their prey. Their tiny mouths house thick tongues that flick about in the presence of prey. Lamhigyns have thick, scaly skin ranging in color from red to green. Though lamhigyns are typically encountered flying, on the ground they stand on four insectile legs that they keep tucked beneath them while nesting. Although they are small, their 2-foot-high, 8-pound bodies are impressive sights when hurtling through the air at their victims. When it comes to their own kind, lamhigyns can be quite volatile. In general, they tend to get along with other lamhigyns, though almost anything can set them off. When this happens, lamhigyns unleash the full force of their chaotic fury on each other, stinging and grappling until only one—or sometimes none—of the bizarre creatures remain. When they’re not fighting among themselves, lamhigyns live together in noisy, flapping hives, waiting for hapless creatures to stumble into their dens. When it comes to victims, lamhigyns prefer those that can think and walk, for they provide the most deliciously terrif ied reactions. There is nothing lamhigyns love more than injecting their mind-numbing toxin into terrif ied victims while they ineffectually scream and flail. Lamhigyns ignore most normal animals unless they have waited too long for fresh prey and have grown bored. Sometimes, however, a particularly large hive of lamhigyns will attempt to bring down large, imposing creatures simply for the challenge of it.
CE Small (, , )
Init +6; Senses 60 ft., ; Perception +9
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 32 (5d10+5)
Fort +5, Ref +6, Will +2
OFFENSE
Speed 10 ft., 60 ft. (good)
Melee sting +10 (1d3+4 plus poison), 2 wings +5 (1d3+2 plus )
Special Attacks (1d3+1), poison, wrap wings
STATISTICS
Str 18, Dex 15, Con 13, Int 5, Wis 12, Cha 8
Base Atk +5; +8 (+12 grapple); CMD 20 (24 vs. trip)
Feats Flyby Attack, Hover, Improved Initiative
Skills Fly +16, Perception +9, Stealth +14
Languages Abyssal
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, clutch (3–9), or hive (10–30)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d4 Wis damage; cure 2 consecutive saves.
Wrap Wings (Ex) When a lamhigyn uses its wing attacks to grab an opponent, it wraps its wings around its target’s head, causing the victim to gain the blinded condition for as long as the lamhigyn grapples that creature. This ability has no effect on creatures that do not have sensory organs in their heads.
Vescavor Swarm
With a gibbering chorus, hundreds of toothy insects swarm together, their heads nothing more than maws filled with a sickly green glow.
Once found only in the lightless crevices and shrieking half-live jungles of the Abyss, the yammering, gluttonous vermin of the Abyss called vescavors crawl through portals into the Material Plane to feed and spawn. Ruled by enormous, hideous queens who direct their swarms in finding food and destroying foes with the help of pheromones and mental commands, vescavor swarms devour objects, creatures, and structures alike. Their hunger is insatiable and carries with it the terrors of the Abyss itself, warping the minds of even those creatures who escape the vescavors’ maws. Only adamantine can endure their gnashing teeth, and a swarm of vescavors that descends upon a settlement devours everything and leaves nothing behind.
CE Diminutive (, , , )
Init +3; Senses 60 ft.; Perception +9
Aura gibber (15 ft.)
DEFENSE
AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 47 (5d10+20)
Fort +7, Ref +9, Will +2
poison, , weapon damage; fire 10, electricity 10; 16
OFFENSE
Speed 30 ft., 40 ft. (good)
Melee (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks (DC 15), ravenous, traumatizing
STATISTICS
Str 7, Dex 17, Con 16, Int 4, Wis 13, Cha 12
Base Atk +5; —; CMD —
Feats Blind-Fight, Lightning Reflexes, Toughness
Skills Fly +21, Perception +9, Stealth +23
Languages Abyssal
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, plague (3–12), or apocalypse (16–30)
Treasure none
SPECIAL ABILITIES
Gibber (Su) Vescavors yammer the endless chorus of the Abyss. Any creature within 15 feet of a vescavor swarm or inside it must succeed at a DC 15 Will save or be confused for 1 round. This is a mind-affecting sonic compulsion. A creature that saves cannot be affected by the same vescavor swarm’s gibbering for 24 hours. The save DC is Constitution-based.
Ravenous (Ex) Vescavors can devour nearly anything. If the swarm attacks an object or structure, the vescavors ignore its hardness if it is made of any substance other than adamantine. Additionally, every round that a creature is in the same space as the swarm, the vescavors begin devouring one object on the creature—if the vescavor swarm is not under the control of a vescavor queen, refer to the following table.
Order Effected | Item |
---|---|
1st | Shield |
2nd | Armor |
3rd | Magic helmet, hat, or headband |
4th | Item in hand (including weapon, wand, or the like) |
5th | Magic cloak |
6th | Stowed or sheathed weapon |
7th | Magic bracers |
8th | Magic clothing |
9th | Magic jewelry (including rings) |
10th | Anything else |
Traumatizing (Su) Enduring the presence of a vescavor swarm is akin to being trapped in the Abyss itself. Any creature that spends more than 3 consecutive rounds inside a vescavor swarm must succeed at a DC 13 Will save or gain one of the types of madness selected at random from the table below.
d% | Insanity |
---|---|
1–11 | |
12–48 | |
49–68 | |
69–78 | |
79–84 | |
85–100 |
Grimslake
This maggot-like creature has a long tail covered with frightening hooked suckers.
The grublike grimslake is commonly found on Abyssal battlefields, where it crawls among the bodies, sucking away marrow and other vital tissues found within the dead. Of course, when fresh carcasses aren’t available, grimslakes eagerly to turn to living victims—they take particular delight in the sound of screams as they feed. While on the Abyss, they often hunt lesser demons, but these semi-intelligent scavengers find mortal humanoids a particular delicacy. The hermaphroditic grimslakes use the remnants of their meals as incubators for their eggs. After eating, they fill the drained bodies with their eggs and fertilize them. Then they abandon the eggs to search for new feeding grounds, leaving behind a hideous legacy. Other scavengers instinctively avoid the egg-filled bodies, and 10 to 12 days later, the corpses burst open, releasing a mass of grimslakes the length of a human arm. These creatures fall upon each other in a ravenous orgy of cannibalism, growing quickly as they consume their kin until, a few days later, the few surviving, fully grown grimslakes go off in search of new food and incubators. In the Abyss, some demon lords use grimslakes to dispose of bodies. Others use them as implements of torture. The worst keep them as food sources—not to eat the grown specimens, but to dine on corpses pregnant with the grimslakes’ seething young.
CE Large ()
Init +5; Senses 60 ft., 30 ft.; Perception +13
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 68 (8d8+32); 5
Fort +6, Ref +5, Will +10
Defensive Abilities slashing scales; disease; acid 10, fire 10
OFFENSE
Speed 20 ft., 20 ft., 20 ft.
Melee bite +12 (2d6+7 plus grab), sting +12 (1d6+7 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks (1d6+6), marrow drain, penetrating jaws
(CL 6th; concentration +6)
3/day—death knell (DC 12), ray of exhaustion (DC 13)
1/day—slow (DC 13)
STATISTICS
Str 24, Dex 13, Con 19, Int 6, Wis 14, Cha 11
Base Atk +6; +14 (+18 grapple); CMD 25 (can’t be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Step Up
Skills Climb +26, Perception +13
Languages Abyssal
ECOLOGY
Environment any
Organization solitary, pair, or tangle (3–10)
Treasure incidental
SPECIAL ABILITIES
Marrow Drain (Ex) A grimslake’s tail is covered with suckers that extend long, thin, razor-sharp tendrils to drill into its victim’s bones, draining them of marrow. As a swift action, a grimslake can drain marrow from a creature it is grappling or from a helpless creature. The victim can resist this painful attack with a successful DC 18 Fortitude save; otherwise, the creature becomes staggered from the horrific agony for 1 round and takes 1 point of Constitution drain. The save DC is Constitution-based.
Penetrating Jaws (Su) A grimslake’s bite attack penetrates cold iron and silver damage reduction.
Slashing Scales (Ex) The scales running in a line down a grimslake’s back have razor-sharp ridges and spines, and the creature is adept at lashing at attackers with these scales. Any creature that attacks a grimslake with a natural weapon, unarmed strike, or light weapon must succeed at a DC 15 Reflex save or take 1d4 points of slashing damage. The save DC is Dexterity-based.
Warmonger Wasp
This wasplike creature seems to be partially made of metal. Its wings create an iridescent glow as it buzzes through the air.
Like the more powerful retriever, the warmonger wasp is a construct built from the protoplasmic flesh and chaotic fecundity of the Abyss itself. Partially organic and partially metallic, warmonger wasps serve demonic armies as air support in large battles. Their electricity-based explosions work well on battlefields where demons and mortals clash, as electrical attacks have no effect on demons. Warmonger wasps are grown rather than constructed, and while the procedure of crafting these constructs is beyond the ken of mortal crafters, spellcasters can conjure them to do their bidding. Warmonger wasps are only intelligent enough to understand simple commands, and even then they generally understand only commands universally associated with battlefield conditions. A warmonger wasp is about 10 feet long, has a 20-foot wingspan, and weighs 1,200 pounds.
MASSACRE WASP
Warmonger wasps grow organically from protoplasmic flesh and chaos, so it’s no surprise that, unlike many constructs, each warmonger wasp has a uniquely terrible appearance, and the wasps warp, twist, and mutate over time. While in most cases, significant mutations prove crippling and ultimately cause the wasp’s death, in rare cases, the mutated wasp reaches a new state of evolution and becomes a massacre wasp: a more powerful version of the warmonger wasp that is capable of strategizing and leading other warmonger wasps in battlefield maneuvers. Massacre wasps usually have the advanced or giant simple template as well as either 6 evolution points’ worth of summoner eidolon evolutions or other monster abilities of a similar power level and scope. Massacre wasps’ static discharge works once per round instead of once every 1d4 rounds.
CE Large ()
Init +10; Senses 60 ft., ; Perception +13
DEFENSE
AC 21, touch 15, flat-footed 15 (+6 Dex, +6 natural, –1 size)
hp 85 (10d10+30); 5
Fort +5, Ref +9, Will +4
electricity,
OFFENSE
Speed 30 ft., 30 ft. (good)
Melee bite +15 (1d8+4), 2 claws +15 (1d6+4), sting +15 (1d6+4/19–20 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks static discharge, poison
STATISTICS
Str 18, Dex 23, Con —, Int 3, Wis 13, Cha 1
Base Atk +10; +15; CMD 31 (35 vs. trip)
Feats Ability Focus (poison), Great Fortitude, Improved Critical (sting), Improved Initiative, Weapon Finesse
Skills Fly +14, Perception +13, Stealth +13
Racial Modifiers +8 Perception, +8 Stealth
Languages Abyssal (can’t speak)
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or flight (3–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Static Discharge (Su) Once every 1d4 rounds as part of a move action that’s taken to fly at least 10 feet, a warmonger wasp’s wings can discharge a bolt of electricity to a range of up to 60 feet. The bolt explodes upon reaching its target, creating a 20-foot-radius burst that deals 6d6 points of electricity damage (Reflex DC 15 half). The save DC is Constitution-based.
Bodak
The flesh of this emaciated creature appears charred or dried, and its empty eye sockets seep trails of smoke.
When mortal humanoids find themselves exposed to profound, supernatural evil, a horrific, occult transformation can strip them of their souls and damn them to the tortured existence of a bodak. Changed into a twisted, misanthropic husk, a bodak wanders the endless tracts of evil-aligned planes, periodically stumbling into other realms by passing through portals or otherwise being conjured elsewhere. Possessing only fragmented memories of its former existence, the bodak is driven by profound emptiness, sorrowful longing, and vengeful hatred of all life. A bodak’s appearance is profoundly disturbing. Its flesh looks dried, taut, and desiccated, though it possesses a strange, otherworldly sheen. Its body is disproportionate and distinctly androgynous. Hairless and with only vague hints of facial structure, the bodak’s eyes are deep set in their sockets and constantly weep foul-smelling smoky vapors. A planes-wise traveler who recognizes its shape knows to flee, for most travelers can outrun the relatively slow bodak. Bodaks vehemently despise all living creatures and immediately seek to destroy any they encounter. A bodak retains the ability to speak one language it knew in life (typically Common), but it rarely engages in conversation, instead spitting out an incomprehensible stream of vile accusations, curses, and threats. On occasion, a bodak might wield weapons, but most rely primarily upon the effects of their deadly gaze. Bodaks are rarely encountered outside of the Abyss. As they are slow-witted, powerful evil creatures such as liches and nabasu demons sometimes use bodaks as thralls, assassins, or guardians. Bodaks encountered on the Material Plane exude extreme malevolence when forced to confront the realization of their abhorrent transformations. So great is their desire to inf lict their fate upon others that many attempt to drag off the bodies of their slain victims and guard them until they rise as undead. A 20th-level spellcaster can use create greater undead to create a bodak, but only if the spell is cast while the spellcaster is located on one of the evil outer planes (traditionally the Abyss).
CE Medium ()
Init +6; Senses 60 ft.; Perception +14
DEFENSE
AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
hp 85 (10d8+40)
Fort +6, Ref +5, Will +8
10/cold iron; electricity, ; acid 10, fire 10
Weaknesses to sunlight
OFFENSE
Speed 20 ft.
Melee 2 slams +9 (1d8+1)
Special Attacks death
STATISTICS
Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16
Base Atk +7; +8; CMD 21
Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon Focus (slam)
Skills Intimidate +11, Perception +14, Stealth +10
Languages Common
ECOLOGY
Environment any land (evil Outer Planes)
Organization solitary, pair, or gang (3–4)
Treasure none
SPECIAL ABILITIES
Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 negates. The save DC is Charisma-based. A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later. This is a death effect.
Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to direct sunlight deals 2d6 points of damage to a bodak.
Urannag
What at first appeared to be a sadistic spiked cage writhes into unholy life, extending bladed, articulated arms.
Urannags have long vexed scholars, some of whom contend that they’re creatures, while others argue that they’re complex traps. In truth, they’re both—an unsettling example of how reality on the Abyss doesn’t match mortal expectations. An urannag behaves like an ambush predator, yet has no need for sustenance and is driven to flense prey out of innate sadism.
CE Huge ()
Init +4; Senses 60 ft.; Perception +18
DEFENSE
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 100 (11d10+40)
Fort +5, Ref +5, Will +5
5/adamantine and good; gaze attacks, visual effects and illusions, sight-based attacks, ; 19
Weaknesses exposed mechanisms, living trap
OFFENSE
Speed 10 ft.
Melee 3 claws +17 (1d8+7 plus entrap)
Space 15 ft.; Reach 15 ft.
Special Attacks encage, (DC 15, 1d10 rounds, hardness 10, hp 10)
STATISTICS
Str 25, Dex 11, Con —, Int 2, Wis 15, Cha 2
Base Atk +11; +20; CMD 30 (can’t be tripped)
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (claw)
Skills Perception +18, Stealth +9 (+21 in shallow water)
Racial Modifiers +8 Perception, +8 Stealth (+20 in shallow water)
ECOLOGY
Environment any swamps (the Abyss)
Organization solitary, pair, tangle (3–5), or menace (6–12)
Treasure incidental
SPECIAL ABILITIES
Encage (Ex) As a swift action, an urannag can encage a creature that shares its space and is not aware of it or a helpless creature it has entrapped. The target treats the urannag’s space as difficult terrain, and cannot move out of that space unless it succeeds at a DC 22 Reflex save. Each round a creature remains encaged, it takes 2d6 points of slashing damage. A creature can try to escape by attempting a combat maneuver check or Escape Artist check (DC = the urannag’s CMD) as a full-round action, or it can try to smash through a cage wall. These walls have an Armor Class of 22, hardness 10, and 22 hit points. A wall with a hole smashed in it automatically repairs itself. The save DC is Strength-based.
Exposed Mechanisms (Ex) Although an urannag is a construct, it can be harmed by the methods used to disable traps. A successful DC 20 Disable Device check targeting an urannag (a full-round action that provokes an attack of opportunity) deals damage that bypasses the urannag’s DR equal to 3d6 + the character’s total ranks in Disable Device. Additionally, the urannag is staggered for 1 round (DC 16 Fortitude negates the staggered condition).
Living Trap (Ex) Defensive abilities that apply to traps (such as trap sense) apply against an urannag’s attacks.
Vescavor Queen
This verminlike creature has iridescent, membranous wings and its many sharp teeth drip with noxious slime.
Appearing as an amalgam of twisted, unnatural insects, a vescavor queen is a hideous sight to behold, even among the terrifying denizens of the Abyss. Not only is a queen’s bite stronger than that of its spawn, but the queen can also spit acid at opponents, and its arms end in scything claws poised to rend through flesh and armor. Vescavor swarms instinctively obey a queen, eagerly seeking out those foes marked by the queen’s attacks. A vescavor queen measures roughly 10 feet from head to tail, and weighs nearly 500 pounds— more when carrying a brood.
CE Large (, , )
Init +3; Senses 60 ft.; Perception +17
Aura chaos (10 ft.), gibber (15 ft., DC 20)
DEFENSE
AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
hp 114 (12d10+48); 2
Fort +8, Ref +11, Will +10
acid, poison; electricity 10, fire 10; 20
OFFENSE
Speed 20 ft., 50 ft. (good)
Melee bite +17 (1d8+5 plus 3d6 acid), 2 claws +16 (1d6+5)
Ranged spit acid +14 ranged touch (5d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks spit acid
STATISTICS
Str 21, Dex 16, Con 18, Int 11, Wis 14, Cha 13
Base Atk +12; +18; CMD 32
Feats Blind-Fight, Dodge, Flyby Attack, Hover, Power Attack, Weapon Focus (bite)
Skills Acrobatics +12, Climb +14, Fly +20, Knowledge (dungeoneering) +10, Knowledge (planes) +10, Perception +17, Stealth +14, Survival +15
Languages Abyssal
SQ , swarm mother
ECOLOGY
Environment any (Abyss)
Organization solitary or hive (1 plus 2–20 vescavor swarms)
Treasure none
SPECIAL ABILITIES
Chaos Aura (Su) A vescavor queen is an embodiment of chaos. Its aura is a font of anarchic energy that grants fast healing 2 to the vescavor queen, as well as to any vescavor swarm within 10 feet of the queen. A vescavor queen can activate or suppress this ability as a free action.
Gibber (Su) Like their broods, vescavor queens yammer the endless chorus of the Abyss. Any creature within 15 feet of a vescavor queen must succeed at a DC 20 Will save or be confused for 1 round. A creature that successfully saves can’t be affected by the same vescavor queen’s gibbering for 24 hours. This is a mind-affecting sonic compulsion. The save DC is Constitution-based.
Spit Acid (Ex) As a standard action, a vescavor queen can make a ranged touch attack to spit acid at a foe within 30 feet. A target hit by this glob of acid takes 5d6 points of acid damage. In addition, the spit of a vescavor queen contains some of its pheromones. Any target that takes damage from this attack acts as a beacon for vescavor swarms; the damaged creature takes a –8 penalty on Stealth checks against the vescavor queen and swarms it controls, and likely becomes the swarm’s next target.
Swarm Mother (Su) A vescavor queen can mentally control up to 20 Hit Dice of vescavor swarms through a combination of pheromones and supernatural manipulation. To control a vescavor swarm, the vescavor queen must be able to see it and must be within 120 feet of it. Attempting to control a vescavor swarm is a standard action, and the swarm can attempt to resist this attempt with a DC 17 Will save. If the swarm fails this save, the vescavor queen can issue a simple mental command as a swift action, such as ”fight,” ”come here,” ”go there,” or ”stay still.” Vescavor swarms affected by this ability act normally unless a vescavor queen is actively controlling them, but never attack the vescavor queen. The save DC is Charisma-based. In addition, whether or not it controls the swarm, a vescavor queen is immune to a vescavor swarm’s swarm attacks and supernatural special abilities. A vescavor queen can release a vescavor swarm from its control as a free action. If a vescavor queen is killed, any vescavor swarms under its control disperse.
Bebilith
A spider the size of an elephant, this dark blue arachnid rears up on its six hind legs to raise its barbed and razor-edged front claws.
The Abyss is a terrible place, yet even in this horrific realm there exist predators and wild beasts that prey upon the demonic horde—the bebilith being the most notorious, a creature evolved to hunt and slay demons. Far more intelligent than its verminous shape would suggest, it is perhaps a blessing that the bebilith is such a focused and devoted hunter of demons, for had these dangerous outsiders more of a mind to conquer and expand empires, their ability to plane shift would make them a menace indeed. Although, as an outsider, the bebilith has no biological need to eat, it does enjoy the sensation of chewing on demonic flesh.
CE Huge (, , )
Init +5; Senses 60 ft., scent; Perception +16
DEFENSE
AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, –2 size)
hp 150 (12d10+84)
Fort +15, Ref +11, Will +7
10/good
OFFENSE
Speed 40 ft., 20 ft.
Melee bite +19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks dismantle armor, penetrating strike, (+11 ranged, DC 23, 12 hp)
(CL 12th; concentration +13)
At will—plane shift (bebilith only)
STATISTICS
Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13
Base Atk +12; +23; CMD 34 (46 vs. trip)
Feats Cleave, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Acrobatics +16, Climb +32, Perception +16, Sense Motive +16, Stealth +16, Survival +16
Racial Modifiers +8 Stealth
Languages Abyssal (cannot speak); 100 ft.
ECOLOGY
Environment any (the Abyss)
Organization solitary or band (2–6)
Treasure standard
SPECIAL ABILITIES
Dismantle Armor (Ex) If a bebilith hits a foe with both claw attacks, it can attempt to peel away the target’s armor and shield as a free action by making a CMB check. If the bebilith is successful, the target’s armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a DC 25 Reflex save. The save DC is Strength-based.
Penetrating Strike (Su) A bebilith’s natural weapons are treated as chaotic and magical for the purposes of penetrating damage reduction. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.
Rot (Su) A bebilith’s bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect. This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a DC 23 Fortitude save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Heal can also halt the rot effect. The save DC is Constitution-based.
Retriever
A spider the size of a bull elephant rears up on its back four legs in a violent challenge, eyes shimmering with magical energy.
Not all constructs are formed from unliving matter like stone, wood, metal, or dead flesh. In the darkest corners of the Great Beyond, certain powerful demon lords have mastered the art of shaping the raw, protoplasmic flesh of the Abyss into hideous monstrosities devoid of life, emotion, and the will to resist control. The monstrous retriever is the best-known of such constructs, a huge spider-like creation capable of unleashing potent energy upon those it has been ordered to seek. Demon lords use retrievers to seek out those who dare abandon their loyalties or flee from servitude. Often, the presence of a retriever in a demon’s den is enough in and of itself to ensure the loyalty of the lesser demons. The constructs also excel in tracking down specific objects and returning them to their masters—their intelligence is just enough to allow them to focus on their ordered tasks but not quite enough for them to form ideas of rebellion and longings for freedom. A retriever’s body is the size of an elephant, and its legspan is nearly 30 feet. It weighs 6,500 pounds.
CE Huge ()
Init +7; Senses 60 ft., , Perception +15
DEFENSE
AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
hp 137 (15d10+55); 5
Fort +7, Ref +10, Will +5
Defensive Abilities
OFFENSE
Speed 50 ft.
Melee bite +19 (1d8+6 plus ), 4 claws +19 (2d6+6/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks eye rays (+16 ranged touch)
(CL 20th; concentration +15)
At will—discern location
STATISTICS
Str 22, Dex 16, Con —, Int 3, Wis 11, Cha 1
Base Atk +15; +23 (+27 grapple); CMD 36 (40 vs. trip)
Feats Cleave, Improved Bull Rush, Great Fortitude, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skills Perception +15
Languages Abyssal (cannot speak)
SQ relentless
ECOLOGY
Environment any (Abyss)
Organization solitary
Treasure none
SPECIAL ABILITIES
Eye Rays (Su) A retriever’s eyes can produce four different magical rays, each with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks—firing an eye ray does not provoke attacks of opportunity. The save DC for eye rays is 19—the save DC is Constitution-based, and includes a +2 racial bonus. The eye ray effects are the following.
• Fire: Deals 12d6 fire damage (Reflex half).
• Cold: Deals 12d6 cold damage (Reflex half).
• Electricity: Deals 12d6 electricity damage (Reflex half).
• Petrification: Target must succeed on a Fortitude save or turn to stone permanently.
Relentless (Su) A retriever is constantly under the effects of spider climb and water walk; these abilities cannot be dispelled.
Baregara
This lumbering apelike monster has blood-red fur, twisted horns, and a hideous fanged orifice set in the center of its chest.
Although natives of the Abyss that often serve as minions for powerful demons or demon lords, baregaras are not in fact demons themselves. Some scholars classify them as “proto-demons”—monsters like bebiliths or xacabras that could perhaps someday complete their supernatural evolution into full demonic glory, but that have not quite yet reached that end. Of course, to the baregara’s victims, these debates are incidental. In the Abyss, baregaras form small troops just like the apes of the Material Plane. These troops are led by the strongest fighter or an individual anointed by a powerful demon the baregara troop serves. Rivalries between troops are part of a complex hierarchy that is all but incomprehensible to non-baregaras, but planar scholars have observed that all baregaras take trophies from notable kills, and that these grisly mementos play some role in establishing the convoluted social standing of the troop leaders and their followers. Even when knuckle-walking on their enormous hands, baregaras stand over 12 feet high when measured to the top of their horns, and their dense bodies can weigh up to 1,500 pounds.
CE Large (, , )
Init +8; Senses 60 ft.; Perception +22
DEFENSE
AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size)
hp 168 (16d10+80)
Fort +15, Ref +14, Will +10
10/good; electricity, poison, acid 10, cold 10, fire 10; 23
OFFENSE
Speed 30 ft., 40 ft.
Melee bite +23 (1d8+8), 2 claws +23 (1d10+8 plus ), gore +23 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks devouring grapple, monstrous challenge, onearmed hold
(CL 16th; concentration +19)
Constant—see invisibility
At will—dispel magic, teleport (self plus 50 lbs. of objects only)
3/day—quickened hold person (DC 16)
1/day— (level 4, 1d4 dire apes 50% or 1d2 girallons 35%), unholy blight (DC 17)
STATISTICS
Str 26, Dex 19, Con 20, Int 15, Wis 16, Cha 17
Base Atk +16; +25 (+29 grapple); CMD 39
Feats Critical Focus, Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Quicken Spell-Like Ability (hold person), Step Up, Throw Anything
Skills Acrobatics +15, Bluff +14, Climb +27, Diplomacy +11, Intimidate +30, Knowledge (nature) +10, Knowledge (planes) +13, Perception +22, Sense Motive +14, Stealth +19, Survival +19, Swim +16
Languages Abyssal, Celestial, Common, Draconic; 100 ft.
ECOLOGY
Environment warm forests (Abyss)
Organization solitary, pair, or troop (3–5)
Treasure standard
SPECIAL ABILITIES
Devouring Grapple (Ex) The mouth at the center of a baregara’s chest automatically deals 2d8+4 points of damage per round to any creature the baregara successfully grapples.
Monstrous Challenge (Su) As a standard action, a baregara can make an Intimidate check to demoralize an opponent. If this check is successful, the baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. This ability is usable three times per day.
One-Armed Hold (Ex) A baregara’s huge arms allow it to initiate and maintain a grapple without the standard –4 penalty for not having both hands free.
Dwiergeth
This beast’s bulbous body perches atop four sucker-ended, multi-jointed legs, and possesses two gnashing, ophidian maws.
Dwiergeths hunt Abyssal rift valleys, digesting prey in a gnawing process of transdimensional rumination. Sure-footed dwiergeths leap and sprint along vertical surfaces with disturbing ease, and often cling to cliff sides for hours or even days, waiting for prey to approach from either above or below. They have a supernatural mastery over the wind as well, and make use of their spell-like abilities to cause climbers to fall from cliffs or flying creatures to be dashed against rocky walls—it’s easier to eat bleeding, broken meat, after all. A dwiergeth’s anatomy is often difficult for humanoids to comprehend. Trembling bristles protruding from the creature’s flesh act as eyes, allowing it to see in all directions at once. Although dissection of a slain dwiergeth reveals a single coiling digestive tract winding from one of its mouths through its bulbous body to the other mouth, the entrails of a living dwiergeth actually extend into other strange dimensions generated by the monster’s Abyssal heritage.
CE Large ()
Init +11; Senses 60 ft.; Perception +16
DEFENSE
AC 28, touch 17, flat-footed 20 (+7 Dex, +1 dodge, +11 natural, –1 size)
hp 175 (13d8+117)
Fort +13, Ref +11, Will +15
Defensive Abilities all-around vision; 10/lawful; blindness, dazzling, poison, visual effects; cold 20, fire 20; 24
OFFENSE
Speed 60 ft., 60 ft.
Melee 2 bites +19 (4d6+11/19–20 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks , forever gullet, (8d6 slashing damage, AC 15, 17 hp)
(CL 13th; concentration +16)
Constant—feather fall
At will—gust of wind (DC 15)
1/day—control winds (DC 18), wind wall
STATISTICS
Str 32, Dex 25, Con 28, Int 5, Wis 24, Cha 17
Base Atk +9; +21 (+25 grapple); CMD 39 (43 vs. trip)
Feats Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Mobility, Spring Attack, Wind Stance
Skills Climb +29, Perception +16
Languages Abyssal
ECOLOGY
Environment cold mountains (Material Plane or Abyss)
Organization solitary, pair, or pack (3–6)
Treasure incidental
SPECIAL ABILITIES
Forever Gullet (Su) When a dwiergeth swallows a creature whole, the act shunts the victim through extradimensional orifices within the creature’s body and into a seemingly endless maze of tooth-lined entrails that exist outside of reality, similar to the labyrinth created by a maze spell but horribly organic and hungry. If a swallowed creature successfully cuts its way out of a dwiergeth, it must attempt a DC 15 Intelligence check as it crawls out of the hole. If the victim is successful, it escapes the creature, but on a failure, the victim merely crawls from one extradimensional intestine to another and must endure another round of being swallowed whole. A dwiergeth can continue to use swallow whole even after a creature cuts its way out. A creature casting any teleportation spell or spell-like ability while within 5 feet of a dwiergeth must succeed at a DC 21 Will save or the effect instead sends the target into the dwiergeth’s forever gullet. When a dwiergeth is under the effects of dimensional anchor or in an area that prohibits extradimensional travel, it loses the abilities of its forever gullet, but its swallow whole ability functions normally. If a dwiergeth dies, the extradimensional space contracts, disgorging any swallowed creature into the corpse’s space. The save DC is Charisma-based, and includes a +2 racial bonus.
Riftcreeper
This slithering mass of bubbling red ooze extrudes a nest of long, thin tendrils, as if tasting the air in search of prey.
Heaving masses of unnatural protoplasm known as riftcreepers prowl the Abyss’s shattered canyons. Despite their name, these intelligent, malevolent oozes are quite agile and swift, slithering up and down canyon walls and swimming through even the foulest water. Although smart enough to understand Abyssal, riftcreepers have little interest in listening to the babbling of the sacks of meat that will soon be their food.
CE Gargantuan ()
Init +12; Senses 60 ft., 120 ft.; Perception +3
DEFENSE
AC 30, touch 14, flat-footed 22 (+8 Dex, +16 natural, –4 size)
hp 217 (15d8+150); 10
Fort +15, Ref +13, Will +8
Defensive Abilities adaptive defenses; ability damage, ability drain, acid, exhaustion, fatigue,
OFFENSE
Speed 30 ft., 30 ft., 20 ft.; gelatinous surge
Melee 2 slams +24 (4d6+16 plus 2d6 acid and )
Ranged 6 strands +15 touch (2d6 acid plus attach)
Space 20 ft.; Reach 20 ft.
Special Attacks (4d6+16 plus 2d6 acid), (strand, 20 feet)
(CL 15th; concentration +15)
Constant—feather fall
STATISTICS
Str 43, Dex 27, Con 30, Int 7, Wis 16, Cha 10
Base Atk +11; +31 (+33 bull rush, +35 grapple); CMD 49 (51 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (slam)
Skills Climb +39, Swim +24
Languages Abyssal (can’t speak)
ECOLOGY
Environment any mountains (Abyss)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Adaptive Defenses (Su) After being damaged by any magical effect that deals cold, electricity, fire, or sonic damage, a riftcreeper’s body instantly adapts to become immune to that form of energy. A riftcreeper can adapt to only one of those four types of energy at a time—if it adapts to a new energy type, it loses its immunity to the previous type. Otherwise, the immunity lasts for 1 hour.
Gelatinous Surge (Ex) Once per minute as a standard action, a riftcreeper can extrude a protoplasmic tendril of ooze to attach to any vertical surface within 120 feet. It can then transfer its entire bulk along that tendril as part of that standard action to change its location to the surface to which it is now attached. This movement doesn’t provoke attacks of opportunity. Any creatures along its line of travel are subjected to a bull rush attempt.
Strands (Ex) A riftcreeper can extend up to six thin, sticky strands from its body at a time as a standard action, launching them to a maximum range of 120 feet. These attacks resolve as ranged touch attacks. On a hit, a strand deals 2d6 points of acid damage to its target and attaches to the creature. These strands are quite strong, but any amount of slashing damage severs them (a strand has AC 25). As long as a strand remains attached to a target, that creature takes an additional 2d6 points of acid damage at the start of its turn. A riftcreeper can automatically absorb the strands into its body if it uses its gelatinous surge ability (in doing so, it releases any attached creatures).
Xacarba
This towering, three-tailed, six-eyed beast seems like three rune-backed serpents partially melded together into one body.
Fiends hailing from the darkest reaches of the Abyss, xacarbas are manipulation and destruction intertwined. With their infamous ability to redirect spells, these serpentine goliaths wreak havoc on the mind as well as the body, turning allies against one another and reveling in the destruction doing so produces.
CE Gargantuan (, , )
Init +9; Senses arcane sight, 120 ft., detect good, , , true seeing; Perception +29
DEFENSE
AC 31, touch 12, flat-footed 25 (+5 Dex, +1 dodge, +19 natural, –4 size)
hp 210 (20d10+100)
Fort +17, Ref +13, Will +20
10/good; electricity, poison; acid 10, cold 10, fire 10; 26
OFFENSE
Speed 40 ft., 20 ft.
Melee bite +25 (3d8+9 plus poison), 3 tail slaps +20 (2d8+4 plus )
Space 20 ft.; Reach 15 ft.
Special Attacks (2d6+9), redirect spell
(CL 18th; concentration +25)
Constant—arcane sight, detect good, true seeing
At will—detect thoughts (DC 19), greater teleport (self plus 50 lbs. of objects only), invisibility, suggestion (DC 20)
3/day—charm monster (DC 21), mass suggestion (DC 23), scrying (DC 21), symbol of pain (DC 22), touch of idiocy, vision
1/day— (level 5, 1 hezrou or 1d4 succubi, 50%)
STATISTICS
Str 29, Dex 21, Con 21, Int 26, Wis 22, Cha 24
Base Atk +20; +33 (+37 grapple); CMD 49 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Vital Strike
Skills Acrobatics +25 (+29 jump), Bluff +30, Climb +17, Diplomacy +27, Disguise +27, Intimidate +27, Knowledge (arcana) +31, Knowledge (any two) +31, Linguistics +28, Perception +29, Sense Motive +29, Spellcraft +31, Stealth +16, Use Magic Device +27
Languages Abyssal, Common, Draconic; 100 ft.
SQ (any humanoid as a swift action, but always retains one serpentine trait that negates the bonus to Disguise checks; alter self)
ECOLOGY
Environment any land (Abyss)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect one chosen by the xacarba from three options; cure 2 consecutive saves. The save DC is Constitution-based.
Fiendish Bile: effect 1d4 Str damage (good-aligned creatures also take 2d8 points of damage).
Mysterious Blood: effect 1d4 Dex and 1d4 Wis damage plus confusion for 1 round.
Vile Disjunction: effect targeted greater dispel magic (CL 18th) on the creature.
Redirect Spell (Su) Any creature that attempts to cast a spell within 30 feet of a xacarba must cast the spell defensively. If the caster fails the concentration check to do so (or if the caster opts to not cast defensively), the xacarba can choose the target of the spell as a immediate action. The new target must be a legal target—if there’s no legal alternative target to choose from, this ability cannot be used.
Rift Dragon
This dark-scaled dragon has massive claws, and foul-smelling acid drips from its saber teeth.
Wherever they go, rift dragons leave behind shattered ruins.
— — — — — — — — — — —
CE
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
Thanatotic Titan
This titanic, armored figure wields an immense axe. Its hands end in claws, and its voice thunders with ruinous power.
Some believe that the titans were the first children of the gods—if this myth is true, then the fact that they waged war upon the gods becomes even more tragic. After they were betrayed to the gods by their own kin, the Thanatotic titans were banished into the Abyss. Today, they seethe with jealousy that their Elysian kin are allowed to wander the planes at will, while they can leave their Abyssal realm only by stealth. Now, these powerful outsiders spend much of their time brooding, fighting among themselves, and waging war for control of Abyssal realms against the legions of various demon lords. Thanatotic titans see themselves as the true icons worthy of worship. Some work to found personal cults among mortals, while others simply wage unending crusades against the minions of the gods.
CE Colossal (, , )
Init +4; Senses 120 ft., true seeing; Perception +31
DEFENSE
AC 38, touch 2, flat-footed 38 (+12 armor, +24 natural, –8 size)
hp 471 (23d10+345)
Fort +22, Ref +15, Will +20; +8 resistance vs. mind-affecting
15/lawful and epic; aging, death effects, disease; 33
OFFENSE
Speed 60 ft. (40 ft. in armor)
Melee +3 unholy battleaxe +37/+32/+27/+22 (6d6+22/19–20/×3), claw +29 (2d8+9) or 2 claws +34 (2d8+19)
Ranged rock +16/+11/+6/+1 (4d6+28)
Space 30 ft.; Reach 30 ft.
Special Attacks godslayer, rock-throwing (100 ft.), (2d8+28, DC 40)
(CL 20th; concentration +27)
Constant—air walk, mind blank, spell turning, true seeing
At will—bestow curse (DC 21), break enchantment, divination, greater dispel magic, sending
3/day—disintegrate (DC 23), greater scrying (DC 24), heal, mass suggestion (DC 23)
1/day—greater planar ally, imprisonment (DC 26), meteor swarm (DC 26), true resurrection
STATISTICS
Str 49, Dex 10, Con 41, Int 27, Wis 20, Cha 24
Base Atk +23; +50; CMD 60
Feats Awesome Blow, Bleeding Critical, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (battleaxe), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Bluff +33, Craft (any one) +34, Diplomacy +30, Intimidate +30, Knowledge (arcana, history, and planes) +34, Knowledge (religion) +31, Perception +31, Perform (any one) +30, Sense Motive +31, Spellcraft +34, Stealth +5, Use Magic Device +33
Languages Abyssal, Celestial, Common; 300 ft.
SQ (any humanoid, alter self)
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or war band (3–6)
Treasure standard (+3 full plate, +3 unholy battleaxe, other treasure)
SPECIAL ABILITIES
Godslayer (Su) When a thanatotic titan damages a creature capable of casting divine spells, that creature must make a DC 28 Will save or be unable to cast any divine spells for 1d4 rounds and be shaken. If the save is successful, the creature struck is merely shaken for 1 round. A thanatotic titan’s attacks are treated as epic and evil for the purposes of overcoming damage reduction. The save DC is Charisma-based.
Devastator
Each of this mechanical horror’s four monstrous limbs ends in a terrible weapon.
In an unholy act of twisted, demonic humor, devastators derive their power from the souls of good outsiders.
CE Gargantuan (, mythic)
Init +6; Senses 60 ft., , mythic sight (2) 30 ft.; Perception +34
Aura corruption (60 ft.), unholy aura (DC 24)
DEFENSE
AC 44, touch 20, flat-footed 38 (+4 deflection, +6 Dex, +24 natural, +4 profane, –4 size)
hp 365 (30d10+200)
Fort +14, Ref +20, Will +18
Defensive Abilities absorb good magic, unchanging; 15/adamantine and epic; acid, cold, , electricity, fire; 33
OFFENSE
Speed 50 ft., 30 ft., 60 ft. (average)
Melee 4 vile arms +45 (2d8+18/19–20), 2 wings +40 (2d6+11/19–20 plus 2d6 bleed)
Space 20 ft.; Reach 20 ft.
Special Attacks (2d6), destroyer, display of Strength, farwalker (2), (10/ day, +1d10), (2 vile arms, 2d8+24), vile strikes
(CL 20th; concentration +26)
Constant—unholy aura
At will—blade barrier (DC 22), dimensional anchor
3/day—blasphemy (DC 23), plane shift (DC 21)
1/day—destruction (DC 23), earthquake, implosion (DC 25)
STATISTICS
Str 37, Dex 23, Con —, Int 15, Wis 18, Cha 22
Base Atk +30; +47; CMD 71
Feats Awesome Blow, Blind-FightM, Cleave, Combat ReflexesM, Critical FocusM, Great Cleave, Improved Bull Rush, Improved Critical (vile arm, wing), Power Attack, Staggering Critical, ToughnessM, Vital Strike, Weapon Focus (vile arm, wing)
Skills Acrobatics +21, Climb +28, Fly +18, Intimidate +36, Knowledge (planes) +17, Perception +34
Languages Abyssal, Celestial
SQ always a chance, extra mythic power
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or catastrophe (3–13)
Treasure standard
SPECIAL ABILITIES
Absorb Good Magic (Su) Whenever a spell with the good descriptor includes a devastator as a target or in its area or effect, the caster must succeed at a DC 38 caster level check or the devastator negates the entire spell and gains 5 temporary hit points per spell level of the spell absorbed that last 1 hour.
Aura of Corruption (Su) Any chaotic evil outsider with 15 or more Hit Dice within 60 feet of a devastator gains a +10 enhancement bonus to Strength and Charisma, and its SR increases by 5 (if it doesn’t already possess SR, it gains SR equal to 11 + its CR).
Vile Strikes (Ex) All of a devastator’s attacks are +5 unholy anarchic weapons that deal bludgeoning, piercing, and slashing damage.
Fomorian Titan
This godlike giant wears armor made of thick plates of blackened iron and wields a great bladed mace.
Fomorian titans were the first titans created by the gods. In their pride, the titans intruded on the domain of their masters and created life of their own, so they too might be worshiped. The gods were forced to battle their creations, and though they won, they could not bring themselves to destroy the fomorians, and instead shackled the titans in armor that hid their beauty and imprisoned them in secret prisons across the multiverse.
CE Colossal (, , , mythic)
Init +1; Senses 60 ft., divine spell perception; Perception +26
Aura (60 ft., DC 27)
DEFENSE
AC 41, touch 3, flat-footed 40 (+14 armor, +1 Dex, +24 natural, –8 size; +4 deflection vs. divine)
hp 413 (18d10+314); 15 (good artifacts, effects, and spells)
Fort +24, Ref +9, Will +18; +8 vs. mind–affecting, +4 vs. divine
Defensive Abilities (50%); 15/epic and lawful; aging, death effects, disease; electricity 30, fire 30; 33
OFFENSE
Speed 30 ft., (40 ft. base), air walk +29/+29/+24/+19/+14 (6d6+19/19–20/×3 plus bleed and push), slam +26 (2d8+24 plus push)
Melee +3 speed wounding heavy mace
Space 30 ft.; Reach 30 ft.
Special Attacks (4d6), , (8/day, +1d10), (heavy mace or slam, 10 ft.), (100 ft.), (2d8+24, DC 35)
(CL 20th; concentration +28)
Constant—air walk, mind blank, true seeing
At will—break enchantment, divination, greater dispel magic, sending
3/day—disintegrate (DC 24), greater scrying (DC 25), heal, mass suggestion (DC 24)
1/day—cursed earth, greater planar ally, mage’s disjunction (DC 27), spell turning, wish
STATISTICS
Str 42, Dex 12, Con 37, Int 29, Wis 20, Cha 27
Base Atk +18; +42 (+44 bull rush); CMD 53 (55 vs. bull rush)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved CriticalM (heavy mace), Iron WillM, Lightning Reflexes, Power AttackM, Staggering Critical, Vital StrikeM
Skills Acrobatics +14, Bluff +29, Craft (any one) +30, Diplomacy +20, Heal +23, Intimidate +29, Knowledge (arcana, history) +21, Knowledge (planes, religion) +30, Perception +26, Sense Motive +26, Spellcraft +30, Survival +23, Swim +29, Use Magic Device +29
Languages Abyssal, Celestial, Common; 300 ft.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or war band (3–6)
Treasure double (+3 speed wounding heavy mace, +4 moderate fortification full plate, other treasure)
SPECIAL ABILITIES
Divine Resistance (Su) A fomorian titan gains a +4 deflection bonus to Armor Class and a +4 bonus on saving throws against attacks and effects from deities, outsiders who serve a deity, and divine spellcasters.
Divine Spell Perception (Su) A fomorian titan automatically notices divine spellcasting within 60 feet. It automatically pinpoints the location of the caster, identifies the spell being cast, and knows the intended target or area of the spell.
Hekatonkheires
This behemoth looks like a towering humanoid with fifty heads and twice as many hands, each wielding a different weapon.
Horrifying abominations shunned by the gods immediately upon their creation, the hekatonkheires are perhaps the most powerful and devastating race of titans in existence. When the titans—envious of the gods’ divine strength— rebelled against the deities, the hekatonkheires were among the first to pick up arms, weary of the scorn their own creators felt for them. The betrayal of the Elysian titans led to the hekatonkheires’ swift capture by the gods, who found the hekatonkheires’ power to be so immense that they were not banished to the Abyss with their Thanatotic brethren. Instead, the gods cast the hekatonkheires into the furthest reaches of the multiverse they could find. There, the hekatonkheires drifted in expanses of nothingness for unknown eons, and the madness wrought upon them by isolation destroyed their memories. Yet from their madness these shattered monstrosities spawned progeny to replace them in their pursuit to destroy, and some of these monstrous offspring discovered ways to break through planar boundaries and wander the multiverse freely. The gods initially created only three hekatonkheires, seeking to make the ultimate warriors in order to guard the gates to the Abyss. These three ancient titans still drift in the unknown expanses between planes—the hekatonkheires that now walk the worlds are their lesser spawn. But these so-called “lesser” titans remain almost unimaginably powerful themselves. They have no knowledge of why their forgotten ancestors were originally banished, and so they wander in search of answers, all the while destroying entire worlds. They are warped engines of mayhem, their existence based wholly on the devastation of life and anything that might remind them of their age-old war against the gods, having inherited only the haunting ghosts of such memories from their ancestors. Those hekatonkheires who have emerged back into the multiverse have done so in different realms, and to date, no record of any two of these spawn meeting one another exists. It is fortunate that only one hekatonkheires is encountered on a world at any given time, as even scholars cannot fathom the power that would arise out of two or more of the titans’ collective strength. They traverse the planes alone, caring not for allies of any sort until they can remember what their purpose was when they were born eons ago. Though hekatonkheires are as intelligent as the rest of their titan relatives, they wander with such destructive and seemingly mindless intentions that they spare no time in communicating with other creatures, especially those that would beg for mercy. The hekatonkheires were created to destroy, and so that is all they desire to do; the crushing blows of their fists and the goring slashes of their weapons speak for themselves. They serve no master, and halt their otherwise endless rampage only if called by their true names, which few—if any—mortals know. Those that do know these names speak them only in whispers, for their mere utterance seems to carry with it immeasurable power. A hekatonkheires can only be called via mighty spells such as gate if a conjurer knows the plane the titan is currently on, and only if the conjurer knows the true name of the hekatonkheires it is seeking to call. Only the mad or depraved would dare such a feat, however, as the might of one of these unique goliaths is so massive that the being cannot be controlled, and even if it is banished back to the realm from whence it came, it is never long before the hekatonkheires sets its sights on the world it visited so brief ly, if only to sate its lust for destroying it. Each hekatonkheires has 50 heads and 100 arms so that one is never caught off guard. The stones that it hurls with its 100 hands are as big as boulders, and those who have seen a hekatonkheires hurl such rocks and lived to tell the tale have said that it is as though an entire mountain is falling from the sky. In addition to their unworldly strength, hekatonkheires are known for their awesome control over the powers of lightning and thunder, and an individual hekatonkheires’s arrival is often prefaced by an abrupt and tumultuous storm in the area. Like all titans, hekatonkheires are immortal, and do not die unless they are slain. A hekatonkheires is 50 feet tall and weighs 25 tons.
CE Colossal (, , )
Init +6; Senses , 120 ft., true seeing; Perception +35
DEFENSE
AC 42, touch 4, flat-footed 40 (+8 armor, +2 Dex, +30 natural, –8 size)
hp 516 (24d10+384); 10 (epic)
Fort +30, Ref +12, Will +18
Defensive Abilities spell turning; 20/epic and lawful; aging, death effects, disease, mind-affecting effects; 35
OFFENSE
Speed 60 ft.; air walk +38/+33/+28/+23 (6d6+22 plus hundredhanded whirlwind) or slam +35 (4d8+28 plus stun)
Melee +3 weapon
Ranged rock +22/+17/+12/+7 (8d8+31/18–20)
Space 30 ft.; Reach 30 ft.
Special Attacks (200 ft.), stunning slam
(CL 20th; concentration +27)
Constant—air walk, spell turning, true seeing
At will—bestow curse (DC 21), break enchantment, chain lightning (DC 23), greater dispel magic, find the path, sending
3/day—greater scrying (DC 24), heal, mass suggestion (DC 23)
1/day—dominate monster (DC 26), greater spell immunity, imprisonment (DC 26), storm of vengeance (DC 26)
STATISTICS
Str 48, Dex 15, Con 43, Int 22, Wis 19, Cha 24
Base Atk +24; +51 (+53 bull rush); CMD 63 (65 vs. bull rush)
Feats Alertness, Cleave, Combat Expertise, Critical Focus, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +29 (+41 when jumping), Bluff +34, Climb +46, Craft (any) +33, Diplomacy +31, Escape Artist +29, Intimidate +34, Knowledge (history) +30, Knowledge (planes) +33, Perception +35, Sense Motive +35, Survival +28
Languages Abyssal, Celestial, Common; 300 ft.
SQ hands of war, planar leap
ECOLOGY
Environment any
Organization solitary
Treasure triple (50–100 various weapons, other treasure)
SPECIAL ABILITIES
Hands of War (Su) Any weapon a hekatonkheires wields gains a +3 enhancement bonus while the titan holds it. A hekatonkheires’s attacks are treated as epic and evil for the purposes of overcoming damage reduction. In addition, a hekatonkheires’s multitude of arms allows it to effectively block attacks, granting it a +8 armor bonus to its AC.
Hundred-Handed Whirlwind (Ex) A hekatonkheires carries several dozen weapons of various types in its hundred hands, but when it attacks in melee, you don’t have to resolve each of these as a separate attack. Instead, when the titan attacks with its weapons, it rolls its attacks normally (either one attack for a standard action, or four as a full-round action) and hits every creature in its reach each time an attack roll exceeds that creature’s AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of the hekatonkheires’s choosing. The hekatonkheires can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit.
Planar Leap (Su) A hekatonkheires traverses the planes by physically smashing through planar boundaries and crashing devastatingly into the target plane itself. Once per year as a full-round action, a hekatonkheires can, as part of a jump, plane shift to any other plane (as per the spell of the same name). It can only bring itself and its gear when it travels in this manner. When the hekatonkheires reaches its destination plane, it falls from the sky and crashes to the ground, creating a devastating explosion of thunder and fire. Any creature within 300 feet of the point where the hekatonkheires lands (including the titan itself ) takes 20d6 points of bludgeoning damage and 20d6 points of sonic damage (Reflex DC 38 half ). The save DC is Constitution-based.
Stunning Slam (Ex) As a standard action, a hekatonkheires may forgo any weapon attacks to make a single slam attack against any creature in reach. If it hits, the target takes damage and must succeed at a DC 41 Fortitude save to avoid being stunned for 1d6 rounds. The save DC is Strength-based.