Brethedan
This amorphous creature looks like an iridescent, blimp-shaped jellyfish, with a line of tentacles dangling down beneath it.
Brethedans are an adaptive race of floating, telepathic creatures that live on gas giant worlds. Though highly intelligent, they disdain physical tools, likely because of the lack of raw materials available in the clouds of their vast homes. Instead, brethedans have evolved to solve problems by combining and modifying their bodies or producing tailored biological agents inside themselves. Though humanoids rarely understand the placid race’s obscure and alien goals, brethedans do sometimes travel to and even colonize other gaseous worlds, and are believed to be the first creatures to have tamed oma for use as living spaceships. A typical Brethedan is 10 feet long and weighs 200 pounds.
N Large
Init +0; Senses 120 ft., 60 ft.; Perception +12
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 66 (7d8+35); 2 (acid)
Fort +7, Ref +2, Will +9
Defensive Abilities
OFFENSE
Speed 0 ft., 30 ft. (good)
Melee 2 slams +9 (1d6+4 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks (1d6+4), (DC 17, 1d6 acid and )
STATISTICS
Str 19, Dex 11, Con 20, Int 12, Wis 14, Cha 11
Base Atk +5; +10 (+14 grapple); CMD 20 (can’t be tripped)
Feats Combat Reflexes, Iron Will, Power Attack, Weapon Focus (slam)
Skills Escape Artist +10, Fly +12, Handle Animal +7, Perception +12, Stealth +6
Languages Brethedan; 100 ft.
SQ adaptation, combine
ECOLOGY
Environment any sky
Organization solitary, pair, or flotilla (3–8)
Treasure none
SPECIAL ABILITIES
Adaptation (Ex) A brethedan’s body is extremely mutable, and can adapt to respond to virtually any situation. Once per round as a swift action that does not provoke attacks of opportunity, a brethedan can reshape its body and chemistry to adopt any of the following qualities.
• It gains resistance 5 against a single energy type (acid, cold, electricity, or fire).
• It gains an additional natural attack (bite, tentacle, etc.) with damage appropriate to its size.
• Its slam damage type changes to slashing or piercing.
• Its slam damage die increases by one step (from 1d6 to 1d8 for most brethedans).
• It gains a +4 natural armor bonus to AC.
• Its reach increases to 20 feet.
A brethedan can only have one modification in effect at any one time—if it selects a new adaptation, it loses any other in effect. More extreme adaptations are also possible (at the GM’s discretion), but generally take days or even months to adopt.
Combine (Ex) Thanks to their perfect communication, brethedans can combine to work together as parts of a larger organism. As a swift action, a brethedan adjacent to another can merge with it, becoming a single creature occupying both spaces. The merging brethedan forfeits its actions to augment the other, and adds its hit points (though not its Hit Dice) to the new creature’s collective total. At this time, it also chooses one adaptation—the combined creature gains this benefit, and it cannot be changed unless the combined creature uses its single adaptation action each round to do so. Any number of brethedans can merge in this fashion, but each adaptation can be gained only once (though resistances to multiple energy types are allowed). The combined creature retains the ability to swap one adaptation each round (not once per component creature). Splitting into the component creatures again is a full-round action in which all component creatures are released and the remaining hit points are divided evenly. For the purposes of Hit Die-related effects, the Hit Dice of a combined brethedan are equal to those of the component creature with the highest CR.
Kirin
With draconic scales covering much of its body, this staglike creature moves with awe-inspiring grace.
The noble kirin roam the sky, their feet rarely touching soil. They have a stag’s graceful body and cloven hooves, a pair of backward-facing horns, and a thick mane and tail ranging from golden to brilliant reds or purples in the hues of the setting sun. Their hide resembles that of a dragon, the scales gleaming ebon or iridescent green. Rare in the extreme, kirin seldom meddle openly in worldly affairs, preferring a subtle hand in overturning the schemes of wicked spirits such as hags and oni. The blood of young kirin runs hot, however, and such spirited youths may serve as mounts for cavaliers and paladins of clever wit and untarnished moral quality. The wisest and most powerful kirin are known as emperor kirin, having earned this title through the respect of their peers and the strength of their powers. They resemble standard kirin, except their hooves give off sparks as they gallop through the air.
Emperor kirin have the advanced creature simple template and additional racial Hit Dice. When advancing a kirin’s Hit Dice to create an emperor kirin, make the following additional changes.
• CR: Increase by 1 + the number of additional HD.
• Breath Weapon: Damage increases by 1d6 for every 2 additional HD.
• Spellcasting: Increase sorcerer level (for the purpose of spells known and spells per day) by 1 per additional HD.
• Spell-Like Abilities: Increase caster level by +1 per additional HD.
• Spell Resistance: Increase by +1 per additional HD.
LG Large (air)
Init +6; Senses 60 ft., detect evil, , ; Perception +17
DEFENSE
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
cold 10, electricity 30, fire 10; 18
OFFENSE
Speed 60 ft., 120 ft. (good)
Melee gore +14 (1d8+5), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks (15-ft. cone, 5d6 fire damage, Reflex DC 18 half, usable every 1d4 rounds), (gore, 2d8+14)
(CL 9th; concentration +15)
Constant—detect evil, water walk
At will—gaseous form, gust of wind
1/day—break enchantment, create food and water, major creation, wind walk (self only)
Spells Known (CL 6th; concentration +12)
3rd (4/day)—lightning bolt (DC 19)
2nd (7/day)—lesser restoration, scorching ray
1st (8/day)—color spray (DC 17), cure light wounds, disguise self, remove fear, sanctuary (DC 17)
0 (at will)—arcane mark, create water, detect magic, guidance, mage hand, mending, stabilize
STATISTICS
Str 20, Dex 23, Con 18, Int 18, Wis 21, Cha 23
Base Atk +9; +15; CMD 31 (35 vs. trip)
Feats Combat Casting, Eschew Materials, Flyby Attack, Hover, Iron Will, Weapon Focus (gore)
Skills Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14
Languages Abyssal, Auran, Celestial, Common, Draconic; 100 ft.
ECOLOGY
Environment any
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Spells A kirin casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a kirin, meaning that the creature does not need a divine focus to cast them.
Sky Dragon
Although wingless, this dragon twists gracefully though the sky, its scales reflecting the shifting hues of the heavens.
Benevolent and noble, sky dragons, or tienlungs, are fearsome champions of good and protectors of those in need. They are often sought out for their wise council, which they grant only to the deserving and true.
— — — — — — — — — — —
LG
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
Tempest Behemoth
Three pairs of wings beat rhythmically, churning up hurricane-force winds around this vast, birdlike monstrosity.
Riding the winds on a triple set of wings, tempest behemoths fly above all, death riding in their shadows. In battle, they snatch up foes only to cast them away from great heights, smash enemies with their wings, or hurl razor-edged scales at distant targets. A tempest behemoth’s divine heritage wards its body, mind, and soul against harm. Only the most powerful magic or attack can pierce its defenses. Serene in their immortality, tempest behemoths fear no other being. As living forces of divine retribution, tempest behemoths are sent forth into the world to raze far-f lung cities, ravage towns with mighty storms, level remote mountain temples, and tear apart siege fortresses impregnable from the ground. The advent of a tempest behemoth is generally presaged by foul weather and terrific storms that drive flocks of birds before their headwinds. The day before the behemoth arrives, the storms suddenly abate—ironically encouraging victims to emerge into the open just as the behemoth strikes.
N Colossal (air, behemoth)
Init +9; Senses 60 ft., 60 ft.; Perception +31
DEFENSE
AC 40, touch 8, flat-footed 34 (+5 Dex, +1 dodge, +32 natural, –8 size)
hp 445 (33d10+264); 20
Fort +26, Ref +23, Will +16
Defensive Abilities ; 15/epic; ability damage, aging, bleed, disease, electricity, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph; 33
Weaknesses to miracles and wishes
OFFENSE
Speed 40 ft., 200 ft. (good)
Melee bite +41 (4d6+16/19–20 plus bleed), 2 talons +41 (2d8+16 plus bleed), wings +36 (8d8+8)
Ranged 6 scales +31 (1d10+16/19–20 plus bleed)
Space 30 ft.; Reach 30 ft.
Special Attacks (2d6), gale, ruinous, thunderbolt
(CL 20th; concentration +22)
3/day—storm of vengeance (DC 21)
STATISTICS
Str 43, Dex 21, Con 26, Int 3, Wis 16, Cha 14
Base Atk +33; +57; CMD 73
Feats Combat Reflexes, Dodge, Flyby Attack, Greater Vital Strike, Hover, Improved Critical (bite), Improved Critical (scales), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Stance, Mobility, Power Attack, Snatch, Vital Strike, Weapon Focus (scales), Wind Stance
Skills Fly +29, Perception +31, Stealth –7, Survival +15
Racial Modifiers +20 Fly, +10 Perception
Language Aklo (cannot speak)
ECOLOGY
Environment any air
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Gale (Su) A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path that extends for 1,000 feet.
Scales (Ex) A tempest behemoth can hurl up to six scales from its wings (range increment 100 feet) as a standard action.
Thunderbolt (Su) As a swift action once every 1d4 rounds, a behemoth can shoot a bolt of lightning that deals 15d6 points of electricity damage and 15d6 points of sonic damage, and that causes permanent deafness in a 200-foot line. A DC 34 Reflex save halves the damage and negates the deafness. The save DC is Constitution-based.