Dossenus
This small creature looks like a lumpy head with crab legs and a giant mouth filled with stone teeth.
A dossenus is a subterranean pack hunter that can digest almost anything. Its body is mostly head and face, dominated by a huge mouth with multiple rows of black, rocklike teeth. Two thin arms and four thin legs extend from its underdeveloped body; its front limbs end in crablike claws it can use to clumsily manipulate objects. A dossenus is just under 4 feet long and weighs 60 pounds. Dossenuses are notorious for their voracious appetites and ability to gnaw through practically any substance with their savage teeth. Though their tiny eyes appear absent of thought or purpose, dossenuses are actually slightly more intelligent than mere beasts. These creatures have a primitive communal social structure, speak and understand Aklo, and practice a violent form of religion based on the indiscriminate consumption of all other forms of life. Dossenuses practice ritual cannibalism of their dead. Dossenuses are gifted climbers and burrowers and use their talents to clamber up or through walls, floors, ceilings, and over their fellows to quickly surround and overwhelm prey. Once one of these extremely tenacious creatures lays eyes on potential prey, it does not give up the chase until it or its target is dead, or enters or crosses a body of water. A dossenus cannot swim (it sinks to the bottom) and has an intense fear of deep water. Once every few generations, dossenuses gather in great numbers, sometimes in the thousands. After several weeks of worship, fasting, and frenzied mating, the creatures skitter forth as a massive swarm intent on devouring any living thing in their path.
N Small
Init +0; Senses 60 ft.; Perception +5
DEFENSE
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 13 (2d8+4)
Fort +2, Ref +0, Will +3; +4 vs. poison
Weaknesses hydrophobia,
OFFENSE
Speed 30 ft., 30 ft., 30 ft.
Melee bite +4 (1d6+3/19–20)
Special Attacks devastating maw, sneak attack +1d6, swarming
STATISTICS
Str 12, Dex 11, Con 14, Int 3, Wis 10, Cha 5
Base Atk +1; +1; CMD 11 (15 vs. trip)
Feats Improved Critical (bite), Weapon Focus (bite), Weapon Specialization (bite)
Skills Climb +17, Perception +5
Racial Modifiers +8 Climb
Languages Aklo
ECOLOGY
Environment any underground (except water)
Organization solitary, clutch (2–9), or infestation (10–20)
Treasure incidental
SPECIAL ABILITIES
Burrow (Ex) A dossenus can burrow through stone (or weaker materials such as wood) as easily as dirt.
Devastating Maw (Ex) A dossenus’ bite attack counts as adamantine for the purposes of overcoming DR and bypassing hardness.
Hydrophobia (Ex) A dossenus cannot swim and always fails Swim checks. If a dossenus becomes completely submerged in water, it must succeed at a DC 15 Will save on its turn each round or be paralyzed with fear until it is no longer submerged.
Swarming (Ex) Dossenuses are brutally efficient at swarming foes and often skitter atop one another in their haste to overwhelm and devour prey. Up to two dossenuses can share the same square at the same time. If two dossenuses sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Flumph
This pale, jellyfish-like creature floats gently in the air, two long eyestalks extending from either side of its puckered mouth.
Come from distant stars to protect unprepared worlds from cosmic horrors, flumphs are jellyfish-like creatures that float in the air and hunt with acidic spikes growing from their undersides. Gentle at heart, flumphs understand that their appearance often terrifies viewers, and thus conceal themselves and observe neighboring settlements from afar, only revealing themselves when absolutely necessary. They also know full well the limitations of their fragile forms, and rather than directly opposing the horrors they seek to defeat, they prefer to recruit and advise heroes to tackle these dangerous tasks instead. Flumphs float and speak via a constant flow of air through tiny pores in their white bodies, emitting a rhythmic puffing whenever they’re aloft. Typical flumphs weigh 15 pounds and are 3 feet across. Flumphs deeply revere dreams, seeing them as omens and portents. While they normally mate and reproduce on the world of their birth, flumphs occasionally engage in a ritual called the Seeding, in which seed pods are flung into outer space in order to provide other planets with guardians.
LG Small
Init +3; Senses 60 ft.; Perception +7
DEFENSE
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 9 (2d8)
Fort +0, Ref +3, Will +5
OFFENSE
Speed 5 ft., 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Special Attacks stench spray
STATISTICS
Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10
Base Atk +1; +0; CMD 13
Feats Weapon Finesse
Skills Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11
Languages Aklo, Common
ECOLOGY
Environment any land or underground
Organization solitary, pair, or colony (4–16)
Treasure standard
SPECIAL ABILITIES
Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid’s effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.
Stench Spray (Ex) A flumph can spray a 20-foot line of foulsmelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).
Choker
This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws.
Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack. Chokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a halfling, chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any size, but prefers lone prey of its size or smaller. Chokers appear to have little culture of their own, gathering only briefly to mate before their wanderlust and hunger spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a difficult-to reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims. This fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world’s many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure. Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop, attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food within grasping distance.
CE Small
Init +6; Senses 60 ft.; Perception +1
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 16 (3d8+3)
Fort +2, Ref +3, Will +4
OFFENSE
Speed 20 ft., 10 ft.
Melee 2 tentacles +6 (1d4+3 plus )
Space 5 ft.; Reach 10 ft.
Special Attacks (1d4+3), grab (Large),
STATISTICS
Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Base Atk +2; +4 (+8 grappling); CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16, Stealth +13
Languages Undercommon
SQ quickness
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–8)
Treasure standard
SPECIAL ABILITIES
Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.
Quickness (Su) A choker is supernaturally quick. It can take an extra move action during its turn each round.
Executioner’s Hood
This bag-shaped creature is dark gray, with two darker splotches that look like eyeholes in a hood. Inside its opening, pale tentacles writhe and teeth coated in viscous slime gnash.
These young rays are shaped roughly like hoods (hence their name), and drag themselves awkwardly about with their thin tentacles. Once an executioner’s hood finds a suitable hunting ground, usually a cavern or dungeon room, it hauls itself up to a high perch and hangs there, disguising itself as an irregular stone formation or a strange bit of masonry on a dungeon wall. When suitable prey walks beneath it, the young lurking ray drops, attempting to engulf the creature’s head and suffocate it, after which the ray can slowly dissolve the meat at its leisure. Executioner’s hoods are hatched from eggs laid by Trappers (see below on this page). They stay with the mother for a month, then leave to hunt for themselves.
N Tiny
Init +1; Senses 10 ft., 60 ft., ; Perception +8
DEFENSE
AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
hp 11 (2d8+2)
Fort +1, Ref +1, Will +4
Defensive Abilities ; sleep effects
Weaknesses , susceptible to alcohol
OFFENSE
Speed 10 ft., 5 ft.
Melee slam +3 (1d4 plus )
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks (1d4), ing drop,
STATISTICS
Str 10, Dex 12, Con 12, Int 3, Wis 13, Cha 9
Base Atk +1; +0 (+4 grapple); CMD 10 (can’t be tripped)
Feats Skill Focus (Perception)
Skills Climb +8, Perception +8, Stealth +13
ECOLOGY
Environment any underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Engulfing Drop (Ex) Though it is a Tiny monster, the hood can drop onto the head of a Medium or smaller creature and make a slam attack as a standard action. If the hood’s attack succeeds, it can immediately attempt a grapple check against the target, and if successful, the executioner’s hood can constrict.
Strangle (Ex) A grappling executioner’s hood entirely covers its opponent’s head with an airtight grip. A creature that is grappled by the hood cannot speak or cast spells with verbal components and must unless it doesn’t speak or breathe through its head. Any attacks against the hood deal half damage to the hood and the other half to the creature that it’s strangling.
Susceptible to Alcohol (Ex) Strong alcohol harms the hood. Every quart poured on it deals 1 point of damage. Four quarts of alcohol incapacitates it and forces it to release a grappled target.
Sinspawn
This hairless humanoid lurches on back-bent, dog-like legs, its hideous mouth flanked by tiny arms with three-fingered hands.
Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin.
SEVEN TYPES OF SINSPAWN
The stats on this page represent a wrathspawn, the most common type of this creature. Each type possesses unique ability modifiers, which are listed after their name.
Envyspawn (+2 Str, –2 Cha): Short and thin, envyspawn often become rangers.
Gluttonspawn (+2 Con, –2 Dex): Obese yet hardy and strong, gluttonspawn often become fighters.
Greedspawn (+2 Dex, –2 Wis): Towering over 7 feet in height, greedspawn have gold-tinged veins and often become rogues.
Lustspawn (+4 Cha, –2 Con, –2 Wis): With perfectly formed bodies sitting in grotesque counterpoint to their monstrous faces and claws, lustspawn often become sorcerers.
Pridespawn (+4 Int, –2 Wis, –2 Cha): Unique among sinspawn for their long manes of hair, pridespawn are near-skeletal in their gauntness. They often become wizards.
Slothspawn (+2 Wis, –2 Dex): Thick rolls of excess skin drape a slothspawn’s hunched frame. They often become clerics.
Wrathspawn: These sinspawn use the statistics given here. They often become barbarians.
NE Medium
Init +5; Senses 60 ft., sin-; Perception +7
DEFENSE
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +4
mind-affecting effects; 13
OFFENSE
Speed 40 ft.
Melee ranseur +3 (2d4+1/×3), bite –2 (1d6 plus sinful bite) or bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1)
STATISTICS
Str 13, Dex 13, Con 14, Int 10, Wis 13, Cha 12
Base Atk +2; +3; CMD 15
Feats Dodge, Improved Initiative
Skills Intimidate +7, Perception +7, Stealth +7, Survival +7
Languages Aklo
SQ martial proficiency
ECOLOGY
Environment any ruins
Organization solitary, pair, or cult (3–8)
Treasure standard (ranseur, other treasure)
SPECIAL ABILITIES
Martial Proficiency (Ex) Sinspawn are proficient in all simple and martial weapons, armor, and shields (except tower shields).
Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn’s sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.
Sinful Bite (Su) A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates). These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a second time is staggered for 1 round if it fails its saving throw. Calm emotions, remove curse, or break enchantment negates the effects of sinful bite. The save DC is Charisma-based. This is a mind-affecting effect.
Fungal Crawler
This giant fanged cricket is caked in pungent fungal growths and topped with a mushroom-like cap.
Fungal crawlers are a perverse fusion of animal and plant. Over thousands of years, they have prospered and spread beneath the world, dominating the wildest depths of these underground regions. Like hyenas, fungal crawlers are top-tier scavengers. They are efficient hunters, but just as often feed on found carrion or take meals from other predators. When times are especially lean, fungal crawlers can even survive without food, subsisting on radiation and heat absorbed through the fungal flutes covering their pale, sickly bellies. Thousands of breeds of fungal crawlers exist across the world, varying in appearance and habits, but all share a few common features. They invariably appear as monstrous crickets or locusts fused with fungal growths, often topped with mushroom-like caps. This hybridization makes them adept survivors, and infestations are notoriously difficult to clear out entirely. Their needle-like teeth cannot chew solid food, so most fungal crawlers rely on digestive enzymes injected through their bite to make their meals palatable. Average specimens grow to 30 pounds and 3 feet in length. They reproduce by releasing spores, which remain viable for decades until they contact organic matter and eventually develop into small, pale grubs. Many subterranean civilizations tame fungal crawlers as guard animals, pets, or food. Though simple-minded, they are amicable enough to be trained when well-fed. Fungal crawlers hold no loyalties, though, and often flee or attack their keepers at the slightest provocation. Thanks to the bizarre energies that suffuse their homes, fungal crawlers are incredibly diverse. They have adapted over millennia to fill every environment: flying variants fill subterranean rifts with the deafening drone of their wings, while aquatic breeds skim across the surfaces of underground lakes, and still others thrive in the fiery chambers and tunnels of volcanic networks.
N Small
Init +9; Senses 60 ft.; Perception +6
DEFENSE
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 26 (4d8+8)
Fort +3, Ref +6, Will +5
Defensive Abilities plant defenses; mind-affecting effects, paralysis, poison, polymorph effects, sleep, stunning
OFFENSE
Speed 20 ft., 40 ft.
Melee bite +6 (1d6+2 plus poison), 2 claws +6 (1d4+2)
Special Attacks leap
STATISTICS
Str 14, Dex 20, Con 15, Int 2, Wis 13, Cha 7
Base Atk +3; +4; CMD 19 (27 vs. trip)
Feats Improved Initiative, Step Up
Skills Acrobatics +10 (+14 jumping), Climb +10, Perception +6
Racial Modifiers +14 on Acrobatics checks made to jump
ECOLOGY
Environment any underground
Organization solitary, pair, or swarm (3–12)
Treasure none
SPECIAL ABILITIES
Leap (Ex) A fungal crawler can perform a special kind of pounce attack by jumping into combat. When a fungal crawler charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but it cannot make a bite attack.
Plant Defenses (Ex) A fungal crawler is part plant and shares many of the immunities that plant creatures possess. A fungal crawler is immune to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning.
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str and 1d2 Con; cure 1 save. The save DC is Constitution-based.
Grick
This pallid, slimy, worm-like creature is the size of a human, its mouth a sickening tangle of tentacles and hooked jaws.
The worm-like grick is a terror of the caverns and tunnels in which it dwells, lying in wait near heavily traveled underground passages or subterranean cities for the chance to reach forth from the darkness and take its prey. Those laid low by a grick are rarely consumed on the spot. Instead, fresh food is hauled back to the grick’s lair in a tight burrow or high on a cavern ledge, where it is consumed in small bites at the grick’s leisure. The origins of the grick are not known. Even though the grick has a rudimentary intelligence, it does not have any society to speak of, and most are encountered alone. On those occasions when unfortunate travelers meet multiple specimens, groups of gricks do not appear to communicate or work together; each instead attacks individual targets and retreats with its prize as soon as it manages to bring down an opponent. Capable predators, gricks also have a strangely weapon-resistant hide that makes them especially dangerous. Many novice adventurers have fallen to grick attacks merely because they were unable to damage the creature with their nonmagical weapons. Those that are familiar with gricks (especially dwarves, morlocks, and troglodytes) know the best strategy for dealing with them is to fall back and wait for more powerful or magical reinforcements. Gricks rely on their dark coloration and ability to climb walls to keep them out of sight until they’re ready to spring an ambush. On occasions when food is scarce in a given region, gricks have been known to travel to the surface and roam the wilderness in search of prey, but these sojourns are almost always out of necessity, and end as soon as the gricks find entrances to new subterranean lairs. They prefer darkness and the comfort of a ceiling overhead, avoiding the open sky and going to great lengths to keep the cover of trees, low clouds, or buildings between them and the empty gulf overhead.
N Medium
Init +2; Senses 60 ft., ; Perception +12
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 27 (5d8+5)
Fort +2, Ref +3, Will +6
10/magic
OFFENSE
Speed 30 ft., 20 ft.
Melee bite +4 (1d4+1), 4 tentacles –1 (1d4)
STATISTICS
Str 12, Dex 14, Con 13, Int 3, Wis 14, Cha 5
Base Atk +3; +4; CMD 16 (can’t be tripped)
Feats Combat Reflexes, Skill Focus (Perception), Stand Still
Skills Climb +9, Perception +12, Stealth +6 (+14 in rocky terrain)
Racial Modifiers +8 Stealth in rocky terrain
Languages Aklo (cannot speak)
ECOLOGY
Environment any underground
Organization solitary or cluster (2–5)
Treasure incidental
Grothlut
Pale and glistening with moisture, this sluglike creature stares vacantly as a droning moan escapes its slobbering lips.
Grothluts are sluglike abominations with vaguely human heads and torsos, and rubbery arms that move awkwardly at their sides. They shuffle mindlessly until other creatures come into view, then piteously moan before slithering forward to attack and feed. Those moans are the last vestige of their formerly human selves crying for release as slivers of the creatures’ intellects are forced to continuously relive their transformation. Many fleshcrafters consider the grothlut a failure, as the transformation all but stamps out its human consciousness. Others disagree, arguing that warping the creature’s mind makes it more useful, as its stupidity makes it pliable and easy to herd. The drow typically use grothluts only as guardians to slowly patrol the remote edges of their enclaves. Once in position, though, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts’ exploded organs and flesh.
CE Medium
Init +2; Senses 60 ft.; Perception –1
Aura piteous moan (30 ft.)
DEFENSE
AC 13, touch 8, flat-footed 13 (–2 Dex, +5 natural)
hp 42 (5d8+20)
Fort +7, Ref –1, Will +3
acid, mind-affecting effects
OFFENSE
Speed 20 ft.
Melee 2 slams +6 (1d6+3)
Special Attacks digestive spew, disgusting demise, piteous moan
STATISTICS
Str 15, Dex 6, Con 18, Int 1, Wis 8, Cha 5
Base Atk +3; +5; CMD 13 (can’t be tripped)
Feats Great Fortitude, Improved Initiative, Weapon Focus (slam)
Skills Climb +10
SQ
ECOLOGY
Environment any underground
Organization solitary or rout (2–10)
Treasure none
SPECIAL ABILITIES
Digestive Spew (Ex) In order to ingest food, a grothlut must first regurgitate its digestive liquids upon its victim. As a standard action, it can spit these liquids on a creature within 5 feet. This spew deals 3d6 acid damage (Reflex DC 15 half). The save DC is Constitution-based.
Disgusting Demise (Ex) When a grothlut reaches 0 or fewer hit points, its digestive organs rupture, freeing alchemical agents that have a violent effect on the rest of the grothlut’s internal organs and flesh. This causes an explosion of grothlut viscera within a 30-foot-radius burst of the creature. Though this viscera deals no damage, it’s disgusting to behold and its smell can cause living creatures within that radius to become nauseated for 1d4 rounds (Fortitude DC 14 negates). This is a poison effect. The save DC is Constitution-based.
Piteous Moan (Su) Whenever a grothlut sees another creature, it begins to moan as free action. Anyone within 60 feet who can hear the moan must succeed at a DC 15 Will saving throw or become sickened by the moaning for as long as she can hear it. Every two additional grothluts with the area increase the DC by 1, to a maximum of DC 18. This is a mind affecting sonic effect. The save DC is Constitution-based.
Rust Monster
This insectile monster has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.
Of all the terrifying beasts an explorer might encounter underground, only the rust monster targets that which the average adventurer values most: his treasure. Typically 5 feet long and weighing almost 200 pounds, the lobster-like rust monster would be frightening enough even without the alien feeding process that gives it its name. Rust monsters consume metal objects, preferring iron and ferrous alloys like steel but devouring even mithral, adamantine, and enchanted metals with equal ease. Any metal touched by the rust monster’s delicate antennae or armored hide corrodes and falls to dust within seconds, making the beast a major threat to subterranean adventurers and those dwarven miners who must defend their forges and compete for ore. Though rust monsters have no innate tendency toward violence, their insatiable hunger leads them to charge anything they come across that bears even trace amounts of metal, and any resistance is met with unthinking savagery. It’s not unheard of for rust monsters in metal-poor areas to track escaped victims for days using their scent metal ability, provided the victims retain intact metal objects. Fortunately, it’s often possible to escape a rust monster’s attentions by throwing it a dense metal object like a shield and running in the opposite direction. Those who frequent areas infested with rust monsters quickly learn to keep a few stone or wooden weapons close at hand.
N Medium
Init +3; Senses 60 ft., metals 90 ft.; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 40 ft., 10 ft.
Melee bite +6 (1d3), antennae +6 touch (rust)
STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12
ECOLOGY
Environment any underground
Organization solitary, pair, or nest (3–10)
Treasure incidental (no metal treasure)
SPECIAL ABILITIES
Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster’s antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.
Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).
Otyugh
This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.
Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers—the greater a lair’s filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking eff luvia. Intelligent creatures dwelling in subterranean areas near an otyugh often form a partnership of convenience with the disgusting beast. These creatures gladly provide their refuse and piles of raw meat to the otyugh, transforming the creature into an effective form of trash disposal. In return, the otyugh leaves its benefactors alone, and does not attack them, possibly even acting as a guardian. The most horrifying thing to most races about the notorious otyugh is not the nature of its diet or its choice of lairs, but rather that a creature with an otyugh’s tastes can be anything other than a mindless scavenger. In fact, otyughs are surprisingly intelligent, and often quite eager to form alliances with those who offer them a steady supply of delicious diversions in the form of offal and waste. Most otyughs understand the fact that other creatures find them unpleasant and hideous, but few really care.
N Large
Init +0; Senses 60 ft., ; Perception +9
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
disease
OFFENSE
Speed 20 ft.
Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus )
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks (tentacle, 1d6+2)
STATISTICS
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; +9 (+13 grapple); CMD 19 (21 vs. trip)
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +9, Stealth +2 (+10 in lair)
Racial Modifiers +8 Stealth in lair
Languages Common
ECOLOGY
Environment any underground
Organization solitary, pair, or cluster (3–4)
Treasure standard
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Cloaker
This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone.
Resembling hideously evil flying manta rays, cloakers are mysterious and paranoid creatures. A typical specimen has an 8-foot wingspan and weighs 100 pounds. A cloaker’s motives are hidden and confusing, and they distrust even their own kind. Their strange shape allows them to disguise themselves as a variety of cloaks, tapestries, and other mundane objects, and stories linger of cloakers that ally with other creatures, hitching a ride on their backs and aiding in their ally’s protection for their own inscrutable reasons. A rare few are priests of ancient gods, leading cults of cloakers and skum to undertake all manner of hideous rites and working toward singularly sinister goals.
CN Large
Init +7; Senses 60 ft.; Perception +14
DEFENSE
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
hp 51 (6d8+24)
Fort +6, Ref +5, Will +7
Defensive Abilities shadow shift
OFFENSE
Speed 10 ft., 40 ft. (average)
Melee bite +8 (1d6+5), tail slap +3 (1d8+2)
Space 10 ft.; Reach 10 ft. (5 ft. with bite)
Special Attacks , moan
STATISTICS
Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14
Base Atk +4; +10; CMD 23 (can’t be tripped)
Feats Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Skills Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8
Racial Modifiers +8 Disguise to appear as a cloak, sheet, manta ray, or similarly shaped object or creature
Languages Undercommon
ECOLOGY
Environment underground
Organization solitary, pair, mob (3–6), or flock (7–12)
Treasure standard
SPECIAL ABILITIES
Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.
Moan (Ex) A cloaker can emit an infrasonic moan as a standard action, with one of four effects.
Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds.
Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds.
Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates).
Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker’s fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours. All of the save DCs against a cloaker’s moan are DC 15. Save DCs are Charisma-based.
Shadow Shift (Su) When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based).
Gibbering Mouther
This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly.
Image by DM Omareth
Disgusting, loathsome, and hungry—these are the only words that properly describe the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. Some scholars believe that gibbering mouthers are a lesser variant of the much more dangerous shoggoth, while others theorize they are a punishment by some powerful being or deity inflicted on those who have offended it.
N Medium
Init +3; Senses , 60 ft.; Perception +12
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 46 (4d8+28)
Fort +8, Ref +4, Will +5
Defensive Abilities ; 5/bludgeoning; critical hits, precision damage
OFFENSE
Speed 10 ft., 20 ft.
Melee 6 bites +7 (1d4 plus )
Special Attacks , (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch)
STATISTICS
Str 10, Dex 17, Con 24, Int 4, Wis 13, Cha 12
Base Atk +3; +3 (+7 grapple); CMD 16 (can’t be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Perception +12, Swim +8
Racial Modifiers +4 Perception
Language Aklo
ECOLOGY
Environment any underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
All-Around Vision (Ex) A gibbering mouther sees in all directions at once. It cannot be flanked.
Amorphous (Ex) A gibbering mouther’s body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or oneeighth its space when squeezing.
Blood Drain (Ex) On a successful grapple check after grabbing, several of the creature’s mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim’s blood.
Engulf (Ex) This ability functions as , except for the following changes. An engulfed creature is trapped in the gibbering mouther’s body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther’s damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack.
Gibbering (Su) As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther’s gibbering for 24 hours. The save DC is Constitution-based.
Ground Manipulation (Su) At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.
Spittle (Ex) Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.
Lunarma
This monstrous crablike creature hovers in midair, its three clawed tentacles snapping aggressively.
Lunarmas are mysterious crablike creatures that come from space. They move by floating through the air and can eat flesh, wood, bone, and certain kinds of sand and dust. Highly aggressive, they attack by dropping on prey from above and grabbing it with their limbs, using their breath weapon to injure multiple creatures for easier capture, feeding, and implantation. Efficient in its digestion and reproduction, a single lunarma can depopulate a village in a few days, spawning dozens of offspring that scatter in search of more prey. Fortunately, an adult lunarma lives no longer than a year. During this time, it seeks to eat and find living prey in which to lay its eggs. A newly spawned lunarma forms a cocoon in which it metamorphoses into a preadult, emerging when it senses food. It can remain dormant in its cocoon for centuries, and clusters of eggs have been found in sealed caverns beneath icy surfaces, as well as on cold moons and drifting asteroids—as if placed there by an intelligent creature. Though lunarmas are able to communicate among themselves telepathically, they’re only barely intelligent, and their thoughts are primitive. They have no known culture, and their desires are limited to feeding and procreation. The only instinct they seem to have beyond that is a violent aversion to flumphs, which they attack on sight. An adult lunarma is nearly 5 feet across and weighs 400 pounds.
N Medium
Init +5; Senses , 60 ft.; Perception +10
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 76 (9d8+36)
Fort +9, Ref +4, Will +9
Defensive Abilities barbed carapace; cold, poison; electricity 5, fire 5
OFFENSE
Speed 0 ft., 60 ft. (good)
Melee 3 claws +9 (1d8+3 plus ), bite +10 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with claws)
Special Attacks (30-ft. line, 2d6 acid damage plus recurring damage, Reflex DC 18 half, usable every 1d4 rounds), (1d8+3), implant eggs
STATISTICS
Str 16, Dex 12, Con 19, Int 5, Wis 12, Cha 10
Base Atk +6; +9 (+13 grapple); CMD 20
Feats Great Fortitude, Hover, Improved Initiative, Iron Will, Weapon Focus (bite)
Skills Fly +5, Perception +10, Stealth +7
Languages Common (can’t speak); 120 ft. (other lunarma only)
SQ
ECOLOGY
Environment any underground
Organization solitary, pair, or hive (3–16)
Treasure none
SPECIAL ABILITIES
Barbed Carapace (Ex) A lunarma’s carapace is covered in jagged barbs. Any creature that grapples a lunarma or attacks it with unarmed strikes or natural weapons takes 1d4 points of damage from the vicious barbs. Using a reach weapon does not endanger the attacker this way.
Breath Weapon (Su) The acid from a lunarma’s breath weapon lasts for 1d4 additional rounds, dealing 2d6 points of acid damage on its turn to any creature that took damage from the breath weapon. Washing off the acid with water or other liquid is a full round action that ends the continuing damage.
Implant Eggs (Ex) As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 hours and each deals 1 point of Con damage per hour as they feed on the host. After 1d2 days of eating, the larvae crawl out and find a safe place to mature into adults. A remove disease spell rids a creature of all implanted eggs or larvae, or they can be removed one at a time by using the Heal skill to treat deadly wounds.
Seugathi
This worm-like monster has a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails.
Seugathi are spawned by the hundreds by a single neothelid that has performed rituals to impregnate itself. As part of the strange process of being spawned in such rituals, the seugathi assimilates an extensive list of missions from its parent—once the seugathi completes these missions, it perishes. No single seugathi knows the purpose of these commands, but they trust that their neothelid masters have a reason for sending them on these diverse and usually cruel missions. A seugathi is 14 feet long and weighs 650 pounds.
CE Large
Init +9; Senses 120 ft., detect thoughts, 30 ft.; Perception +15
Aura madness (30 ft.)
DEFENSE
AC 19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, –1 size)
hp 67 (9d8+27); 5
Fort +6, Ref +8, Will +9
10/slashing or piercing; mind-affecting effects, poison; 17
OFFENSE
Speed 30 ft.
Melee mwk short sword +11/+6 (1d8+3/19–20), bite +5 (1d8+1 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks confusion command
(CL 6th; concentration +10)
Constant—mage armor
At will—detect thoughts (DC 16), levitate
3/day—confusion (DC 18), dispel magic, suggestion (DC 17)
1/day—mind fog (DC 19), phantasmal killer (DC 18)
STATISTICS
Str 16, Dex 20, Con 17, Int 14, Wis 17, Cha 19
Base Atk +6; +10; CMD 25 (can’t be tripped)
Feats Ability Focus (aura of madness), Combat Casting, Combat Reflexes, Improved Initiative, Weapon Finesse
Skills Escape Artist +17, Knowledge (religion) +14, Perception +15, Sense Motive +12, Stealth +13, Use Magic Device +16
Languages Aklo, Undercommon; 100 ft.
SQ item use
ECOLOGY
Environment any underground
Organization single, pair, or expedition (3–8)
Treasure double (masterwork short sword, wand of magic missile [CL 5th, 1d20+30 charges])
SPECIAL ABILITIES
Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
Confusion Command (Su) As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.
Item Use (Ex) A seugathi can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis.
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.
Drider
The dry rasping of spidery legs brings this hideous monstrosity into view—a nightmarish, centaurian fusion of drow and spider.
Created from the body of a drow, fleshwarped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature. Driders are sexually dimorphic. A female drider’s lower spider body is sleek and graceful, often similar to a black widow’s body, while its upper drow torso retains its alluring curves and beautiful face (with the exception of sharp, poisonous fangs). A male drider’s lower body is bulky like a tarantula, while its upper body is wiry and bears a hideous face more spider than drow, complete with fanged mandibles.
CE Large
Init +2; Senses 120 ft., detect good, detect law, detect magic; Perception +15
DEFENSE
AC 20, touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, –1 size)
hp 76 (9d8+36)
Fort +7, Ref +5, Will +9
sleep; 18
OFFENSE
Speed 30 ft., 20 ft.
Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison)
Ranged mwk composite longbow +8/+3 (1d8+2/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks (+7 ranged, DC 18, hp 9)
(CL 9th)
Constant—detect good, detect law, detect magic
At will—dancing lights, darkness, faerie fire
1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16)
Spells Known (CL 6th)
3rd (4/day)—lightning bolt (DC 16)
2nd (6/day)—invisibility, web (DC 15)
1st (7/day)—mage armor, magic missile, ray of enfeeblement (DC 14), silent image (DC 14)
0 (at will)—bleed (DC 13), daze (DC 13), ghost sound, mage hand, ray of frost, read magic, resistance
STATISTICS
Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16
Base Atk +6; +9; CMD 21 (33 vs. trip)
Feats Blind-Fight, Dodge, Combat Casting, Weapon Focus (bite, mace)
Skills Climb +22, Intimidate +15, Knowledge (arcana) +14, Perception +15, Spellcraft +14, Stealth +14
Racial Modifiers +4 Stealth
Languages Common, Elven, Undercommon
SQ
ECOLOGY
Environment any underground
Organization solitary, pair, or group (3–8)
Treasure double (masterwork heavy mace, masterwork composite longbow [+2 Str] with 20 arrows, additional treasure)
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Spells A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities.
Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid’s upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).
Halsora
This small, plantlike creature is a bulging mass of viselike muscle with sunken eyes that constantly drip viscous, black tears.
Vegepygmies transformed by the vile fleshwarping process become halsoras, creatures twice cursed. The alchemical torture they undergo seems minor compared to what other fleshwarps suffer—it merely increases the mass and strength of the vegepygmy and deforms its eyes so they secrete acid. The process has a more interesting effect on the residual and previously inert russet mold within the body of the host vegepygmy. Mutating the mold, it creates a deadly spore that courses through the halsora’s insides, is slowly excreted through the fingertips, and clumps on the claws of the creature. Though their sunken eyes and constant stream of acidic tears often make these creatures seem pitiful, they are fierce bundles of rage and self-hatred. The conditioning of the fleshwarpers causes them to attack and infect any enemy of the drow they come in contact with, but what’s left of their consciousness rages against the mutated spores they carry. Worse still, many drow use these creatures to hunt down and even infect other tribes of vegepygmies.
CE Small
Init +2; Senses 60 ft.; Perception +19
DEFENSE
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
hp 75 (10d8+30)
Fort +6, Ref +5, Will +9
5/bludgeoning or slashing; acid, disease
OFFENSE
Speed 30 ft.
Melee 2 claws +13 (1d8+4 plus spores)
Special Attacks acidic tears, sneak attack +2d6, spores
STATISTICS
Str 19, Dex 14, Con 17, Int 6, Wis 11, Cha 8
Base Atk +7; +10; CMD 22
Feats Iron Will, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (claw)
Skills Perception +19, Stealth +25
Languages Undercommon, Vegepygmy (can’t speak)
ECOLOGY
Environment any underground
Organization solitary or gang (2–6)
Treasure none
SPECIAL ABILITIES
Acidic Tears (Ex) A halsora’s sunken eyes have oversized tear ducts that weep a constant stream of black, acidic tears. As a standard action that provokes attacks of opportunity, a halsora can jerk its head and flick the acidic tears on a single creature within 20 feet. That creature takes 2d6 acid damage (Reflex DC 18 half). A creature that fails its save takes an additional 1d4 points of acid damage at the end of the halsora’s turn for 1d4 rounds or until the acid is scraped off, which requires a full-round action on the part of the creature taking the damage or a creature adjacent to that creature. The save DC is Constitution-based.
Spores (Ex) A halsora’s claws are covered in mutated russet mold spores. A creature hit by a claw attack must succeed at a DC 18 Fortitude save or take 2 points of Constitution damage per round. It can attempt a new Fortitude save each round to halt the growth. A creature reduced to 0 Constitution by these spores explodes in a mess of viscera and spores. Creatures within the burst must succeed at a DC 18 Fortitude saving throw or be affected as if they were hit by the halsora’s claw attack. This is a disease effect. The save is Constitution-based.
Lurker Above
What looks at first like a stalactite unfurls into a shape like a manta ray, sailing silently downward with his rasp-like mouth wide.
Lurkers above are the nearly mindless males of the species, and follow much the same tactics as executioner’s hoods, save that they gain the ability to stretch themselves wide, glide with both speed and silence, and can even fly by awkwardly flapping their flesh. They typically hide on cavern ceilings, shifting their coloration and texture to match the surrounding terrain. Like all lurking rays, lurkers above are carnivorous, preferring the tang of living flesh—though they can subsist for a time on the minerals they absorb from rocky surfaces through their tentacles. Males are less able to subsist on minerals, however, and hence hunt more actively. While lurkers above are poor fliers, they’re excellent gliders, able drop off a ceiling and silently float more than 100 feet horizontally over the course of a 5- or 6-foot drop. Lurkers above can grow to be 15 feet from tip to tip, and weigh nearly 500 pounds when fully fed.
N Huge
Init +5; Senses 10 ft., 60 ft., ; Perception +5
DEFENSE
AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
hp 85 (10d8+40)
Fort +7, Ref +4, Will +9
Defensive Abilities ; 10/piercing or slashing; cold 10, fire 10
Weaknesses
OFFENSE
Speed 10 ft., 5 ft., 40 ft. (poor)
Melee slam +15 (3d6+15 plus )
Space 15 ft.; Reach 10 ft.
Special Attacks (3d6+15),
STATISTICS
Str 30, Dex 12, Con 19, Int 2, Wis 15, Cha 9
Base Atk +7; +19 (+23 grapple); CMD 30 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth)
Skills Climb +18, Fly +1, Perception +5, Stealth +8 (+16 in rocky areas)
Racial Modifiers +4 Stealth (+12 in rocky areas)
ECOLOGY
Environment any underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Smother (Ex) When a lurker above grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components, and must .
Trapper
A toothy, gnashing maw opens in the floor, and then the edges of the room curl up and inward to reveal an underside of wriggling tendrils and fetid digestive juices.
Female lurking rays, known as trappers, are the masterminds of their race. Too large to fly (and often gravid with wriggling young), the intelligent trappers scrape themselves out depressions in the floor of regularly traveled chambers and then lie in them, changing their coloration and texture perfectly to blend with the rest of the floor, and sometimes even creating protrusions in the shape of items they know to be valuable to their prey creatures. When a lulled individual steps onto the trapper’s surface, the ray twists itself up around it, smothering and beating its victim senseless before drawing it into its maw for slow digestion. Though quite intelligent even by human standards, trappers devote almost all of their mental faculties to perfectly remembering every sensory detail about their surroundings in order to make their chameleon-like disguises all the more cunning and difficult for their prey to resist. Trappers can grow to be 15 feet from tip to tip, and weigh nearly 2,000 pounds when fully fed.
N Huge
Init +5; Senses 10 ft., 60 ft., ; Perception +25
DEFENSE
AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 123 (13d8+65)
Fort +10, Ref +5, Will +11
Defensive Abilities ; 10/piercing or slashing; cold 10, fire 10
Weaknesses
OFFENSE
Speed 10 ft., 5 ft.
Melee slam +17 (3d6+15 plus )
Space 15 ft.; Reach 10 ft.
Special Attacks (3d6+15),
STATISTICS
Str 30, Dex 12, Con 19, Int 14, Wis 17, Cha 13
Base Atk +9; +21 (+25 grapple); CMD 32 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), Toughness
Skills Climb +18, Knowledge (dungeoneering) +15, Perception +25, Sense Motive +16, Sleight of Hand +14, Stealth +19 (+27 in rocky areas), Survival +15
Racial Modifiers +4 Stealth (+12 in rocky areas)
Languages Aklo, Common, Undercommon
ECOLOGY
Environment any underground
Organization solitary or batch (1 plus 20–30 executioner’s hoods)
Treasure standard
Dark Naga
A sharp-featured humanoid head crowns the powerful, sinuous body of this snake-like monstrosity.
Dark nagas covet luxury, wealth, and power over others. With bodies covered by shimmering, eel-like black scales, dark nagas slither deftly through forsaken lands and abandoned ruins, scouring such places for treasures and weaker creatures they might force into service. Their forked tongues spread only lies, and others whom they can’t manipulate they destroy with their insidious poison and destructive magical abilities. A typical dark naga measures approximately 12 feet long and weighs upward of 300 pounds. Arrogant and sybaritic, dark nagas seek to dominate lesser creatures, relishing the fear they inspire and power over other beings. While some manage to carve indulgent fiefdoms from tribes of goblins, orcs, lizardfolk, or other barbarous races, the luster of cosmopolitan fineries proves enticing as well, leading some to infiltrate city sewers and slums to gather an urban following. They particularly relish morbidly crafted jewelry and treasures, often adorning themselves with jeweled bands or taking their ease atop piles of treasure. Dark nagas hate others of their kind, especially other dark nagas, seeing their brethren as deadly opponents to be dispatched swiftly and mercilessly—often rightly so.
LE Large
Init +5; Senses 60 ft., detect thoughts; Perception +19
DEFENSE
AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural, –1 size)
hp 85 (10d8+40)
Fort +7, Ref +10, Will +9 (+11 vs. charm effects)
Defensive Abilities guarded thoughts; poison
OFFENSE
Speed 40 ft.
Melee bite +8 (1d4+2), sting +8 (2d4+2 plus poison)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 7th)
3rd (5/day)—displacement, lightning bolt (DC 16)
2nd (7/day)—cat’s grace, invisibility, scorching ray
1st (7/day)—expeditious retreat, magic missile, ray of enfeeblement (DC 14), shield, silent image
0 (at will)—daze, detect magic, light, mage hand, open/close, ray of frost, read magic
STATISTICS
Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17
Base Atk +7; +10; CMD 26 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Stealthy
Skills Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense Motive +10, Spellcraft +12, Stealth +18
Languages Common, Infernal
ECOLOGY
Environment any underground
Organization solitary or nest (2–4)
Treasure standard
SPECIAL ABILITIES
Detect Thoughts (Su) A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based.
Guarded Thoughts (Ex) Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.
Poison (Ex) Sting—injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.
Spells Dark nagas cast spells as 7th-level sorcerers.
Destrachan
The hunched, reptilian beast lopes on two clawed feet, its eyeless head dominated by a huge circular maw filled with jagged teeth.
Despite its bestial appearance, the destrachan is in fact a creature of cunning and cruel intellect that enjoys inflicting pain and viciously toying with its prey. It has no eyes, and is completely blind, but possesses a pair of complex, tripartite ears it can adjust to different levels of sensitivity to sound, allowing the destrachan to hunt in absolute darkness as if it were able to see. Destrachans are carnivores, preferring to stalk and kill live prey, although they also feast on carrion. This habit serves them well, since they often kill more than they can immediately consume. They often hunt in packs, using a complex series of clicks, shrieks, and whistles to communicate with each other. While destrachans cannot speak, they are capable of understanding spoken languages like the common tongue, and often take pleasure in their victims’ cries and pleas for mercy.
NE Large
Init +5; Senses 100 ft.; Perception +27
DEFENSE
AC 19, touch 11, flat-footed 17 (+1 Dex, +1 dodge, +8 natural, –1 size)
hp 90 (12d8+36)
Fort +9, Ref +7, Will +12
Defensive Abilities protection from sonics; gaze attacks, visual effects, illusions, and attacks relying on sight; sonic 30
OFFENSE
Speed 30 ft.
Melee bite +12 (2d6+4), 2 claws +12 (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks destructive harmonics
STATISTICS
Str 18, Dex 13, Con 16, Int 13, Wis 18, Cha 13
Base Atk +9; +14; CMD 26
Feats Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Vital Strike
Skills Climb +19, Perception +27, Sense Motive +16, Stealth +12, Survival +19
Racial Modifiers +8 Perception (hearing only)
Languages Common (cannot speak)
ECOLOGY
Environment underground
Organization solitary, pair, or pack (3–5)
Treasure incidental
SPECIAL ABILITIES
Destructive Harmonics (Su) A destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot-radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based.
Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage—a DC 19 Reflex save halves this damage. If the destrachan wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the destrachan can target a single crystal, metal, stone, or wooden object within 80 feet with this attack—that object takes 8d6 points of damage. This damage is not halved when applied to the object’s hit points, but is reduced by the object’s hardness. A magical or attended object can attempt a DC 19 Reflex save to halve the damage.
Pain: Rather than deal damage, the destrachan can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a DC 19 Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds.
Protection from Sonics (Ex) A destrachan gains a +4 racial bonus on all saves against sonic attacks. It is immune to the effects of its own destructive harmonics. A destrachan whose sense of hearing is impaired is effectively blinded, treating all targets as if they had total concealment.
Intellect Devourer
Devoid of a head, this creature resembles a large, glistening brain adorned with glowing orange eyes and numerous short, multi-jointed legs.
Image by Matthew Dobson
Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world’s cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to “shop” for an attractive new body. An intellect devourer is 3 feet long and weighs about 60 pounds.
CE Small
Init +10; Senses 60 ft., detect magic; Perception +19
DEFENSE
AC 22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size)
hp 84 (8d8+48)
Fort +7, Ref +8, Will +8
10/adamantine and magic; fire, mind-affecting effects; cold 20, electricity 20, sonic 20; 23
Weaknesses to protection from evil
OFFENSE
Speed 40 ft.
Melee 4 claws +13 (1d4+1)
Special Attacks body thief, sneak attack +3d6
Spell-Lilke Abilities (CL 8th)
Constant—detect magic
At will—confusion (DC 17, single target only), daze monster (DC 15, no HD limit), inflict serious wounds (DC 16), invisibility, reduce size (as reduce person but self only)
3/day—cure moderate wounds, globe of invulnerability
STATISTICS
Str 12, Dex 23, Con 21, Int 16, Wis 10, Cha 17
Base Atk +6; +6; CMD 22 (26 vs. trip)
Feats Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Bluff +19, Disguise +11, Knowledge (local) +14, Perception +19, Sense Motive +8, Stealth +29, Use Magic Device +11
Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Undercommon (cannot speak); 100 ft.
ECOLOGY
Environment any underground
Organization solitary, brood (2–6), or tribe (7–16)
Treasure double
SPECIAL ABILITIES
Body Thief (Su) As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim’s skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host’s defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim’s identity and personality, yet has none of the victim’s specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil (Ex) An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.
Irnakurse
A mad-eyed mess of deformed limbs, misplaced features, and bone shards pulls itself along amid a cacophony of slapping flesh.
Irnakurse, meaning “perfect ones” in the Elven language, represent the sum outpouring of drow hatred for their surface-world brethren. These brainwashed, rage-filled abominations are the result of elves subjected to fleshwarping—and were the drow to have their way, embodiments of the elven race’s future. Each irnakurse suffers long under the knife of the dark elves’ most practiced fleshwarpers until its body and mind lie in total ruin. When the weeks of torture and transformation are complete, what was once an elf emerges as a shrieking mockery of its lost grace, a horror of reworked flesh and broken bones, a “perfect” elf to the drow and a sin against life to elvenkind. Through the blasphemous tortures that create them, irnakurse are made completely mad and become unable to harm drow. All non-drow, however, they view as targets to vent their terror and rage upon. Elves especially provoke irnakurses’ ire. No two irnakurse look exactly the same—drow torturers take profane pride in sculpting their elven victims into unique masterpieces of agony—most stand between 8 and 9 feet tall and weigh upward of 300 pounds.
CE Large
Init +7; Senses 60 ft.; Perception +15
DEFENSE
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
hp 105 (10d8+60)
Fort +9, Ref +8, Will +9
OFFENSE
Speed 10 ft.
Melee bite +8 14 (1d8+7), 4 tentacles +8 (1d6+3 plus mind lash)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
Special Attacks soul scream, (2 tentacles 2d6+10; 3 tentacles 3d6+10; 4 tentacles 4d6+10)
STATISTICS
Str 24, Dex 17, Con 23, Int 8, Wis 14, Cha 18
Base Atk +7; +15; CMD 28 (32 vs. trip)
Feats Combat Reflexes, Deflect Arrows, Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle)
Skills Climb +20, Perception +15, Stealth +12
Languages Elven (can’t speak)
ECOLOGY
Environment any underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Mind Lash (Su) Those struck by an irnakurse are overwhelmed with dark emotions and corrupted images of a ruined life. Any non-evil creature hit by an irnakurse’s tentacle must succeed at a DC 19 Will save or be stunned for 1 round. A creature that successfully saves can’t be affected by the same irnakurse’s mind lash for 24 hours. The save DC is Charisma-based.
Soul Scream (Su) Capable of channeling all of its rage and terror into a single, unnatural noise, an irnakurse can unleash a sound of alien horror as a standard action. Any non-evil creature within 30 feet of a screaming irnakurse must succeed at a DC 19 Will save or take 1d4 points of Wisdom drain. Once it begins screaming, an irnakurse can continue as a free action for 6 rounds, but can’t scream again for 5 minutes afterward. The save DC is Charisma-based.
Slime Naga
This slime-covered serpentine creature has a humanoid head resembling that of an angry old man.
At home in the muck and filth of the sewers beneath large cities, slime nagas prey upon the weak and dejected of urban society. They lurk beneath the surface and carve out their domains in the darkened tunnels, fighting with other subterranean denizens for territory. Though they live belowground for security and safety, they have no aversion to light and occasionally sun themselves in rancid cesspools. Their scales range in color from green to brown and are often a mottled combination of various shades that is difficult to discern beneath a thick coating of putrid slime. A slime naga stretches 12 to 14 feet long and weighs 250 pounds.
NE Large
Init +4; Senses 60 ft.; Perception +16
DEFENSE
AC 24, touch 14, flat-footed 19 (+4 Dex, +1 dodge, +10 natural, –1 size)
hp 115 (11d8+66)
Fort +9, Ref +9, Will +11 acid 10
OFFENSE
Speed 40 ft., 20 ft.
Melee bite +12 (2d6+6 plus poison)
Ranged spit +11 touch (entangle)
Space 10 ft.; Reach 5 ft.
Special Attacks ooze master, poison, spit
Sorcerer Spells Known (CL 7th; concentration +11)
3rd (5/day)—lightning bolt (DC 17), stinking cloud (DC 17)
2nd (7/day)—alter self, invisibility, spider climb
1st (7/day)—charm person (DC 15), grease (DC 15), hydraulic push, mage armor, magic missile
0 (at will)—acid splash, bleed (DC 14), dancing lights, ghost sound (DC 14), mage hand, open/close, touch of fatigue (DC 14)
STATISTICS
Str 18, Dex 19, Con 22, Int 14, Wis 19, Cha 19
Base Atk +8; +13; CMD 28 (can’t be tripped)
Feats Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Lightning Reflexes, Point-Blank Shot, Weapon Focus (bite)
Skills Bluff +10, Knowledge (arcana, dungeoneering, local) +8, Perception +16, Sense Motive +10, Spellcraft +14, Stealth +14, Swim +16, Use Magic Device +10
Languages Aklo, Common, Undercommon
SQ
ECOLOGY
Environment any underground
Organization solitary or nest (2–4)
Treasure standard
SPECIAL ABILITIES
Ooze Master (Su) A slime naga can control any ooze within 100 feet. An unintelligent ooze automatically succumbs to the slime naga’s control, but an intelligent ooze can resist this effect with a successful DC 19 Will save. A slime naga can command an ooze under its control no matter what language (if any) the ooze speaks. Oozes do not attack or harm slime nagas, even if they are not under a slime naga’s direct control. A slime naga can control a number of oozes whose Hit Dice collectively total less than twice its own Hit Dice (22 Hit Dice for most slime nagas). Intelligent oozes can attempt a new saving throw each day to resist this effect. This ability ignores the immunity to mind-affecting effects granted by the ooze type, but not immunity granted by other sources. The save DC is Charisma-based.
Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves.
Spells A slime naga casts spells as a 7th-level sorcerer.
Spit (Ex) A slime naga can spit a glob of goo at enemies within 30 feet. If it hits with a ranged touch attack, the target is entangled. An entangled target can break free from the sticky goo as a full-round action with a successful DC 15 Strength check or DC 20 Escape Artist check. Alternatively, 10 points of slashing damage can cut an entangled creature free (the goo has DR 5/—).
Ghonhatine
Even hunched and creeping upon all fours, this reptilian behemoth towers over its prey, its protruding teeth snapping wildly.
Troglodytes forced to undergo fleshwarping by the drow, ghonhatines harken to what troglodytes might have been in savage prehistory. They stand over 10 feet tall (hunched to about 8 feet) and weigh upward of 5,000 pounds.
CE Large
Init –2; Senses 60 ft., ; Perception +9
Aura powerful (10 ft., DC 24, 1d4 rounds)
DEFENSE
AC 24, touch 7, flat-footed 24 (–2 Dex, +17 natural, –1 size)
hp 162 (12d8+108)
Fort +13, Ref +2, Will +6
acid, critical hits, disease, poison
OFFENSE
Speed 40 ft.
Melee 2 claws +16 (1d6+8), bite +16 (2d6+8), tail slap +14 (1d8+4)
Ranged regurgitate +6 (2d6 acid plus filth fever)
Space 10 ft.; Reach 10 ft. (15 ft. with tail)
Special Attacks feed, filth fever
STATISTICS
Str 27, Dex 7, Con 28, Int 4, Wis 7, Cha 8
Base Atk +9; +18 (+20 bull rush); CMD 26 (28 vs. bull rush)
Feats Awesome Blow, Cleave, Improved Bull Rush, Multiattack, Power Attack, Vital Strike
Skills Climb +12, Perception +9, Stealth +0 (+4 when underground)
Racial Modifiers +4 Stealth when underground
Languages Draconic
ECOLOGY
Environment any underground
Organization solitary or squad (2–8)
Treasure none
SPECIAL ABILITIES
Feed (Su) By spending a full-round action devouring the body of a dead or unconscious creature, a ghonhatine gains 1d8+9 temporary hit points and a +2 bonus on attack and damage rolls for 1 minute. The bonus to hit points is Constitution-based.
Filth Fever (Ex) Disease—injury; save Fort DC 25; onset 1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Powerful Stench (Ex) An enraged ghonhatine secretes a tarry, musk-like chemical. Any living, non-ghonhatine creature within 10 feet must succeed at a DC 24 Fortitude save or be nauseated as long as it remains within the affected area and for 1d4 rounds afterward. A creature that saves is sickened as long as it remains in the area, and can’t be affected again by the same ghonhatine’s stench for 24 hours. This is a poison effect. The save DC is Constitution-based.
Regurgitate (Ex) A ghonhatine can expel the contents of its stomach as a ranged attack with a splash weapon that has a range increment of 20 feet. It deals 2d6 acid damage to the target and splashes all adjacent creatures. In addition to taking damage, a target directly hit by a ghonhatine’s regurgitation must make two DC 24 Fortitude saves, the first to resist contracting filth fever, and the second to avoid being nauseated for 1 minute. A nauseated creature can end its nausea early by dousing itself in a gallon of water. All creatures adjacent to the target must make DC 24 Fortitude saves to avoid being sickened for 1 minute. Once a ghonhatine uses this ability it can’t use it again until it feeds. The save DCs are Constitution-based.
Gug
This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands.
Gugs are inhuman monstrosities that dwell in the deep places of the world. Whether they were banished to the dark lands by ancient gods or the light-loving races they terrorized, or perhaps were brought to the deep realms by dark powers from some even more inhuman nightmare realm, is unknown, but gugs are loathed by other races for their carnal rites of slaughter. Gugs are 16 feet tall and weigh nearly 2,000 pounds, but they move with an eerie, unnatural gait as though their limbs contained far too many joints. They can contort and distend their limbs for greater reach or to wriggle easily through impossibly small passages. Gugs may cling for long hours to cave walls or just within dark side-caverns, lying in wait for prey to stumble too close. Their senses are keen, however, and their joy in the bloody hunt is considerable and gugs who catch the scent of blood may stalk their prey for long days, even venturing at times beyond their caves to dare the bright lands of the surface in search of tasty meat to drag back for their horrific sacrifices. Gugs are savage fighters when driven by a strong leader, but on their own may flee if brought to fewer than half their hit points, carrying off fresh meat for later feasting if they are able. They can subsist on fungi, slimes, and molds as well as carrion and even undead flesh—particularly that of ghouls. Some bloodthirsty gugs gain awful powers as gifts from their alien patrons. These monsters are known as savants. They have a Charisma of 18 and can use invisibility, spike stones, transmute rock to mud, and unholy blight once per day each as spell-like abilities (CL 10th, concentration +14). Some become actual clerics or oracles of their mad gods—strange powers of darkness, insanity, and blood. Gug savants add +1 to their CR.
CE Large
Init +1; Senses 60 ft.; Perception +27
DEFENSE
AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
hp 127 (15d8+60)
Fort +9, Ref +6, Will +12
disease, poison
OFFENSE
Speed 40 ft., 20 ft.
Melee bite +17 (1d8+7), 4 claws +17 (1d6+7)
Space 10 ft.; Reach 15 ft.
Special Attacks (2 claws, 1d6+10)
STATISTICS
Str 25, Dex 12, Con 18, Int 11, Wis 16, Cha 11
Base Atk +11; +19; CMD 30
Feats Awesome Blow, Blind-Fight, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Lunge, Power Attack, Skill Focus (Perception)
Skills Climb +15, Escape Artist +13, Knowledge (dungeoneering) +10, Perception +27, Stealth +15, Survival +21
Racial Modifiers +4 Escape Artist
Languages Undercommon
SQ
ECOLOGY
Environment any underground
Organization solitary, pair, or camp (3–10)
Treasure standard
Roper
A huge eye opens in this conical creature’s front, just above a toothy mouth. Long strands of fibrous material whip from its sides.
The roper is an ambush hunter. Capable of altering the coloration and shape of its body, a roper in hiding looks remarkably like a stalagmite of stone or ice (or in low-ceilinged chambers, a stony or icy pillar). In areas without such features to hide among, a roper can compress its body into a much more squat, boulder-like shape. The strands it extrudes are not flesh but a thick, semiliquid material similar to partially melted wax but with the strength of an iron chain and the ability to numb flesh and sap strength. The roper can manipulate these strands with great finesse, and can fling them as far as 50 feet to snatch objects that attract its attention. Although alien and monstrous in shape, the roper is in fact one of the most intelligent denizens of the deep caverns of the world. They do not form large societies (although ropers can be found living among some deep-dwelling denizens like the intellect devourers or neothelids, with whom they have been known to sometimes ally), but often congregate in small clusters. Particularly interested in the philosophy of life and death and the finer points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don’t eventually escape, a roper’s appetite always wins out over its intellectual curiosity—especially in cases where pets are constantly outmaneuvering their keeper’s wits and patience. A roper is 9 feet tall and weighs 2,200 pounds.
CE Large
Init +5; Senses 60 ft., ; Perception +24
DEFENSE
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 162 (12d8+108)
Fort +13, Ref +5, Will +13
electricity; cold 10; 27
Weaknesses to fire
OFFENSE
Speed 10 ft.
Melee bite +20 (4d8+18/19–20)
Ranged 6 strands +10 touch (1d6 Strength)
Space 10 ft.; Reach 10 ft.
Special Attacks (strand, 5 feet), strands
STATISTICS
Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12
Base Atk +9; +22; CMD 33 (can’t be tripped)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception, Stealth), Weapon Focus (strand)
Skills Climb +27, Knowledge (dungeoneering) +16, Knowledge (religion) +13, Perception +24, Stealth +18 (+26 in stony or icy areas)
Racial Modifiers +8 Stealth in stony or icy areas
Languages Aklo, Undercommon
ECOLOGY
Environment any underground
Organization solitary, pair, or cluster (3–6)
Treasure standard
SPECIAL ABILITIES
Strands (Ex) A roper can extend up to six thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet. A roper’s attacks with its strands resolve as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material, and must make a DC 25 Fortitude save or take 1d6 points of Strength damage. The save DC is Constitution-based.
Shadow Creature
A tentacled horror that seems to shift in and out of the shadows, this bizarre beast is an amalgamation of darkness and menace.
When a Material Plane creature is trapped on or chooses to remain on the Shadow Plane, it often finds that its offspring take on some of the eerie qualities of its new home dimension. Those who are born in that place become weird mockeries of their kin on the Material Plane. Their colorings become jet-black (or at best a hazy gray), their features become more menacing, and their eyes glow white, a dulled crimson, a dark green, or a strange violet. The variety of shadow creatures is as vast as that on the Material Plane, creating dangers that are similar but have additional defenses and abilities characteristic of creatures truly native to the Shadow Plane’s perpetual gloom. Shadow creatures on the Material Plane will produce offspring, giving rise to shadow creature enclaves in dark corners of the world. Stranger still, a burgeoning ecology of shadow creatures that forms a colony on the Material Plane seems to create a small blighted realm of shadow where they dwell. As such, areas grow more and more overcast. Shadows become unnaturally deeper, darker, and more cloying until the land itself seems to assume the landscape and terrain of the Shadow Plane. As part of this transformation process, one of the more intelligent shadow creatures in the area becomes a shadow lord—a dread agent of shadow that controls powerful shadow abilities and works to expand its alien domain.
CR 13 XP 25,600
CE Large (augmented )
Init +5; Senses 60 ft., ; Perception +24
DEFENSE
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 162 (12d8+108)
Fort +13, Ref +5, Will +13
Defensive Abilities shadow blend; 10/magic; electricity; cold 15; 27
Weaknesses to fire
OFFENSE
Speed 10 ft.
Melee bite +20 (4d8+18/19–20)
Ranged 6 strands +10 touch (1d6 Str)
Space 10 ft.; Reach 10 ft.
Special Attacks (strands, 5 ft.), strands
STATISTICS
Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12
Base Atk +9; +22; CMD 33 (can’t be tripped)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (strand)
Skills Climb +27, Knowledge (dungeoneering) +13, Knowledge (religion) +13, Perception +24, Stealth +18 (+44 in icy or stony areas)
Racial Modifiers +26 Stealth in icy or stony areas
Languages Aklo, Common
ECOLOGY
Environment any underground
Organization solitary, pair, or cluster (3–6)
Treasure standard
SPECIAL ABILITIES
Strands (Ex) A shadow roper can extend up to six thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet. A shadow roper’s attacks with its strands resolve as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage; each strand has an AC of 20. A creature struck by a strand is numbed and weakened by the strange material, and must succeed at a DC 25 Fortitude save or take 1d6 points of Strength damage. The save DC is Constitution-based.
Azruverda
A humanoid head peers forth from this enormous creature’s beautifully iridescent, spike-covered beetle carapace.
Although repulsive in shape, these enormous, human-faced insectoid creatures are generally peaceful and serene. Left to its own devices, an azruverda is typically content to cultivate fungal gardens in deep underground sanctuaries. These gardens are beautiful to behold— masterful combinations of fungi, rocks, and other objects arranged in an artistic manner. Although generally solitary, azruverdas collaborate when a threat intrudes upon one of their underground homes. Azruverdas stand 16 feet tall on their many legs and weigh close to 4,000 pounds.
CG Huge
Init +2; Senses 60 ft., 100 ft.; Perception +22
DEFENSE
AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size)
hp 168 (16d8+96)
Fort +11, Ref +7, Will +15
10/magic and slashing; acid; cold 10
OFFENSE
Speed 50 ft., 30 ft.
Melee bite +21 (2d6+11), 2 claws +21 (1d10+11)
Ranged acid spit +13 touch (10d6 acid)
Space 15 ft.; Reach 15 ft.
Special Attacks acid spit, (2 claws, 1d10+11)
(CL 16th; concentration +23)
At will—dancing lights, faerie fire
3/day—daylight, giant vermin, insect plague, repel (DC 21), summon swarm
STATISTICS
Str 32, Dex 15, Con 23, Int 14, Wis 16, Cha 25
Base Atk +12; +25 (+29 bull rush); CMD 37 (39 vs. bull rush, 45 vs. trip)
Feats Awesome Blow, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Iron Will, Point-Blank Shot, Power Attack, Weapon Focus (acid spit)
Skills Climb +26, Handle Animal +17, Intimidate +26, Knowledge (dungeoneering) +12, Knowledge (nature) +12, Perception +22, Sense Motive +13, Spellcraft +15, Survival +16
Languages Aklo, Common, Undercommon
SQ master
ECOLOGY
Environment underground
Organization solitary, pair, or brood (3–7)
Treasure standard
SPECIAL ABILITIES
Acid Spit (Ex) An azruverda can spit a stream of acid at a target within 60 feet as a ranged touch attack that deals 10d6 points of acid damage.
Vermin Master (Su) An azruverda can mentally control to up to 32 HD (twice the azruverda’s racial Hit Dice) of vermin at any one time through a combination of supernatural pheromones and magical manipulation. To control a vermin, the azruverda must be able to see it, and it must be within 120 feet. Attempting to control a vermin is a standard action—the vermin can resist this attempt with a DC 25 Will save. If the vermin fails this save, the azruverda can issue a simple mental command like “fight,” “come here,” “go there,” or “stand still” as a swift action. Though composed of thousands of individuals, vermin with the swarm subtype are vulnerable to this ability as well. An azruverda can release a creature from this control as a free action. Vermin affected by this ability act normally unless an azruverda is actively controlling it, but never attack their master azruverda. The save DC is Charisma-based.
Ghorazagh
With an armored spherical body, numerous tentacular legs, and a multi-eyed visage, this creature is truly hideous.
Ghorazaghs—or gore weavers—float like tumorous specters through the deepest, most alien cavities of the lightless underground, preying upon the wretched vermin of those horrid places. Cunning, with minds and drives unknowable and obscene to those of lands above, the gore weavers only recently became aware of the fertility and bounty of the surface world and are now slowly turning their ebon eyes upward. While ghorazaghs can digest nearly anything, they are incapable of digesting blood. Their digestive systems process flesh, bone, and all other organic material, filtering out blood and storing it in large reservoirs within their bodies, whereupon the blood is mixed internally with mucus and other strange fluids to form a thick, gluelike substance. While a ghorazagh can spray this fluid as an attack to impede prey, the primary use of the foul substance is as a building material. Ghorazagh hives are constructed entirely of this material, which when it dries has the strength of metal while retaining a dark red resinlike appearance. A ghorazagh hive is a nightmare place as a result—twisting tunnels with an eerily organic appearance that can wind for miles on end.
NE Large
Init +3; Senses bloodsense, 30 ft.; Perception +21
DEFENSE
AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, –1 size)
hp 187 (15d8+120)
Fort +15, Ref +10, Will +12
Weaknesses to sonic
OFFENSE
Speed 40 ft., 40 ft., 40 ft. (perfect)
Melee bite +16 (2d6+6), 2 claws +16 (1d8+6), 4 tentacles +14 (1d6+3 and )
Space 10 ft.; Reach 10 ft.
Special Attacks (1d4 Con), bloodspray
STATISTICS
Str 22, Dex 17, Con 26, Int 15, Wis 17, Cha 16
Base Atk +11; +18 (+20 bull rush); CMD 31 (33 vs. bull rush)
Feats Bleeding Critical, Critical Focus, Flyby Attack, Great Fortitude, Improved Bull Rush, Lightning Reflexes, Multiattack, Power Attack
Skills Bluff +18, Climb +14, Fly +27, Knowledge (dungeoneering) +17, Perception +21, Stealth +17, Survival +21
Languages Aklo; chemical communication
ECOLOGY
Environment any underground
Organization solitary, pair, colony (3–9), or hive (10–40, including 6 brood guards of 17 HD and 1 hive lord of 21 HD)
Treasure standard
SPECIAL ABILITIES
Bloodsense (Su) A ghorazagh notices living creatures within 60 feet just as if it possessed the blindsight ability.
Bloodspray (Su) Once every 1d4 rounds, a ghorazagh can unleash a 20-foot cone of blood and eldritch enzymes. Any living creature struck by a ghorazagh’s bloodspray must make a DC 25 Fortitude save or be affected as by the spell slow. A slowed creature struck by a ghorazagh’s bloodspray a second time must make an additional save or be paralyzed. These effects last for 2d6 rounds. A ghorazagh can also consciously alter its enzymes, producing a spray that removes all effects of this ability. The save DC is Constitution-based.
Chemical Communication (Ex) Ghorazaghs can communicate with other ghorazaghs within 60 feet via pheromone transmission. In a ghorazagh hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only ghorazaghs can understand.
Vemerak
This huge monstrosity seems like some alien, clawed insect, with vaguely humanoid features and three tentacular tails.
Huge and otherworldly, the vemerak is a monster known as much for its disturbing appearance as its violent and cruel disposition. A vemerak is 10 feet tall and 20 feet long, its tentacle-like tails adding a further 15 feet to its length. It weighs just over 6 tons. Caverns that serve as lairs to these creatures invariably possess disturbing shrines where the creatures offer up portions of every meal to dark gods that dwell deep below the sane world—as a result, many believe that vemeraks exist as the physical manifestation of the will of a particularly violent and insane deity.
CE Huge
Init +7; Senses 60 ft., 30 ft.; Perception +23
Aura spore cloud (30 ft.)
DEFENSE
AC 29, touch 11, flat-footed 26 (+3 Dex, +18 natural, –2 size)
hp 195 (17d8+119)
Fort +13, Ref +8, Will +13
5/—; acid, electricity, disease, mind-affecting, poison; sonic 20; 25
OFFENSE
Speed 40 ft., 20 ft., 40 ft.
Melee bite +22 (2d6+11), 2 claws +22 (1d8+11 plus grab), 3 tentacles +19 (1d6+5 plus )
Space 15 ft.; Reach 15 ft.
Special Attacks (90-foot line, 14d8 acid damage, DC 24 half, once every 1d4 rounds), (tentacles 1d6+5 or claws 1d8+11), earthquake
STATISTICS
Str 32, Dex 17, Con 23, Int 5, Wis 16, Cha 22
Base Atk +12; +25 (+29 grapple); CMD 38 (50 vs. trip)
Feats Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (claws)
Skills Climb +19, Perception +23
Languages Aklo
ECOLOGY
Environment any underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su) A vemerak’s acidic breath weapon has no effect on inorganic or undead material. If the breath weapon deals damage to a living fleshy creature, the acid creates a transparent cloud of foul-smelling vapor that fills that creature’s space and persists for 1 round. Any creature in or passing through the cloud must make a DC 24 Fortitude save or be nauseated for 1d4 rounds. This cloud is a poison effect. The save DCs are Constitution-based.
Earthquake (Su) As a full-round action, a vemerak can burrow its tentacles, legs, and mouth into the ground—this action does not provoke attacks of opportunity. At the start of the next round, it creates an effect identical to an earthquake spell (CL 17th). A vemerak can maintain this zone of trembling earth indefinitely, as long as it continues to take full-round actions to maintain the effect.
Spore Cloud (Su) A unique form of magic-resistant mold grows upon the body of a vemerak. This mold is the source of the vemerak’s spell resistance. When the vemerak moves, the mold exudes a cloud of spores in a 30-foot radius that acts as a targeted greater dispel magic (CL 17th) against the highest caster level magical effect the cloud touches as part of the vemerak’s move that turn.
Hyakume
This bloated creature’s eyes protrude from between the fleshy fat rolls of its neckless, hulking form.
Hideous and corpulent, with numerous eyes dotting their bodies, hyakumes are mystics of malevolence. They steal and collect the memories of other intelligent beings to increase their own knowledge.
NE Large
Init +12; Senses , 90 ft., ; Perception +19
DEFENSE
AC 32, touch 18, flat-footed 23 (+8 Dex, +1 dodge, +14 natural, –1 size)
hp 218 (19d8+133)
Fort +13, Ref +14, Will +17
cold; electricity 10, fire 10; 26
Weaknesses
OFFENSE
Speed 30 ft.
Melee 2 slams +18 (3d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks drain memory, quivering palm (1/day, DC 25), stunning fist (4/day, DC 25)
(CL 15th; concentration +24)
At will—clairvoyance/clairaudience, share memory
5/day—divination
3/day—cold ice strike, discordant blast, sonic thrust
STATISTICS
Str 18, Dex 27, Con 24, Int 19, Wis 22, Cha 29
Base Atk +14; +19; CMD 38
Feats Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Skill Focus (Sense Motive), Stunning Fist, Weapon Focus (slam), Wind Stance
Skills Acrobatics +23, Bluff +21, Craft (any) +10, Diplomacy +17, Intimidate +24, Knowledge (arcana, planes, religion) +12, Knowledge (geography, history) +10, Perception +19, Sense Motive +17, Spellcraft +22, Stealth +15, Survival +17, Swim +8, Use Magic Device +17
Languages Common, Undercommon; 60 ft.
SQ eye probe, monk abilities, transfer memories
ECOLOGY
Environment any underground
Organization solitary or enclave (2–6)
Treasure standard
SPECIAL ABILITIES
Drain Memory (Su) Once per day as a standard action, a hyakume can make a touch attack with either its hands or one of its eye probes to drain a target of its memories. The target loses the majority of memories relating to life and identity, and the hyakume can control the creature as if it were subject to a charm monster spell until those memories are regained (Will DC 28 negates). The hyakume absorbs the memories and can store and use them. It can store the memories of a number of creatures equal to its Intelligence bonus (typically 4) at one time. This is a mind-affecting effect. The save DC is Charisma-based.
Eye Probe (Su) Once per day as a full-round action, a hyakume can detach up to six of its eyes and send them on missions. An eyeball has AC 22, hp 5, and a fly speed of 60 ft. with perfect maneuverability. A hyakume can see through all of its eye probes, and can make drain memory attacks with them. If a hyakume’s eyeball is destroyed, the hyakume takes 5 points of damage. An eye probe can’t stray farther than 1 mile from a hyakume or the eye is destroyed (dealing 5 points of damage).
Monk Abilities The hyakume’s Stunning Fist feat and slam attacks function as though it were a 15th-level monk. It can also use the quivering palm class feature once per day (Fortitude DC 25). The save DC is Wisdom-based.
Transfer Memories (Su) Once per day as a standard action, a hyakume can touch a willing creature with either its hand or one of its eye probes to transfer memories it has stored to the creature touched. This is a mind-affecting effect.
Neothelid
Its slime-drenched length coiled upon itself in a shuddering mountain, this huge worm’s tentacled head rises like a snake’s.
Dwelling only in the deepest reaches of the underworld, the immense neothelids once ruled empires in the depths, yet their numbers have been vastly reduced as other races have proven swifter to breed and adapt. Today, the neothelid is a legend, the subject of tales of horror among those few to have experienced the creature’s wrath in person and lived to tell about it. Neothelids are served by all manner of strange wormlike creatures, minions they use to observe and wage war against their enemies. The neothelids themselves were spawned by even more horrific entities, ageless horrors from strange dimensions beyond the edge of known reality—the neothelids see themselves as the chosen agents of these malevolent forces, working to ready the world for their return.
CE Gargantuan
Init +2; Senses 100 ft., trace teleport 60 ft.; Perception +25
DEFENSE
AC 30, touch 4, flat-footed 30 (–2 Dex, +26 natural, –4 size)
hp 230 (20d8+140)
Fort +15, Ref +4, Will +16
10/cold iron; 26
OFFENSE
Speed 30 ft., 60 ft. (good)
Melee 4 tongues +21 (3d6+10/19–20 plus )
Space 20 ft.; Reach 20 ft.
Special Attacks (50-ft. cone, 14d10 acid, Reflex DC 27 half, once every 1d4 rounds), mind thrust, psychic crush, (2d6+10 plus 2d6 acid, AC 23, hp 23)
(CL 20th)
Constant—fly
At will—detect thoughts (DC 17), charm monster (DC 19), clairvoyance/clairaudience, suggestion (DC 18), telekinesis (DC 20), teleport, poison (DC 19)
3/day—quickened suggestion (DC 18)
STATISTICS
Str 30, Dex 7, Con 24, Int 16, Wis 15, Cha 21
Base Atk +15; +29 (+33 grapple); CMD 37 (can’t be tripped)
Feats Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tongue), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Quicken Spell-Like Ability (suggestion)
Skills Bluff +25, Climb +33, Diplomacy +25, Fly –4, Intimidate +28, Knowledge (arcana) +26, Perception +25, Spellcraft +26
Languages Aklo, Terran, Undercommon; 100 ft.
ECOLOGY
Environment any underground
Organization solitary, pair, or cult (3–5 plus 4–12 charmed slaves of various races)
Treasure standard
SPECIAL ABILITIES
Mind Thrust (Su) As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC 25 Will save negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect. The save DC is Charisma-based.
Psychic Crush (Su) As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 25 Will save or collapse, becoming unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
Trace Teleport (Ex) A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to “seen casually.” This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination.