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Fas 3 D INGE ROUS SN FAS hy The MONSTERS oF Te[LEN L ae a =—=Ss CAMPAIGN R ESOURCE ee. DANGEROUS DENIZENS: THE MONSTERS OF TELLENE Credits ‘Authors: Mark Plemmons, Bian Jelke, oe Selby and ‘Troll Lords Games Studios (with Stephen Chenau, David Chenault and Todd Gray) Additional Contributors: Jolly Blackburn, Lloyd Brown 11, Sarah Clem, Dan Donnelly, Eric Englehard, D, Andrew Ferguson, Christopher Heath, Larry Herzer, Steve Johansson, John Josten, David S. Kenzer, Andy Miller, James Mishler, Don Morgan, Jarrett Sylvestre, DIM. Zverg Editors: Eric Englehard, Brian Jelke, David Kenzer, Noah, Kolman, Don Morgan, Mark Plemmons Art Director: Bob Burke Art Coordinator: Mark Plemmons Project Manager: Brian Jelke Production Manager: Steve Johansson Cover Illustration: Talon Dunning Interior Illustrations: Richard Bonk, Jennifer Burke, ‘Thiago "Grafik Carvalho, Tommy Castillo, Caleb Cleveland, Storn Cook, Keith DeCesare, Thomas Denmark, Talon Dunning, David Hudnat, William McAusland Jeremy Mohler, Philip Renne, Matt Sattel, Kevin Stephenson, Hugh Vogt Behind the Scenes: Jeff Abar, Jennifer Kenzer Special Thanks To: Rich Redman, Lezlie Samuel, Ed Stark Playtesters: Matt Anderson, Mike Biltr, Joe Charles, Doug Click, Gigi Epps, Richard Forbes, Donovan Grimwood, Robert Landry, Mark Lane, Rob Lee, Ben Moxley, Mike Patterson, Dave Perry, Mark Prater, Malik Riley, Brad Todd, Joe Wallace, Luke Weiterlind, John Williams and John ‘Wright Table of Contents Why the Kingdoms of Kalamar? ..... 4 pe 2 Introduction Monsters of Tellene: Ato Z .. Appendix A: Animals Appendix B: Tellene Variants Appendix C: Half-Races Appendix D: Charts . Index . © Copyright 2003 Kenzer and Company. All Rights Reserved. Printed in Canada Kenzer & Company 25667 Hilview Court ‘Mundelein IL 60060 “Ths book i protcad under crraonal eesti aed cope aw of ne Une Stats of Amari. No part of hs book may be prod. win. Ue ‘expres wrizan cast of Kenzer and Campy, Prion grated to te [poche ofthe produc to repromie sartoryof th Sook fo" Persoral Se iy Sle or tae of uch reproductions probed. Wh eespet co uadearhs: | KS ‘Questions, Comments, Product Orders? Phone: (847) 540-0029 Fave (647) 540-8065 ‘email questions@kenzerco.com Visit our website: www.kenzerco.com Pusushens NOTE: “This ra work of fedon, Names characters places and tet er are dhe prodct cl heather rmagiovons oie wed Rou and an resem ‘Sone to acu person ng o bd vets or leis erry coon a [eons Karas he Kingoms of Kalama logo re regatre ademas f Karur and Conny. Dangers Denies The Monsters fTeene tn Kane nd Copy loge re aero ese ap Company © 03 Keer & Compu he. A Rg Reeve. Conger & Dragos Bonn eb yan sn ere Con es edo We es yo In tn area by Kanara Company wer ker. ©2003 Whar ofthe Cos Dangerous Deni WHY THE KINGDOMS OF KALAMAR® CAMPAIGN SETTING? The Koicoons oF Kanan setting describes the world of ‘ellen, a vibrant world alive with rich characters, imminent danger, complex intrigue and exciting adventure all awaiting ‘yourshaping hand. This robust world consists of many detailed Jands and cultures, both human and humanoid, that ae rife with adventure possiblities. On Tellene, fneasic creaires roam the wilderness, eil clerics worship evil deities hell bent ‘on destruction and the dad vise again to spread teror through ‘outthe world. Complex political alliances mix with marsuding ‘ands of humanotds and medieval technology and culture come face to fice with magic and the fantastic. Tllene combines the ‘est ofa elise medieval world with ll he elements of fan sy you have come to enjoy: While nearly any campaign setting suffices fora single advemure, your characters wil find the Kavcows or Kalawar setting to be an engaging game world to explore long after the novelty ofthe “tours bazaars” has worn thin ‘The underlying strength ofthe Kixcoows or KALAMAR setting ‘comes from its geo-historical basis. The maps feel right because they are right, at least from a standpoint of verisimilitude, The continents lakes, rivers, fers and other geographical ferures allfllow examples from the real world, This attention to deual clearly shows aseting built from the ground up fom the dre: tion ofthe prevailing winds to the plate tectonic. No glaciers lie in the middle of warm lakes nor huge jungles in temperate Intitudes. The Krucoons or KNAMAR setting becomes theinis- ible bckdrop forthe real action: you ‘the player character becomes the real hero of any D&D same. You rescue the princess and you recover the stolen ‘What for Lord Soand-So. You shape the campaign world through your ations, not the ther way around, Teen, like few oer campaign stings befor it offers yo the opportnt ty to be a worldshaper. Life in Tellene grows from oxdinary men and women wit extraordinary courage and resolve. This setting gives you the information you need osllow your players ro become one of those people. But fear not for al the dew and background history that his setting provides add depth to your adventures without confining them. “The Kiscoows oF Kaisanasettng allows you tobe the author of your own destiny by proving the senery but not the tor. OF course, player characters cannot be everywhere at once. ‘The world continues moving even when they spend weeks exploring long forgoten ruins or datk forests somewhere. Evil cults spread thee influence throughout a small town, A village succumbs roa mysterious disease. A band of humanoid halts merchant outes between two cities, Villains even kidnap princesses when heros are not around to do anything abou it ‘What happens then? Well sometimes the princes escapes, but more often the Vicelond has his way with het. For the NPCs of Tellene are not inept, else they would not be worthy (r suc cessful villains, A world fall of morons sno place olive. The 00d, the bad and even the so-so mast transpire in the emapign {inorder to make the party's heroic deed excepional. Afe all, ifevery person onthe block sa superhero, nobody stands out “The KiNcnows oF KALAMA setting is designed to enhance yourD&D experience by providing realistic backdrop foryour character, Every type of peson you could imagine lives some ‘where on Tellee. Infact, thatone ofthe reasons the Kincrons ‘oF Kaun sting is such an enjoyable world to playin: iis tremendously versatile. No matter what rype of character you choose to play you should feeleonfdent that he or she wll have sn important pace fn the world of Tllene. “The Kinenous OF KALAMAR setting also provides a reali dynamic world for your character Every sort of adventure can be found on the continent of Tellene. Whether you dream of finding geet riches in the bellies of mountains or ridding the desert of undead abominations the Koscoous or KALANAR set ting provides the where and the how all the while maintaining 4 commitment o realism tht lets you experince your charac ter adventures in the most satisfying ways. In the Kincoowts oF KALAMAR setting, your character has chance stand out In fit, you have achance tobe the grea ‘st character inthe campaign world But greatness is diferent for every individual While you may dream of conquering the ‘continent and bringing peace and prosperity to its people, ot ers may wish forthe ulimate in scholarly or magical achieve- rent. What sets the Kivcnohs oF KaLANAR setting spare es bility to give you the opportunity to dal his and more with ‘out serificing continuity ox common sense. Here you ate pre- sented withthe opportunity to become gest. Relizing that ‘opportnity, however, requires sil, effort anda lle bit of Jack ‘Aso, minor changes have been made to the way two feats work, “Two: Weapon Fighting no longer has Ambidexcery asa pre- requis. ‘Weapon Finesse no longer must be applied to a particular ‘weapon when tis aken «3 single sequin ofthe fee allows ‘ts possesior to use che feat whenever tha individuals wel ing any ofthe weapons to which the feat applies. Nacsa ‘weapons are always considered ght weapons. ABOUT THIS BOOK "Although dhe D&SD Monser Maal contains many creatures ‘ha can be found in the Kincpows oF KALAMA campaign set ting the land ofTellene as its own special nature that allows the eration of new monsters. This book contains entries for over 125 such creatures for use in Dungeons & Dragons advetr All entis are listed alphabetically by name, and most also Anlude small map of the Sovereign Lands, depicting where ‘on Tllene these creatures can be found. These maps are only reant a quick guide to where the creaare i most commonly ‘encountered; Dungeon Masters (DMs) should read the descrip- tive text for fll details Monsters without map enteies can be found almost anywhere onthe main continent of Tellene oF the ‘Svimobaish Ile. Some of the entries herein have appeared in previous incoouts oF KALMAR adventures or supplements Though ereaures have been updated and revised for Dangerous Dozen, the DM may choose tote either version i his o her campaign Following the main ents ar the appendices. Appendix A describes new mundane animals, alo in alphabetical order (Bisare or simply very unusual animals are listed in the main entries) Appendix B lists Tellene-specific variant monsters that areltle different, in terms of statistics from their namesakes in the D&D Monser Manual. Instead, thee differences focus on culture, habit, society and appearance. Appendix C lists new player character and non-player character races for use by both playersand DMs, Appendix Dis collection of tables that org ‘ize the monsters inthis book by challenge rating, type (and subtype) and region. WHAT YOU NEED TO PLAY “This sourcebook assumes that you own the three core rule- ‘books ofthe Dungeons & Dragons game: the Payers Handbook, the Dungeon Masters Guide and the Mondey Manual, In addition, material in this book frequently refers to the Kixcoows or Kacasa campaign setting. Spells feats or other items drawn from this source will be noted, and offer alternate choices for readets without this resource, READING THE ENTRIES Each monster entry is organized inthe same general format ‘An entry is composed ofa statistics block, giving the DM the basic game information about the creature, followed by sections of descriptive text where the creatures appearance, ecology, habitat and tactics are discussed. Even more information about the characteristics of monsters can be found in the D&D Players Handbook, the D&D Dungeon Masters Guide, the D&D Monster ‘Manual and the Kiscoows oF KALAMA Payers Gude, NAME “This isthe name by which the cresture ie generally known in Merchant's Tongue, the ‘common’ language of trade in the Kincnows oF Kauawak campaign setting. The descriptive text say also give other names in either Merchants Tongue or the regional human and demihuman languages SIZE AND TYPE This line begins with the creature size. There ar eight size ‘categories, including Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan and Colossal. A size modifier applies to the creatures Armor Class (AC), attack bons nd modifiers to certain skill checks. A creatures size also determines how much space st occupies in combat (known a8 “Space”) and how faritcan stretch to make a melee attack (known a8 “Reach’). ‘he size and type line continues with dhe creatures type (such as ‘Giant’. Type determines many features of the mom ster, including Hit Dice sie, base attack, base saving throws, slall points and how magic affects a creature. For example, ‘old animal spell will only affect creatures of che animal ype HIT DICE ‘This line gives the number and type of Hie Dice che creature has, along with any bonus hit points. A parenthetical note gives the creature’ average hit points. A creatures Hit Dice total i also its level for determining how spells affect the creature, its rate of natural healing and its maximum ranks in skills INITIATIVE This line shows the creatures modifier to initiative rolls. A parenthetical note tells where the modifier comes from. This is most commonly the creature’ Dexterity modifier and the Improved Initiative feat ifthe creature has it SPEED ‘Thislin gives the creature speed on land (the amount of i= tanceitcam cover in one move) Ifthe creature wears armor that seduces is speed, this facts given along with a parenthetical not indicating the armor typethe creature’ base speed fellows dhe creature has other modes of movement, these are listed fie the main entry. Unless noted otherwise, modes of move- ‘ment are natural (nt magia, Burrow: The creature can tunnel through dirt, bur not through rock unless the descriptive text says otherwise. ‘Creatures cannot use the run action while burrowing. ‘Most burrowing creatures do not lewve tunnels behind them, as the material they tunnel through usually ill in behind them. Excaptions willbe nored inthe deseriptive (Climbs A creature with climb speed gainsa +8 cial bonus to all Climb checks. The creature must make 2 Climb check to climb any wall or slope ofa Difficulty Class (DC) cof more than o, but it can always choose to ake 10, even if rushed or threatened while climbing. The creature climbs atthe listed speed while climbing, If it chooses an accel erated climb, itmoves at double the listed climb speed (or its normal land speed, whichever is less) and makes asin le Climb check at a~5 penalty. Creatures cannot use the run action while climbing, The crearure retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against the climbing creature ly. The creature can fly at che listed speed if carrying no ‘more than a light load (see layers Handbook Chapter 9). AA fly speeds include a parenthetical note indicating maneuverability, ‘Swim: A creature with a swim speed can move through ‘water atthe listed speed without making Swim checks. It thas 48 racial Bonus to any Swim check to perform some special action or avoid a hazard. The creature always can choose t tke 10, even if distracted of threatened when swimming. Creatures can use the run action while swim ‘ming, provided they swim ina straight line. ARMOR CLASS. ‘The Armor Chass line gives the creatures AC for normal com buat and includes 2 parenthetical mention ofthe modifies con tributing tit (osually siz, Dexterity ad natural armos). The creatures touch and flat-footed ACs follow the main entry {A reature’s armor proficiencies (if any) depend on its type (ee the D&D Monster Manual, bat in general a creature is pro ficient with any kind of armor itis deseribed as wearing, includ- ing all lighter types of armor ‘BASE ATTACK/GRAPPLE “The number before the slash in this entry is the creatures ‘ase attack bonus, which isis attacke bonus before any modi fiers are applied. A creatures base attack bonus depends on is type, Hit Dice and class level (if any). This number is rarely needed, but can be handy on occasion, especially ifthe creature hhas the Power Artack or Combat Expertise fest. The number afier the slash isthe creatures grapple bonus, which is used when the creature makes 2 grapple atack or when someone ties to grapple the creature. ‘The grapple bonus includes all modifiers that apply tothe creature’ grapple checks (base attack ‘bonus, Strength modifier, special size modifies, and any other applicable modifier suchas a racial bonus on grapple checks). ATTACK “This line provides the single physical attack the creature uses with am attack action. In most cases, this i also the atack the ‘creature ses during an attack of opportunity as well. The entry shows the weapon, attack bonus and form of attack (melee or ranged), The attack bonus includes modifications for size and Strength (formelee attacks) oc Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use its Dexterity ‘modifier on mele attacks with natutal weapons, If the creature uses natural weapons, the natural weapon. given here isthe creatures primary natural weapon. che creature has several diferent weapons 2t its disposl, the alternatives are shown as well A creature can use one of ts secondary natural weapons with the attack action if t chooses, bu ii does, suffers an attack ‘penalty, as noted in the Full Atack section (below), FULL ATTACK ‘This line gives all the physical attacks the creature can make ‘whem it uses the full attack action. It provides the number of tacks long with the weapon, attack bonus, and form of attack (melee or ranged), The first listing is forthe creaures primary ‘weapon, with an attack bonus including modifications fr size and Strength (for melee attacks) or Dexterity (for ranged aacks), A creature with the Weapon Finesse fest can use is Dexterity modifier on melee attacks with natural weapons. ‘he remaining weapons are secondary and have 2-5 pemalty to their attack bonus, no matter how many there are. Creatures with the Malatack feat (ee Feats below) take only a~2 penal: ry on secondary attacks, DAMAGE ‘his line shows the damage that each one of the creatures tacks deal. Damage from an attack is always at least point, even if a subtraction from 2 die roll brings the result to 0 oF lower Natural Weapons: A creature’ primary attack damage includes is fll Strength modifier (1 1/2 times its Strength ‘bonus if tis the creatures sole natural weapon). Secondary attacks add only 1/2 the creature’ Stength bonus ‘If any attacks also cause some special effet other than dam- age (poison, disease, and so forth), that information is given here Unless noted otherwise, creatures using natural weapons eal double damage on critical his "Natural weapons have types just as other weapons do. ‘The ‘most common are summarized below Bite: The creute attacks with its mouth, dealing piercing, slashing and bludgeoning damage (Claw or Talon: The creature rips with a sharp appendage, dealing piercing and slashing damage Gore: The creature spears the opponent with an antler, horn orsimilar appendage, dealing piereing damage Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage ‘Sting: The creature stabs with a stinger, dealing piercing damage, Stings are usually envenomed. ‘Tentacle: The creature fils at opponents with 2 powerful tentacle, dealing bludgeoning (and sometimes slashing) damage ‘Manufactured Weapons: Creatures that use swords, bows, spears and the like follow the same rules as charicters do. ‘The bonus for atacks with two-handed weapons i 1/2 times the creatures Stength modifier (if tis a bonus), while ofthand weapons add only 1/2 the Strength bonus SPACE/REACH This line describes how much space the creature needs 10 fight effectively and how close i has to be to an opponent to threaten that opponent. ‘The number before the slash isthe ereatures space, which tells how wide a space the creature oceupies. The number after the slash is the creatures natural reach. Ifthe ceatute has xcep- tional reach due to a weapon, tentacle, or the like the extended reach and its source are noted in parentheses ‘A creaturcs space entry is based on its size category not its actual dimension. In many cases creatures have bodies longer than their space entries: A creatures overall length helps account for its reach. Also, very long creatures ae assumed t0 rear up or col their bodies during fight to facilitate maneuver {ng attack and defense, ‘A table summarizing space and reach statistics for creatures ‘of various sizes can be found in the D&D Monster Maral ‘SPECIAL ABILITIES Many creatures have unusual abilities, which can include special attack forms, resistance o vulnerability to certain types of damage and enhanced senses, among others. A monster centry breaks these abilities into Special Attacks and Special Qualities. The later estegory includes defenses, vulnerabilicies, and other special abilities that are not modes of atack ‘When a special ability allows a saving throw, the kind of save and the DC is noted in the descriptive text. Many saving throws against special abilities have DCs calculated as follows: 10 + 1/2 the stacker’ non class HD + the selevane ability mole). The save DC is listed in the descriptive tex long withthe ably edt eaeulate it ‘special ability is either exraorinary (Ex) ,spelbike (Sp) ot supernatural (50) Extraordinary: Exiuordinary abilities are non-magicl, dont go away in an antinugic fil, and are not subject to any ching that disrupes magic. Using an extraordinary ability 6 five action unless noted etberwise Spellike:Spelhike abies ae magical and work as like spells (though they are nor spells and so have no verbal, soma ic, material, foeus or XP components). They go away in an antag fel and at subject o spell resistance. Spellike abilities usually have a limit on the number of times they canbe used. A spelbike abil that canbe used a will has no use limit. Using a spelbikeabikty isa standard action unless noted otherwise, and doing 0 while threatened provokes an attack of opportunity 1t is possible wo make a Concentration check o use a spll-like abil defensively and avoid provoking n tack of opportunity ust as when casting spell. Aspellike abily canbe disupted just asa spell an be. Spelhlike abilities canot be sed t counterspel, nx can they be countersplle. Forcreatures with pell-ikeabilies, designated caster evel serves 10 define how dificule it isto displ thts apllke effects and wo define any level dependent variable such a range and duration) the abies might have. The creature’ caster level never afeets which spllike abilities the cresture has, sometimes the given caster level slower shan the level spell casting character would need to cast the spell ofthe same name fo caster evel is specified the caste levels equal tothe mon- ster’ Hit Dice. Unless otherwise noted, dhe DC of a saving throw (any) against a pel ike ability is 10 + the level ofthe spel the abiliry resembles o duplicates + th cesture’ Charisma modifier Supernatural: Supemaral abies ate magical and go amy in an animogi eld but are not subject o spell esistance ‘Using supernatural ability i a standard ation unless noted ctherwise, Supernatural abilities may have a use limit or be swableat wil just lke spll-ikeabilies. However, supesnit al abilities do not provoke attacks of opportunity and never requie Concentration checks. Unles otherwise noted super: natural ability hasan effective caster lvel equal tthe creatures Hit Dice. ‘SPECIAL ATTACKS “This line lists all che creatures special atacks, any. Details ‘of the most common special attacks are given in the D&D Monster Manual, with additional information in the creature’ descriptive text. SPECIAL QUALITIES “This line lstsall che creatures special qualities, ifany. Details ‘of the most common special qualities (such a tits) are provid- ced in the D&D Monser Manual. Two new special qualities are Aeseribed below Flammable (Ex): These creatures are particularly susceptible to Bre damage and thus take double damage from fire-based anacks unless a save is allowed for half damage Furthermore, using a certain amount of fire-based damage to this creature sets it aflame, whereupon it continues ro take that amount of damage esch following round. ‘The statistics block includes the numerical rating for this damage. Total immersion, or thoroughly covering the creature, in water, earth ‘ran inert gas will douse the flames. ‘Limited Regeneration (Ex): Creatures with this quality can regenerate, but only under certin conditions, Far example, « creature that i particularly attuned tothe night might only be able to regenerate in the absence of sunlight, or perhaps the absense of any light at all, Other creatures might regenerate when immersed in fre, water, extremely cold temperatures and soon. The statistics block includes a numerical ating thas the ‘number ofhit points the creature regeneratesas long asthe con- ditions specified for its type are met. If those conditions ae no longer met, the creature wil stop regenerating until they are ‘met agai, ‘SAVES “his line gives the creatures Fortitude, Reflex, and Will save modifiers, which take into account its type, ability score mod fiers and any special qualities. ABILITIES ‘This line provides al six ofthe creature’ ability scores, in the corer St, Dex, Con, Int, Wis, Cha, Except where noted other wise, each crearure is assumed to have the following array of| abiliy scores before racial adjustments: 11,11, 11,10, 10,10. To determine any creature’ racial ability adjustments, subtract 10 from any even-numbered ability score and subrract 11 from any odd-numbered score, For example, adarkling snatcher has the following ability scores: Str 8, Dex x6, Con x Int 10, Wis 11, (Cha 17, That means a darkling snatcher racial ability adjust ‘ments are Str~2, Dex +6, Com 40, Int +0, Wis +o and Cha +6 Nonabilities: Some creatures lack certain ability scores. “These creatures do not have an ability score of o-they lack the ability altogether The modificr fora nonability is +0. Other effets of nonabilities area follows. Strength: Any creature that can physically manipulate other objects has a least x point of Strength ‘creature with no Strength score cant exert force, usual ly because it has no physical body (a poltergeist, for exam- ple). The creature automaticaly fils Strength checks. 1f applies its Dexterity modifier to its base attack modifier instead ofa Strength modifier Dexterity: Any creature that can move has atleast x point of Dexterity. creature with no Dexterity score cannot move. Ifitcan act (such a8 by casting spell) it apples its Intelligence ‘modifier ro initiative checks instead of a Desterity mod fier. the creature fils all Reflex saves and Dexterity checks. Constitution: Any living creature has at lest x point of ‘Constitution, ‘Acreatute with no Constitution has no body or no metab- clism (a golem or an undead). It is immune to any effect that requires a Fortitude save unless the effct works on ‘objects, For example, a blood mummy is unaffected by any type of poison but i susceptible to a dsnigate spel ‘The creature is also immune to ability damage, abilisy drain, and energy drain and always fails Constitution checks. A creatute with no Constitution cannot use the Intelligence: Any creature that can think; learn or remem- ber has atleast x point of Intelligence. A creature can speak all the languages mentioned in its descriptive tex, plus one additional language per point of Intelligence bonus. Any creatute with an Intelligence score of 3 or higher understands atleast one language (its native lan- guage or the language of the dominant human or demi- human race ofthe creature native and, unless noted oth- enwise) ‘A creature with no Intelligence score is an automaton, foperating on simple instincts or programmed instruc. tions. It is immune to all mind:nfluencing effects (charms, compulsions, phantasms, paterns and morale effects) and automatically fails Intelligence checks, ‘Wisdom: Any creature that en perceive its environment in any fashion ha atleast x point of Wisdom, ‘Anything with no Wisdom score isan object, nota crea ture. Anything without a Wisdom score also has no (Charisma score, and vice versa. Charisma: Any creature capable of telling the difference ‘between itself and things that are not itself has at lest 1 point of Charisma ‘Anything with no Charisma score is an object, nt ares ture. Anything without a Chasisma score also has no ‘Wisdom score, and vice versa SKILLS “This ine lists all the creature’ sill alphabetically along with cach skills score, which inchudes adjustments for ability scores and bonuses from siz, natural climb or swim abilities, feats and. racial traits. All listed skills are class skills, unless the creature has a character class (noted inthe entay). A creatures type and Intelligence score determine the numberof skill poinsithas.1f itlacks an Intelligence score, i typically has no skill points. ‘Anastersk (following skill modifier inthe statistics block indicates thatthe creatures descriptive text describes a condi- ‘tonal adjustment, which ia skil bonus that is only applicable tunder certain conditions. Conditional adjustments ate not sccouted fori the statistics block ‘Skull Synergy: Certain skis provide 2 bonus tothe use of| related slalls when a character has 5 or more ranks in that sell. For instance, having $ or more ranks in Escape ‘Anist provides «+2 bonus on Use Rope checks to escape from bindings. This is expressed in a creature’ statistics ‘lockby a parenthetical note following the base skill med- fer, such a8 Use Rope 4 (+4 bindings). “ Kors posits Semen! nan eens Gato the tts wings creates a hemispherical cloud with a ‘adus specie inthe creature's descritie text. The winds so genera ‘cans torches sal camps expose antes and other al ‘pen fares ofnommaga rigs. The Goud obscures vison, and cree ‘tures caught within it are blinded while inside and for | round after fevertng, Exch ereure caught in the oud must succeed on + Concetraton check (OC 10 +172 creatures HD) to ee 3 spel. ‘Normal creature without ths ex camot tlt forward motion ‘without fling, A creature with average, poor or clumsy manewerbity {an slow ts fring movement fo only a Of Ay speed. (Se Tact! ‘arial Moremenc inthe DBD Dungeon Masters Guide) (MULTIATTACK [GENERAL] “The creature i adept ac using al its natural weapons at once, Prerequisite: Tiree or mare mural weapons. ‘lene: The creatures secondary stacks with matrl weapons sf- fer only a2 peal. [Normal Without this fs, the ereaturs secondary natural atachs safer 2-5 pera. ‘QUICKEN SPELL-LIKE ABILITY [GENERAL] “The creature can employ 2 spl:ke ality with a moments thought Benefits Using quickened spel-ke abi is3 fee acton that does not provoke an atack of opportuni. The creature can perform anth- tr action ~ including the ute of another spelie ably ~ inthe sae ‘ound thats sos quicken pele abil. The creature may use ony ‘oe quckened spel-ike abit per round. spl ability that dp ‘ater 3 spell wth a greater crtng te than | round cannot be quck: ‘The cretre can more easly grapple when using bite or caw racks ‘Prerequisite: Must have bite or clws naturel weapon stack, Benefit: The creature dat hits witha bce or cw atack temps to start grapple a fre action without provoking an atack of oppora- rity Hie gets 2 hold with a claw ona ereature four or mores cate- gots salle than salt squeezes each round for autora aw dam- age. Ife gets ahold wth ts bee ona crete tree or more se cee ies smaller than isl it auromacaly das bite damage each round, ‘or fit does nor move and akes no other action n combat i dels dou. be bce damage. The sacched creature ges no saving row agaist he creatures breath weapon (fa) “The creature can dop a foe Ichas snatched 3 free action or use 2 standard action to fing aside. The fect waeled andthe damage akan bya fang fe are spcted inthe creature’ descriptive toe. fhe foe lng while the creature is hing, the foe takes the specfed amount of mage oiling damage whichever i greater "Normal: Wich tis fxs, the erexire must conduct grapple attempesacording tothe DAD Payers Handbook. WINGOVER [GENERAL] “The creature can gully change rection while fying Prerequisite: speed. ‘Beef: This oat allows 2 fying creature eo turn up to 180 degrees once per round relrless of ts maneuveraby.n adion to ay other ‘ums ts normaly allowed, A creature canor gain aude during he ‘oud wen exces & wingorer bit can dive [Normals A crestre without ti fat hat as average, oor orca sy maneuverability sited toa trn of 0 degres or 45 degrees. (See Taccal Aerial Movement in the DAD Dungeon Masters Gude) FEATS “This line gives all the creature feats alphabetically: The crea- tureb descriptive text may contain additional information if a feat works differently from how itis described in this into- ducion, in Chapter § of the D&D Players Hanaook or in the D&D Monster Manual “Most creatures use the same feats tha are available ro charac ters, but some have access fo one or more unique feats. See the accompanying sidchar i this introduction for descriptions of| these feats, Creatures with an Intelligencesscore gain feats at the same rate as characters, regardless of type Sometimes, a creature has one or more bonus feats, indicated bby ©) following the name. Its not necessary fora creature 10 meet the feats prerequisites in order ro have and use-a bonus feat, Ifyou wish to customize the creature with new feats, you can replace is regular feats, but not its bonus feats. The creature cannot have a regular feat unless it meets all dhe feats pretequi- This entry describes the climates and terrains (or planes, for cxtraplanar creatures) where the creature is most often found. ‘More detailed information can often be found in the descriptive text: Se Chapter 3 ofthe D&D Dungeon Masters Guide for more information on terran types and climates, ORGANIZATION ‘This line describes the kinds of groups the creature might, form, A range of numbers in parentheses indicates how many combat ready adults areineach typeof group. Some groups also have a number of noncombatants, expressed as a percentage of the fighting population. Noncombatanss can include young, the infirm, sves oF other individuals who are not inclined 19 fight. CHALLENGE RATING ‘The number on ths line of the statistics block represents the average level ofa party of adventurers for which one creature would make an encounter of moderate difficuly, Assume a party of four fesh characters (full hit points, full spells and ‘equipment appropriate t their level). Given reasonable luck, the party should be able ro win the encounter with some dam- age but no casualties. For more information about Challenge ‘Ratings, see the D&D Dungeon Masters Guide. ‘TREASURE ‘This entry tells how much wealth the creature owns and refers tothe treasure tables in the Dungeon Masters Guide. In most caves a creature keeps valuables in its home o lair and has no treasure with it when it travels Intelligent creatures that ‘own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items 2t home, For more details, see the D&D Dungeon Masters Guide and the D&D Monser Manual ALIGNMENT ‘This entry gives the alignment that the creature is most like- ly to have. Every entry includes a qualifier that indicates how broadly tha alignment applies tothe species asa whole. ‘Always: The creture is born with the indicated alignment, ‘he creature may have a hereditary predisposition tothe align- mentor come from a plane that predetcrmines it. For example, elder trols inherited their chaotic evil alignment from thelr cre ator, He Whose Name is Not, the Dead God of Chaos and Evil lis possible for individuals to change alignment, but such ind viduals ae elther unique or very rare exceptions Usually: More than 50% ofthese creaures have the indicat ced alignment, This may be due to strong cultural influences or ie may be legacy ofthe creatures’ origin Often: The creature tends towards the given alignment, cither by nature or nurture, but not strongly. A plurality (40% 10 50%) of individuals have he given alignment, but exceptions are This book describes the weakest and most common version of each creature, ‘The Advancement line shows how tough a «creature can become, in terms of extra Hit Dice and site. (This ‘snot an absolute i but exceptions are extremely rare.) ‘LEVEL ADJUSTMENT Creatures suitable for use as player characters (usually crea- tures with Incelligence scores of at least 3 and opposable thumbs) or cohorts include this entry asthe last line ofthe tistics lock. Add this number to the creature’ otal it dice ~ Including class levels ~ to get the creatures Effective Character “Level (ECL). A character’ ECL affects the experience the char- acter earns, the amount of experience the character must have before gaining a new level, and the character's sartng equip- ment. Creatures that may only be used as cohorts (not charac ters) ate labeled as such, See the D&D Dungeon Masters Guide for more details on effective character levels In general, the Kincoows oF KALANAR campaign setting is not an appropriate setting for using full-blooded monsters es player characters. The strong political, social and religious tensions that exist between humans and demihumans (and even berween humans and humans) make life more challenging for leven the most attractive elf or hobgoblin diplomats with thelr own cities or kingdoms to back them up. Monster characters will suffer much greater persecution, and ate likely to end up in a slave pen, or impaled on the end of a spear, before their frst adventure even begins. ‘TACTICS ROUND-BY-ROUND ‘This section detalls the standard round:-by-round combat tac: tics of atypical monster. The tactics of individual monsters may vary according to the DMS wishes; these tactics are only the _general attack method forthe species as a whole. DESCRIPTIVE TEXT The descriptive text opens with a short description of the ‘monster: what it does, what it looks lke, and what is most note worthy about it Special sections, such as Combat, describe how the creature fights and gives details on special attacks, special ‘qualities, skis and feats. Other sections of descriptive text may focus on other aspects of the creature, such a6 its Ecology, Habitat, Migration and Sociery. ON TELLENE “Ts section gives bref information specific tothe Kivcnows ‘or Kauauian campaign setting, placing the monster within the geographical and historical context of that world. For example, some of the monsters in this hook (uch as tolls) owe their ere: ation direcily to certain deities, while others are native to the lands of Tellene or the island continent of Svimobzia NEMACONDA Huge Animal (Aquatic) Hie Dice: 104870 (115 hp) Inikative: +5 (+1 Dex, +4 Improved Ince) ‘Speed: 0 (0 squares), swim 5 fe. 10-2 ste, +1 Dex. +1 natural) touch 9, fatfooced 9 Base Ateack/Grapple: +7/+15 ‘Aeacke Tentacle +6 melee (Id6 plus poison) Fall Attacks 8 tentacle rakes #6 melee (a6 pus piton) ‘Space/Reach: 5 f/15 fe ‘Special Attacks: Conswict improved rab poison ‘Special Qualities: Bindsense, damage reduction IOipercing or sTasing low-light vison, regeneration Saves: Fort +14, Ref *8,Wil 2 Abilities: Sr |,Dex 13, on 24, le 2.Wis 1,Cha 3 ‘Stills: Listen +1, Spor *2.Swim +8 Feats: Alermess, Improved initatv, Iron Wil, ‘Weapon Fneise Environment: Warm agate ‘Organization: Sotary Challenge Rating: § “Treasure: Sandard ‘Advancement: [1-20 HD (Hugs): 21-30 HD (Garganwan) Level Adjustment: - Tactics Rounp-5Rounp ‘The anemaconda atacks its opponents with its saw-toothed tentacles, injecting poison ino the victim while simultaneously ‘rasping its prey. Round x Fullattack Round 2: Constrict same opponent or fall tack new oppo- Round 3: Repeat from round 2 “Though an anemaconda appears to bea group of weeds grow {ng onthe bottom of the sa, these weeds ae atualy long, saw toothed tentacles that ae a serious underwater hazard Though the anemaconda looks like a plant, isin fact an ant smal. Though eich ofits 50:6 tentacles has the strength of an average man, only 8 of them are long enough to effectively attack opponents. When not attacking, the anemaconda bur rows these arms into the seafloor until they are covered by & thin layer of sea silt. These arms are flat and very dificult 0 notice (Spot DC 20) when Iying on the ea oor. The arms ste connected to stall central hub of flesh ‘Anemacondas anchor themselves firmly to cracks and fis sures on the ocean floorand cannot he moved by others without Incredible effort, equal roa fullscale underwater mining opera tion. For them to move themselves likewise requires enormous effort and they tend only to do this when near death or ifthe crack they are rooted to becomes too small. To attract food, hey first capture small underwater prey, typically fis, and then use the struggles ofthe tapped prey w attract larger and larger prey However, anemacondas have been knovn to feed on creatures ‘upto the size of medium sharks. They have no mouths, and feed by slowly absorbing nutrients through their tentacles, “The already fearsome anemaconds als carries re poison that paralyzes its prey. Every time the creature successfully tacks with is tentacles, i¢ delivers small dose of poison Though tough opponents often resist this poison, the anems cons many tentacles allow it several opportunities to succeed ‘Anemacondas can live up to 00 years, and reproduce sexu: ally. This occurs approximately once every 100 years The range of the Anemaconda COMBAT ‘The individual arms of the anemaconda ae rather weak by themselves. They ean be cut or ripped as easily a the flesh of most surface-dvellers. It is only in concert that the arms become deadly: Each individual tentacle as » hp, and cannot easily be damaged by bludgeoning wexpons ‘Anemacondas are dificult il, s most ofthe arms must be hhacked off before one can reach the central hub, The central hub must be completely destroyed or uprooted and taken tothe surface, where it quickly dies. Constrict (Ex): An anemaconda deals automatic tentacle damage against creautes wo of more size categories smaller than the anemaconda typically Medium or small- ercreatures). [Improved Grab (Ex): When the anemaconds bit an oppo- ent to oF more sz categories salle than elf cally Medium or smaller) wih 4 tentacle atack, i may Poison (Ex): Tentacles, Fortiude save (DC 22); initial dam age 1dq temporary Constitution, secondary damage pars Iyeation for 3d rounds Blindsense (Ex): An anemaconda can locate creatures underwater within a 3o-fot radius. Against creatures with no central nervous system (sich as constructs, ethe- real beings, oozes and undead), an anemaconda’ blind sense js limited to 4 15-foot radius, Anemacondas are not fooled by illusions or other figment while underwater. ‘Regeneration (Ex): An anemaconda that loses part of its body mass can regrow itin 1d4 weeks ON TELLENE “Lobsterfolk cultivate anemacondas in regions that they fe ‘quently vist. The anemaconda devours some predators of the lobsterfol and also provides steady source of leftover bits of food for them to eat, Though the lobsterfolk enjoy almost total immunity to the poison by virtue of having an armored exoskeleton, they must be careful not to become completely entangled and immobilized, Anemaconda Straits of Svimohzia, Whimdol Bay and the southern Elos Bay, though lobsterfolk have transported them across the seas of ‘ellene Ships in the Blos Bay region must be wary of low tides, par: se native to the ticularly when two or more moons combine to cause the low tides. ‘Though rare, it s known that small fishing bosts have ‘been attacked and submerged by anemacondas. An unuswally lange anemaconda was recently found to have remains of twelve different bouts near or entangled in it, some remains dating back tothe time of Fulakar and the fist Kalamaran expansion ASTRAL HUNTER ‘Medium Outsider (Evil, Extraplanar) Hit Dice: 2683 (16 hp) Initiative: +2 (Dex) ‘Speed: 30 fe (6 squares). fy 50 average) AG: 14 (92 Dex. +2 maura touch 12.Aaefooted 12 Base Attack/Grapple: +2/+8 ‘Aetacle Claw $8 melee (Ie446) Full Attacks 2 claws #8 melee (1446) and ice +6 melee (1443) ‘SpaceiReach: § (5 & Special Attacks: Rend 24449, snatch Special Qualities: Darkision 60 ft plane vison, sold projection spelltke abies ‘Saves: Fort +6, Ref +5.Wil +3 Abilities: Str 23, Dex 4, Con 12, ine [Ws 10,Cha 8 ‘Stalls: Climb +12. Hide +8, Inimidate 45, Knowledge (Che panes) +7, Liston +6, Move Slendy 28 Search +7, ‘Tactics ROUND-BY-ROUND The astral hunter atacks from ambush, attempting to steal sveay its prey without an extended fight. Round 0: Create solid projection and send it to hunt Projection perches in high place and waits for prey. SONORA NIAAA ANAND PROELOOEIOB0SCOOI0 00000000 00000000000000000000009 Round 1 Full stack and send Round 2: Snatch same opponent Round 3: Fling opponent o ly away wth opponent. Round 4: Dop opponent. Round 5: Rept from round x until opponent is dead, fy sway with corpse; or flee if endangered. ‘Astral hunters live on the Astral plane. When a moon is fll, Seater se leet steeet eter eet eae humanoid food on the Material Plane, while its true body remains dormant and safe elsewhere The astral hunter has a dense, gray skin that resembles the leathery and wrinkled lesh of an elderly compse. In places, the skin is marked with clumps of wartlike bumps skulllike, with no ba lis head is ‘so small sits for a nose, and beady smaggot-hite eyes. From the protruding lower jaw extend four to eight oversized teeth, From each side ofits head, the hapless ewer ean see long, crooked, pointed cars like those of a deformed elf. set of large, bat-like wings enables the astral hunter to ly. An astral hunter stands 7 fet tll not including the wings, which reach to a height of 9 feer with a total wingspan of 6 feet Dangerous Denizens: The Monsters of Tellene (On the Astral Plane, one can often find the creatures body in comatose state. For this reason, ateal hunters live encased in caves formed by solid mater collected on the Astral Plane. An a mont astral hunter can survive by eating only a few when the moon is fll i gorges itself, then “hibernates" while f waits for the nex all moon. ‘Astral hunters can speak Abyssal, Auran and Infernal. COMBAT ‘Astral hunters prey on almost any living hing, but favor a nice fat dwarf or halfling, Astral huncer projections perch in high places and quietly wait for irprey to pass below. Upon sighting it prey, it swoops down and attacks. If a projection kills the prey, it immediately picks up the corpse and flies away If the prey is not killed in the inital atack, the astral hunter takes tothe air with is prey, lying fast and high before reless: ing its meal to fll its death ‘After this, the projection lands and retrieves the corpse then flies off spain to «secure location where it can Feast. The crea ture always ensures its prey is dead and consumed before returning from the Astral Plane. This means any advent snatched by an astal hunter will almost surely be killed, but his ‘or her friends sil have time to search for the creature’ li or somehow follow the projection) and retrieve their fiends corpse before itis devoured, Ishould be noted thatthe creature is very bright and alw attacks from behind or above if posible, It also quickly retreats iF tr fels greatly outnumbered or loses 5 oF more hit points in combat Rend (Ex): When an astral hunter hits with both claw attacks, i rips the opponents Mesh, automatically dealing an additional 2d4+9 points of damage Snatch (Ex) A creature thatis ung by an astral hunter after being snatched travels 5 feet and suffers 1dé points of damage. Ifthe astral hunter flings is victim while flying, the viet takes this damage of the sppropriste falling damage, whichever is greater Plane Vision (Ex): The astral hunter can view any location on the Prime Material Plane from its safe location on the Astral Plane Solid Projection (Su): After locating a good place to bunt the astral hunter chen forms a solid projection of rself on the Prime Material Plane. Once formed, this projection is ‘material cannot pass through walls ad takes damage nor small. The astral hunter has the option of ending the pro- jection at any time~ this takes one full round to achieve ‘Alter the projection vanishes takes the rue body 16-4 minutes to awaken; the creature is considered helpless luring this time. Ifthe projection receives enough dam- age tobe slain before it can disappear, the true body awak es immediately with apainful shrek, takes 3d points of damage and is stunned (asthe condition) for x round. If the projection is slain, the astral hunter cannot send out another projection until te next fll moon ‘SpellLike Abilities (Ex): Ac will, but only dusing a full ‘con, the astral hunter may plane sift itself (and only itself to and from the Astral Plane ONTELLENE ‘Asan outsider, the astral hunter can appear almost anywhere fon the Prime Material lane. However, sightings ofthis rare creature have been most often reported in and around the Phokki city of Tare. Sages insist that this is just another proof that Trarr lies a a delicate juncrure between the planes Because the world ofthe Kincpows or KALAMAR campaign set ting has three moons (Veshemo, Pelselond and Diadolai), the astral hunter can bunt between 3 and 1x nights per month (out of 3 tol months). “The range of the Salt Basilisk BASILISK, SALT Large Magical Beast Hie Dice: 8410416 (60 hp) Initiative: #3 (ex) Speed: 20 6 (4 squares) burrow 20 AC: 18 (1 sizo,+3 Dex, + rar), touch 12, flat-footed 15 Base Attack/Grapple: +815, ‘Attack: Bie +1! melee (236+4) Full Attack: Bite +1! melee (26+4) SpacelReach: 10 5 f ‘Special Attacks: Sale gaze ‘Special Qualities: arkvson 60 f, low-light Vion. sprint ‘Saves: Fort +8 Rel +1 .Wil +2 ‘Abilities: St 17, Dex. 16,Con 15, Int 2.Wis 10,Cha 10 ‘Shils: Hide +4%, Lisson #5, Spor #5 Feats: Alertness, Dodge, Endurance Lightning Refexes* Environment: Warm desert ‘Organization: Solary Challenge Rating: 5 ‘Treasure: None Alignment: Aways neutral ‘Advancement: 9-1! HO (Large): 12-14 HO (Huge) Level Adjustment: - ‘Tactacs Roun By Round “The salt basilisk is cowardly, only entering combat if forced. ‘Round o: Observe prey while remaining motionless Round x: Use silt gaze attack. Round 2: Repeat s or sprint after fleeing opponents ‘Round 3: Repeat 2 or fll attack ifforced into melee; lee if ‘overihelmed Like its basilisk relative the salt basilisk is a dangerous reptile that can stop an opponent with a mere gaze Saltbaslisks are found only in aid deserts, where they lar in hhidden caves and burrows, or simply bury themselves wndet note liardlike body ver spines, and is sand dunes, A salt basilisk has a thinner, than a normal basilisk, Also its back ha tail is about 10-4 fet long (approximately ewice as long asthe standard basilisk), sale basilisk body is alight brown color, swith a dark yellow underbelly, to better enable it to blend in swith the desert sand. An adult salt basilisk ean grow to approx imately x fet long, not counting its tail which can stretch an additional sro 7 feet). A salt basilisk weighs about 40 pounds. The salt basilisk burrows extensively as protection from rem- perature extremes and even larger predators. These burrows typically consist of shallow ditch or tunnel with a central ‘chamber and several exits. The central chamber often measures ‘upto 150 feet in diameter and lies 51015 feet deep inthe soil, with the entrance covered by sand when the basilisk isat home. ‘COMBAT Sale basilisks rely on their gaze atacks to transform prey into reals of sal. Unlike their more sedentary relatives, though, they freely use thei sprint ability ro purse fleeing creatures Sale Gaze (Su): Victims who meet the salt basilisk’ gaze may bbe turned to salt permanently (range 30 feet, Fortitude DC 14 negates) Sprint (Ex): Once per hour, a salt basilisk can tke a charge ‘action fo move ten times its normal speed (200 feet for xd2 rounds, Skills: “The salt basilisk natural coloration and ability to remain motionless for long periods of time grants ita +4 racial bonus to Hide checks when in a desert environ ON TELLENE “The salt basilisk isa vicious predator of the Elos Desert It relies om its incredible speed and lethal gaze attack to turn its prey to sale, which comprises the bulk ofits diet. Those living comand neat the sl at of the Elos have grown large and some what lazy although they still retain their amazing bursts of speed for chasing avay intruders BEHOLDER, OCCULTIPUS Large Aberration Hic Dice: 948+18 (58 hy) Initiative: +4 (nproved inv) Speed 5 f (1 sare). fy 20 (good) 1 ae, #9 natura tueh 9, fant 18 Base Attack/Grapple:#+11 ‘tack Tene ¥6(1e2¢1) Full tack traces 6 mele (421) and tite +4 mele (2a: or eye rays +6 ranged touch and bie 4 mele 24) SpacelReach: 10 0 Specat Attacks: Cofsng gue oe ry, improved gab Special Qualities Alarcund vision. dveision 60 fy regeneration | Saves: Fort +5, Ref +5,Wl #6 ‘Abilities St 2, Dex 10,Con 14 13.Wis 15, 15 ‘Shits Hie +2 Knowledge (aca) +12, Listen +7, Search #7 Splerft *3.Spt +10, Surv #2 (when folowing tacks) Feats: Fy Avack Improved Inve, Lighting Reflne, uleaeac Environment: Ay lind nd nderound ‘Organization: Sleary Challenge Rating |2 “Treasure: Double standard ‘Alignment: Use fle ‘Advancement: 10-18 HD (Large: 19.27 HD (Huge) Level Adjustment: - RAL IA AAP AA LAH LY Dangerous Denizens "The Monsters of Tellene ‘Tactics Rounp-#-RouND ‘Occultipus beholders prefer subtlety over direct combat Their favored tactic is to sneak upon thei target, chen use their paralyzing eye ray. Once the target is paralyze, the tentacles grab bold and pul the target to the waiting mouth Round o: Observe enemies fom a place of safety. Round 1: Use paralyzing eye ry on strongest opponent ot spellaster [Round 2: Tentacle attack paralyzed opponent or use appro palate eye ay on other opponent Round 3: Continue to del bite damage if tentacle attack. ‘was successful or use appropriate eye ray on other oppo Round 4: Repeat from round 3;or fly away ifendangered Also known asthe ‘magic eater the occultipusis feared (ora least well-respected) by al those who wield powerful magic ‘A oceultipus beholder’ body measures abouts feet around and appears brown in color, motled with purple and gray. Ithas alarge central eye protected by fleshy ridge. This eyes framed by sx smaller eyes on the body each protected by fleshy ridges ‘Strangely the central eye is bind ~ ts confusing gaze is its only function. The smaller eyes around it are used for sight. Four large feeding tentacles extend from irs jaws surrounding the creatures mouth, Though not very strong, these tentacles bring hhar-to-reach food tothe occltipus behalder's mouth. On top ofthe beholder sprout six eyestalks each with diferent power This makes for 13 total eyes on the beholder, seven with magi- cal powers and six used only for sight. ‘Occultipus beholders are predominantly found in cold or temperate lands, but are occasionally found elsewhere. According t0 some sages, the creature prefers to feed around midnight. ‘The occulsipus can survive on meat, but prefers to ‘devour magicitems. Magic items in ts stomach lose one charge per round, while permanent magic items become normal items within 4d6 hours. Occultipas beholders have a unique form of ‘The range of the Occultipus Beholder reproduction: when occultipi die, wo young occulipus behold- fers emerge from the corpse at half the strength ofthe original However this only occurs after the occultipus’ natural deat, st the age of approximately 100 years. ccultipus beholders speak Draconic, as well as their own, secret language, though they have also been known to speak in the human languages. Only occultipus beholders who spend a great deal of time around humans would spesk Merchant’ Tongue. ‘COMBAT Unfortunately fo the occultipus beholder, once it has begun iy attack with its eyes, glows with fcr fre (asthe spell oF the same name). This makes ita prominent target once combat is Initiated. Ifslain, thee is 8 2% chance the accultipus beholder will explode, inflicting 4d4 points of damage to everyone with In 10 feet (Reflex save DC 14 for half damage) ‘Confusing Gaze (Ex): Victims are confused (asthe confusion spell) for 1 round, range 30 feet, Will DC 16 negates. Casting dispel magic on a occultipus beholder’ cental eye ‘uses i to stop functioning for 14 rounds. Since the ‘cutipus ean use its eye rays as foe action, the creature ‘an use astandard ation to focus its confusing gaze on an ‘opponent and attack with all eye rays that bear om its foes atthe same time ye Rays (Su): Each ofthe occultipus beholder’ six small ceyestalks can attack with a magical ray one per round, even ifthe beholder is atacking in some other fashion ot ‘moving at high speed. A accultipus beholder can only sim two eye rays at targets in any one o-degree arc (up, forward, backward, let, right, or down) The remaining ‘yes must aim atopponentsin other ares or not arall The ‘eceultipus beholder may rotate its body in any direction each round to change which rays it ean bring to bear in any given are Unless otherwise specified, each of the six eye rays resem bles a spel caster level r3th-evel), but follows the rules fora ray (see the instructions on Aiming a Spell, in the D&D Players Handok). Each eye ray has 3 range of 150 feet and a save DC of 16. The save DCs ate Charisma ‘based. Occulip are immune to their own powers and to the powers of other occultipi ‘Cone of Cold Tis works justlike the spellcausing ade points ‘of cold damage (Reflex saves for hall) _Dueomer Drain: The occultipus beholder drains one charge from charged magic items and makes permanently magi cal items useless for one round (for example, a-+3 shld ‘becomes a normal shield for one round). This ry has no cffeer on artifacts or cursed items InflctCritial Wounds This works just like the spel, causing 144808 points of damage (Will haf) Grater Pirasis The target must succeed ara Fortitude save ‘or become paralyzed. Only dispel magicor the death of the ‘ccultipus bebolder can release the target rom this effect. Repulsion: The target must succeed ata Will save orbe affect: ‘eda though bythe spell ‘wave of Destruction: This works ike the spell of the same ‘name, detailed in the KINGDOMS oF KALAWAR Player Gus NNN NNN NAAN RANIOY Dangerous Denizens: The Monsters offellene (DMs without acess to this reference may substitute the shatter spell) Improved Grab (Ex): To use this ability, the oecultipus beholder must hit with tentacle attack. fit ges a hold, it automatically deals bite damage each round the hold is raintnined. light (Ex) A occulipus beholder’ body is as buoyant asa standan! beholder. A occultpus beholder may flys the spell, af fre action. The creature also has a permanent fcether ll effect with personal range. Regeneration (Ex): Occultipus beholders regenerate x hit point per round, ON TELLENE ‘Occultipus beholders live primarily in the natural caves and caverns ofthe Legasa Peaks. few acculipi have come ro secret agreements with certain powerful enchanters, These agree ‘ments always involve a steady supply of magic items for the ‘occultipus who will then reside ina nearby dungeon ifno caves are available, and perform services for the enchanter. Fortunately, occultipus beholders are much rarer than the stan dard beholder (which is itself very uncommon on Tellene) Iris rumored that oceulripus beholder internal organs can be used as substitute spell components in cone of od, epson and wave of destruction spells as though the caster were one level hhgher, bur the mages of Tllene ae notoriously close-mouthed con the subject, BOOM FROG “Tiny Magical Beast Hit Dice: 2010 (11 hp) Initiative: +3 (Dex) ‘Speed: 20 ft. (4 squares), swim 30 ft. [ACS 15 (2 st, 3 De ouch 15, fa footed 12 Base Attck/Grappe: $210, [Atacle Tonge 3 melee (pts pion) Fall Attacks Tonge #5 mele (1 pls poor) Space/Reach: 2 1/2 f/5 ft. Special Attacks: Crosk Special Qualities: Darko 60 lowe wien, tremorsese 20 Saves Fore 2. Ref +6041 ‘Abies: Se 2,Dee 16,Con 8 2. 12.Ch 12 Ske de +15 amp 411, Swim +4 Tumble +5 Feats: Weapon Frese Environment Warm an enperte aes and Organization: Solar or mated wo pus 2-12 ofpring challenge Rating: “Treasure: Nene Alignment: Aways nea Advancement: 3-4 HD (Tiny); 5-6 HD (Small) Level Adjustment: ‘TacTies RUND-8Y-ROUND ‘he boom fog. opens coma wih ts crak, ellowed by & poison tongue stack, attempting t neutralize opponents before ing. Round x: Croak to stun enemies. ‘Round 2: Poison tongue attack against any enemies not stunned; ole if possible. Round 3: Repeat from round 2 if comere fle t frst por ssble opportunity. Boom fogs are seemingly innocuous creatures of rivers and ‘marshes. With their amplified croak, the boom frog protects tse agains those who would plunder its magical pearls ‘The boom frog resembles a common green, dark green or ray fog, though its back is Kinered with black wars, Ke mea sures only 8 inches long when seated, but when extended in jump measures 2 feet oF more from note to extended foot. A boom frog stands about 7 inches tall and weighs approximately 1 pound. The boom frog has alifespan of years reaching matu rity afer 8 months ‘The boom frog has no teeth with which to chew flesh Instead, it scoops up rock sediment, rapping it beneath the tongue to help grind its food. ‘This sediment, overtime, com bines with calcium from crushed bones to forma valuable pear like stone. A boom fog peatl takes year to form. This pea will dissolve che years after the fog’ death, if lef underwater. ‘What sets the boom frog apart from common frogs is this peal, which amplifies the fog’ croak tothe point thatthe sonic bar rage stuns attackers and allows i to escape, COMBAT ‘Against lager creatures, a boom frog first use its croak, fl: lowed by its sfoot-long poisonous tongue. Once ts opponents down, the boom frog flees by jumping into the nearest large body of water. IFescsping from aquatic creatures it leaps onto ary land. Croak (Su): A boom frog may croak as a standard action ‘The peal then echoes the sound with a eacaphonous explosion, causing any creature within a 20-fo0t cone 0 make a Fortitude save (DC 10) o take 1dé points of now: lethal sonic damage and become stunned for 144 rounds. A successful save means the character takes half damage and is not stunned. This croak is a combined function of the peatland the frogs own innate magical abilisy, The “The rang ofthe Boom Frog pearl loses thie ability when the fog dies or the pat! is removed from the frog Poison (Ex): Tongue, Fortude save (DC 10}; initial damage 1d6 points of temporary Constitution, secondary damage 246 points of temporary Constitution, The tip of the ‘boom frog’ tongue is lined with needle-like flagella. On 1 succesful melee atsc, the needles penetrate the skin and inject this narural poison Skills; Boom frogs receive 4 +10 racial bonus to Jump. checks, aswell asa 14 to Hide checks because of theirshill ax camoulfage BOOM FROG SOCIETY Boom fiogs breed once a year and only during the spring. The boom frog mates for life soon after maturity. For each female boom frog, there ae two males, 25 both are necessary to properly fertilize the female's eggs. The three parents establish small boundaries for the young as fish and other frogs prey upon the young, During this nurturing period, iis customary for one ofthe mating trio to hunt for food forall thre, while the other two protect the tadpoles BOOM FROG ECOLOGY Large fish and birds of prey are the natural hunters of the boom frog. It is humans, however, that provide the greatest threat tothe creatures population. With the discovery of the pesrl, humanoids began to hunt the creature en masse, drast- cally reducing its numbers. Some merchants have begun 10 breed the fog 1 sae it from disappearing all together (for the pearls rather than for ecological reasons), Aside from the ade in boom frog pearl, certain indigenous peoples hunt the frog Like common frogs, the boom frog rests on ily pads or along, lakeshores, spending most of the day hunting for food Although multiple boom frogs can occupy the same habitat, there is no established sense of community The fog acts inde- pendenily of others inthe vicinity, capeuring food for itself and its mates. If food is shor, it may eat the tadpoles of other booms frogs. The boom frog typically uses its poison to capture larger fish, immobilizing the fish so thatthe frog ean drag it from the water (where the fish suffoeates) or chew on the fish unsil i dies, ON TELLENE ‘Originating in the Whiven Matsh the boom frogs bred rls tively uninterrupted in the years predating Miznohi rule ‘Spreading from the marsh, the boom frogs infested almost every stream and river along the western coast, ‘The abundant population soon brought the creature to the tention ofthe different races onthe island. Although a tibe of yuan-ti inthe Whiven Marsh had been using the poison of the frogon their weapons for some time, the hobgoblins of Ul Karg were the first rouse it on large scale for its maltary spplics- tions. In 117 CM, the Svimoh discovered the frogs peat] and auickly began to trade the item. The boom frog can still be found in the wetlands of Svimohala, bur in diminished numbers. The ratty of the eres ture causes the price ofthe peat (approximately 200 gp) to be palatable only forthe very wealthy. BOUNCING SPIDER Medium Magical Beast Hie Dice: Sal0+15 (42 hp) Initiative: 8 (Dex) Speed: 30 f. (6 square). cimb 20 fe. AC: 24 (+8 Dex +6 natura), touch 18, fafooted 16 Base AttachiGrapple: +5/+9 ‘Accack: Bite +9 mele (Id6+6 plus poison) Full Attacks Bite +9 melee (14646 pus poizon) SpaceiReach: 515 fe Special Attacks: Catapult charge, poison, web ‘Special Qualities: Bounding leap, darkision 60 fe, Improved jump, low-light vision, scent Saves: Fort +7, Ref +12.ill ‘Abilees: Sr 18, Dox 27,Con 6, ne 11, Ws 10, cha 10 ‘Skis Balance +10, Climb +17, Hide +16, jump #40, Listen +9, Spot *6,Tumble +10 Feats: Acrobatic’, Dodge, Mobility, Spring Atacké Environment: Warm and temperate forest or underground ‘Organization: Solitary or nest (2-8) Challenge Rating: § “Treasure: Standard Alignment: Usaly neutral ‘Advancement: 6-10 HO (Medium); I-15 HO (Large) Level Adjustment: - ‘Tactics ROuND-BY-ROUND “The bouncing spider hopes to isolate its prey by springing forward and picking them off one by one. Round o: Web, Round x: Catspul charge ‘Round 2: Repeat 1 until opponents close to melee range Round 3: Full attack; or attempt o fle if overwhelmed, Leaping out of the forest canopy, the bouncing spider grabs its prey, then uses the elasticity ofits web strand to rapidly pull itself to safety “The bouncing spider appeats much like a normal monstrous spider. Ir weighs 200 pounds, stands 3 fet tll and s fet wide (including its legs) and asa deep black face and legs, though ts fur isa dark brown. Also, the eearutes mandibles move when ic walks, giving ic the appearence of aways talking quietly to tse. Bouncing spiders live up to 130 years reaching macurity acthe age of 20. The creature hunts only when it needs food or if it feels an encroucher threatens its territory. Otherwise, it is ‘content to spend is days passively in its web Bouncing spiders speak a corrupt form of Sylvan, but are Incapable of rising their voices above a whisper. COMBAT Moving through the teetops the bouncing spider stalls ts prey slowly, but moves swifly when it feels the time is right “The spider targets those that it fels can be easily desfted or who pose the greatest threat When fighting as « group, the bouncing spiders typically rake multiple webs and atac fom miple directions. 1f forced to engage in melee combat, the sper prefers to do vo in the weetops, where thas dain advantage against most foes The creatueisineligent enough taveid ranged fie and, the spiders opponents rely on ranged weapons, hides behind di ferene ee runks, jumping repeatedly to avoid ranged attacks Bounding Leap (Ex): A bouncing spiders movement by jumping is not counted agsinst its normal maximum ‘movement in round. Instea, is maximum jump dis tance is 6 fet. bouncing sper ong jump does not require «running start ‘Catapult Charge (x) As reaction, the bouncing spider ‘may atach its web toa nearby te o similar cbstace. It ray then use ts catapult charge ability (a fll round action). The bouncing spider begin this action by jump- ing ( a distance determined by a Jump check if it snade running star) slinging tl forward a if charge ing (12 amack hons'2 AC penal). This arack doesnot provoke atacks of opportunity. AMter the atack the sp ders web ecils and the spider i pulled bac ro ts origh- ‘allocation. Any foes successfully grappled remain so 38 the creature rebounds back t its oigial spor. Improved Jump (Ex A bouncing spider receives 430 ‘eons tal Jump checks. Poison (Ex): The bouncing spiders bite is poisonous. Bite Fortitude save (DC 15); inital and secondary damage 1d ‘temporary Strength and id temporary Constitution. ‘Web (Bx): A single bouncing spider can constructa sheet of sticky webs approximately 20 foot squate. Creatures who SNA ANA Dangerous Denizens: The Monsters of Tellene COOGOOCOOLE OOOO? stumble into the web (Spot check DC 20) become tapped as though by a successful web attack. The web anchors the target in place allowing no movement. The webs can bo escaped ot burst with the following difficulty classes: Escape Artist DC 20; Break DC 26. The web has 6 hit Deis for each sfot secon nd damage reduction sie ‘Skills: The bouncing spider receives a +4 racial bonus t0 Hide, Listen and Spot checks BOUNCING SPIDER SOCIETY ‘Bouncing spider society is defined by the absence of hierat- chies The creatures mate for life and the relationship between them is perfectly equal, from who eats first to where the crea- ture migrates. This mutual relationship extends to nests as wel “here is no ‘alpha’ bouncing spider, and any single spider that antempts to exert dominance is quickly driven from the nes, ‘gs are laid in a similar fashion to normal spiders, kept in a ssc and left to their own survival long before hatching. A bouncing spider lays 100 eggs every 10 years after reaching maturity, but usually ne more than five ofthese offpring reach ‘maturity. The rest of the young fall victim to predators long before theie abilities fly develop. ON TELLENE ‘The elves of the Voldarwood knew about the bouncing spi der, which they call the ‘abasture,” centuries before the Brandobians immigrated to the Cosdol region. They treat the bouncing spider’ territory with caution, knowing itis safest imply to stay away. ‘The humans, once they arrived, were far more reckless. In-108 YK, woodsman named Brandol lost all hissonsin one day to whathe called "colguld” Sadly, Brindoly too ell victim wo the creature, a he refused to give up the search, heels of the warnings given him by his elven neighbors. “The Rytarr Woods s home to countless nests of “hythern” as the Fhokki call the creature, and sone of many reasons why the average citizen doesnot often venture beyond Narr Rytarr, Ma 4 “The range ofthe Bouncing Spiders BUGBEAR MAGE ‘Medium Humanoid Hie Dice: 42812 (30 bp) Initiative: +2 (Dex) Speed: 30 fe (6 squares) ‘AC: 19 (+2 Dex, +3 natural #4 chain shire), ouch 12, Aaeooted |7 Base Attack/ Grapple: *3/+6 ‘Attack Large mornngstar +6 melee 2444) ‘or vein #5 ranged (183) Full Attacle Large moringstar +6 melee (24444) ‘or javelin #5 ranged (14843) ‘Space/Reach: 51/5 fe ‘Special Attacks: Spl ihe abiis ‘Special Qualities: Darksion 60 ft regeneration 8 see tex), Saves: Fort +4, Ref +6,Wll 92 ‘Abilities: Ser 17, Des 4, Con Ine 11. Wis 12, Cha 18 ‘Stills: Clb +4, Concentration +10, Hida #4, stan 3, Move Slenty +6, Spot +4 Feats: Combat Casting, Scent Environment: Any underground (Organization: Soltary or band (I plus 11-20 fighters pus 16:30 noncombatants plus two 2ndlve sergeants and | leader of Ahh evel) Challenge Rating: 4 “Treasure: Standard ‘Alignment: Often chaotic evi ‘Advancement: By character cass Level Adjustment: +3 Tactics RouND-8y-Rounp ‘The bughear mage begins combat with concealment spells and damaging ranged spells before entering melee. Round o: Cast invisibly Round 1: Casts magic msl at most threatening opponent. Round 2: Follows spell atack with a melee attack Round 3: Casts magic msl Round 4: Continues melee attack Round s: Casts magic misle or continues melee attack; oF casts invisibility for needed escape ‘Aare and powerful bugbear imbued with magical power, the bbugbear mage is feared within its own society and amongst all who know of is existence, “These especially ruthless bugbears cate litle for their compa tris and less for those they consider enemies. Although they tend tolead from the ea, their mere presence ina group of bug- bears or goblinoids raises morale and gives imperus to fight tenaciously. ‘Much like their brethren, the bughear magi are large, ofien reaching § feet in height. Their bodies have roiling and sinewy muscles covered in a thick coat of brown to red coarse fur, topped with a lage, angular head. This head has a massive fanged jaw and brilliantly piercing, feral yellow eyes thatthe bbughesr mage lords over any who show signs of weakness Bugbear magi are rare and gifted bugbears. Recognized at birth, they reset aside from the est of their kin tobe rised by other bugbear may, sorcerers, witch doctors or chieftains to be Berce and brutal killers. Often, they live alone & from other bugbeas, though occasionally one ean find dhem in removed larger settlements. The latter is a bad omen, however, as their presence is usually prelude toa rad or war. Bugbear magi live im ut, abandoned rowers, deep caves or any other place of soli rude Bughear magi speak all goblinoid languages and eschew the tse of any other Language. COMBAT ‘Bugbear magi are not the bravest of their kind, and they tend to linger atthe rear of large combats letting others soften up the enemy before going into battle themselves. They save theie most powerful spells for late in the battle to appear less of a threat than they truly ae. ‘When forced into single combat, a bugbear mage will attempt to turn invisible and wait for the best rime to atack. They use ranged weapons fist, then magic msile before retreating to heal themselves (if necessary). When they reenter the fray they fo low the same procedure. Unless caprured near their abode, they are unlikely to fight tothe bitter end. IF gravely injured, they retreat and prefer to live with defeat, rather than die in glory ‘heir special status deflects criticism that would apply in nor- smal bugbear society. ‘Spel-ike Abilities (Ex): The bugbear mage possesses afew ‘magical abilities its kin do not have. At will ~ mage hand and magic weapon; 4/day ~ magic msi; 3/day ~ mage frmor, 2/day ~ care serous wounds and init, These abilities ae asthe spells cast bya oth-level caste Save DC 12+ spel level. Regeneration (Ex): A bughear mage’ skull rck is indeed a focus for its power. When within 30 feet ofthe skal rack, 1 bugheat mage can regenerate § hp per round and the creatures spelllike abilities are doubled in number. Should the bugbear mages skull rack be destroyed, the creature loses all spllike abilities except for mage hand tnd magic weapon, and suffers a temporary loss of 10 hp tani the skull rack is rebuilt to its former number of skal ‘kills: Bugbear magi have 4 +4 racial bonus on Move Silently checks. BUGBEAR MAGE SOCIETY Bugbear magi are respected and feared by their brethren and. most other goblinoid race, though hobgoblins take a particular disliking to them, Hobgoblin bunting partes that happen upon Alone bugbear mage wil certainly slaughter it, if posible. ‘When war ie afoot, the bughear mage instinctively hecomes aware of it, and travels to the nearest encampment of bughear ‘warriors to rally their courage forthe upcoming batle. Bugbear magi at as combat leaders, lingering at the rear ofa troop and serving as attack support and bolstering the morale of their troops. When victory is imminent, they step wo the forefront of battle ro deliver their most devastating atacks thereby claiming such oftheir glory and prestige. Though war chiefs and other brugbear leaders take their advice, they do not necessarily fllow “The bughear magi ae known for ther skull collections. They assiduously collet the skulls of those they kill The skulls are taken to their secret abodes, and collected in vast piles and racks for study and display. Few know the reason for this, though “The range of the Bughear Magi some surmise that the skull racks actually provide them with their powers Baghear magi are always male and they never take wives, nor do they ever mate. They are born sterile and completely inca pable of fathering children. They arrive only as accidents or “gifs from the gods” Like other bughears known tobe sterile, they are cast out of normal sociery and made to live on their wn, However, they do stil haves special place in bughear sci cy, In fact, they are often excepted from rules applicable tooth: cs, and never subjected tothe same punishments as other soci al members. ON TELLENE ‘Bughear magi often live along the periphery of tribal areas occupied by standard bughears. Little is known of these gobli: noid a their caprure and killing is rare, and in some areas pop ular opinion considers them myths of legends invented by bored adventurers and storytellers, In Rosaleta, rumors are flying about a fierce bughear barber: fan witha magical sword, and iis possible that« bugbear mage 1s somehow involved. Other possible locations for bugbese nagi could be in the bughear tribes of the Adiv Hills, Elenon Mountains, Rytre Forest, Sota! Gagalia Headlands and the Zoan peninsula. Within larger cities, the only likely place to find a bugbear mage would be Shrogga-pravaay, the city of giants, CHASM LURKER Huge Magical Beast Hit Dice: 6410+12 (45 hp) Initiative: +1 (Dex) ‘Speed: 30 (6 squares), cb 20 (AC: 17 (2 20,1 Dex, #8 natura), touch 9, farted 16 Base Attacl/Grapple: +6421 ‘Actacte Bite +1! melee (246+7) Full Attack: Bite +11 melee (246%7) and 4 log rakes +7 meee (Id4+3) ‘SpacelReach: (5/15 & ‘Special Attacks: improved grab, rake 1443, web ‘Special Qualities: arkision 60 f, immunity to mind- Influencing effects, low-light vision tromorsense 60 ‘Saver: Fore +7, Rel +9, 4 ‘Abilities: Ser 24,Dox. [3,Con 15.11. Wis 10, Cha 12 ‘Skills Balance +5, Climb +16,Jump +16, Move lent +4, “Tumble #4 Feats: ron Wil, Lightring Reflexes, Weapon Focus (leg rake) Environment: Any warm oF temperate nd ‘Organization: Solitary CChaitenge Rating: 7 “Treasure: None ‘Alignment: Alvays neutral ‘Advancement: 7-12 HD (Huge) (3-18 HO (Gargns) Level Adjustment: - ‘Tactics ROUND-#¥-ROUND Chasm lurkers attack whenever hungry or threatened. With {ts tremorsense, and ability to sense motion in its webs, a chasm luker has ample warning of any attack Round o: Sense opponent approaching. Round 1: Bite attack Huge enemy or leg rake smaller ene Round 2: Full attack, ‘Round 3: Repeat from round 2; or fle to safety if severely ‘wounded, ‘This bizare, eightlegeed creature resembles a hybrid of lizard and spider. 1 ses is ability to scale walls ro hide within chasms and under bridges to surprise its prey. “The chasm lurker has a wide mouth lined with sharp teeth, lizardlike body covered with black and gray seales, and eight spider legs. These long legs ate between x and 2 feet thick, covered with stiff gray and black hairs, and reach up to 20 feet from their sockets. The creature is 10 feet wide and 25 feetlong, with a short stumpy tail that only adds another 5 feet to its length. A chasm lurker weighs around 4,000 pounds. ‘A chasm lurker lives for up o 20 years, and mates only once init lifetime. Females are capable of spawning up to eight exes that take three months to hatch, A lurcer’ eggs have a distinct ‘odor, causing them to occasionally be seavenged by wild ani- mals soonly one or two usually survive t adulthood. Once the cag hatches, the young chasm lurker must find food and a su able dwelling place ofits own, I is extremely rare for more than one licker to inhabit the same atea Its physiology has developed so that living beneath chasms, bridges and similar structutess optimal for its hunting practices. With the size ofthe beat, though, having more chan tone in the same location limits movement and reduces the mount of available food. 1f more than one lurker attempts to inhabit a chasm already claimed by one ofits kind, a fight for dominance will quickly ensue. This begins with the usurper ‘merely pushing on is rival I may be that one side or the other decides that it will ose and so leaves peacefully. Otherwise, ‘combat begins immediately until one lurker is driven off or hulled. These battles happen regardless of gender. ‘Chasm lurkers speak their own language, a tongue that sounds ikea cross berween Draconic and Terran, ‘COMBAT ‘Typically the creature remains hidden in the shadows beneath s bridge or chasm. When creatures of significant mass approach, the chasm lurker lashes out with its toothy mouth, using the serrated tips of ts legs primarily on smaller prey. Improved Grab (Ex): chasm lurker must hit with is bite ‘or claw atack to use this ability. If it gets a hold it can rake ‘Rake (Ex): A chasm lurker that ges 2 hold can make four rake attacks with its serrated leg tips for 144+3 points of damage each, ‘Web (Ex): Chasm lurkers build sheets of sticky (though not wety stong) webs for their nests and around thei eggs These ofoor square shects ate positioned along the {ground or between two surfaces to tap waleing or fying creatures. Creatutes who fll theit Spot check (DC 20) do not notice the web, and become trapped ini (Escape DC 28, Break DC 26). Attempts to escape or break the wel ‘gain a +5 bonus ifthe victim has something to grab or walk on while pulling free. Eich soot section has 14 hit points and damage reduction s/f. ‘Chasm lurkers can move across their own webs at their climb speed and can determine the locaton of any eres ture touching the web. However, the chasm lurkers too heavy to support itelFon 2 single strand. Also, a chasm lurker cannot shoo ts web as an atecle ‘Tremorsense (Ex): Chasm lurkers can automatically sense the location of any living erearure within 6 fet, provid ed both lurker and victim are in contact with the ground cor the webs ‘The range of the Chasm Lurkers DODANE Dangerous Denizens: The Monsters of Tellene ¢ OOOOECORY r ON TELLENE ‘The most noteworthy documentation of the chasm lurker comes from an unnamed dwarven miner's journal, written in 545 LR. The jourmal tells that, while mining for gems in the black basalt of the PRorul peaks, the miners encountered the chasm lurker (or a5 they called it, “durm dorok,” which rough: ly translates as “dep runner’ in Merchant’ Tongue). Only #0 returned fom the pass. CChasmn lurkers have recently been seen as far north asthe CCounai Heights and Kekidela Mountains, though sightings are sill more common in the PRoruls CORANACH ‘Medium Magical Beast Hie Dice: 3610+9 (25 hp) Initiative: +8 (44 Dax +4 Improved Insti) Speed: 40 fe (8 squares) AC: 17 (#4 Dex. +3 natural), couch 14, facfooted 13, Base AttacklGrapple: 3/45 ‘Attacks Size *7 mee (1d6%2 plus blood drain) Full Attacks Bite +7 melee (146*2 pls Blood drain) and claw +2 melee (Id4+1) ‘Space/Reach: 5 £5 fe ‘Special Attacks: Blood drain ‘Special Qualities: Darkvision 60 f.lowslight vision, stench Saves: Fort +6,Ref +5,Will #2 ‘Abilicies Ser 15, Dex 18, Con 16, Ine 7. 13,Cha 12 ‘Skills Usten +4, Spor +4 Feats: Improve Inve, Weapon Finesse Environment: Warm and temperate marsh ‘Organization: Soltary Challenge Rating: 2 ‘Treasure: None Alignment: Chaotic ‘Tactics RouND-8-ROUND ‘The coranach opens by charging its prey, slowing within a few fet before attacking. Round 1: Uses stench Round 2: Bite atack on opponent. Round 3: Uses blood drain, Round 4: As round 3 or continues normal attack A ‘coranach continues attacking until slain, ‘These rate, predatory beasts are always on the prov for weak. prey. They draw strength from their foes, drinking the blood of their foes ever as they slay them, CCoranaches are similar to ostriches in sppearance. A long scaly neck with asmall ead ontop extends from the main body, which is thickly covered with dark brown or gray feathers “These crearues have small piecing blue eyes and a long, thin serrated beak. The legs are quite muscular, and taper from the body down to its massive clawed feet. Coranaches seem 10 care C0000? nothing for cleanliness, for their bodies always appear unkempt and dirty. A rypical coranach stands about 7 feet tlland weighs shout 300 pounds with most ofthat weight inthe central body CCoranaches are solitary creatures and only gather tomate and their young. From birth, coranaches are ravenously hungry. They require litle sleep, hunting almost continuously. They have lite fear and will attempt to feast on any living creature smmller than themselves. Coranaches hunt by standing in one spot with their nocks stretched high, looking for potential pre When they spot a likely victim, they stale and thon rush i ‘Their horrid, serrated beaks are filed with hundteds of small vessels that draw the blood from the bodies of those they bite COMBAT When a coranach encounters its prey: it ifs its head up high and sereeches loudly Ir then lowers the head and charges towards its intended meal. The coranach fist attacks with is beak to gain its bloody meal, using its claws later if necessary. Blood Drain (Ex): Upon asuecessful bese attack, the wetim must iced ata Fortitude save (DC 13) or suffer blood loss in the form of ad hit points. ‘The coranach gains these hit pointsin addition tts tral it points. This abi fay can be used once per round, the hit points stacking with each successful blood drain, The additional hit points disappear after r hour ‘Stench (Ex): A coranach’ stench causes any living creture ‘within xo feet to suffer a-2 morale penalty (Fortitude save DC 14) to attcks, saves and checks, Creatures who suc cessfully save cannot be affected aguin by the same coranach smell for one day. Adely ouon or neutralise po son spell will remove the effect from one creature CCoranaches are immune to their own smell and the smell ‘of other coranaches. ‘The range of the Coranach ONTELLENE CCoranaches are relatively uncommon, restricted largely t0 marshes where they rately come into contact with humanoids Recently, however, in the Avdoron Mires of southern Cosda, the coranaches have begun to slowly venture outside the marsh, following the many tiny streams and rivers that flow into the ‘marsh. The few surrounding villagers find them more than a nuisance as they prey on livestock, caravans and even people {Asif that were nor reason enough to hunt the creatures, 4 booming trade in coranach feathers has begun, as wearing one ‘or two ofthe wing feathers in hats has become rather fashion able in northern Eldor. Each coranach yields anywhere between 4o and 60 feathers, which can bring up to one gold piece pe feather CCoranaches are also rumored to be found in the Alubeloke ‘Swamp and the Ehniven and Mewhi Marshes. Of course, as coranaches prefer wet and marshy conditions itis unlikely they could have migrated so far by natural means. This has ed some adventurers and sages into the swamps in search of « means of| teleportation berween them. As yet, no one has been successful CRIMSON WORM Huge Magical Beast Hie Dice: 19610+114 218 hp) Initacive: +2 O20) Speed: 20 fe (4 squares). burrow 20 fe AC! 18 (2 sino, +2 Dex, #8 natural) toveh 10, farooced 16 Base AteachiGrapple: +19/+37 ‘Aeeacte Bite +27 melee (24818) Full Ateack Bite +27 melee (24815) ‘SpacelReach: (5 f (ole) /10 ‘Special Attacks: Improved grab, swallow whole ‘Special Qualities: Darkision 60 fe low-light wson, regeneration 2, SR 8, wunerabilty co ire, water breathing ‘Saves: Fort +17. Ref +13.Will +8 Abilities: Se 30, Dex 15, Con 22 Ine 6 Wis 10,Cha 3 Skills: mb +12, Hide #2, sten #9, Spot ¥8 Feats: Aeriess, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder Ion Will Power Arzack Environment: Warm and temperate and and underground ‘Organization: Solitary Challenge Rating: 10 ‘Treasure: Nove Alignment: Alvays neural ‘Advancement: 20.38 HD (Gargancar):39-56 HO (Colossal) Level Adjustment: - The crimson worm attacks only if irritated by a high, shill, noise; otherwise it succumbs to its natural cowardice and fle, Round 1: Full atack creature making or responsible for: the noise. ‘Round 2:Ifopponent is held in mouth, attempt to swallow ‘whole or continue attack agninst same or new opponent. Round 3: Repeat from round 2;or fle unless again ivtated This scaly red muck-eater lives underground near bodies of fresh water. Iti attracted to (and ieritated by) high pitched sounds, Afully-grown crimson worm is about 25 fetlong, s feet wide and weighs spproximately 20000 pounds. Its armored, many segmented body is a deep red tinged with blue. Its head is at, ‘triangular in shape, and opens 10 reveal alamprey-ike mouth. Crimson worms are red in color because theit blood, ike that ‘of humans and animals contains hemoglobin. However, unlike Jhumans and animals, a worm’ arteries and veins all lie in the ‘outer ayers ofits skin, Amaringly, they have so many of them that this does not make them more vulnerable to critical hits ‘As hemoglobin can transport large amounts of oxygen, crimson ‘worms can live in muddy, fouled water that even other swamp creatures would avoid. However, they are not aquatic by nature Crimson worms simply enjoy spending mos of their time with their heads buried in mud, eating dirt and other foul mixtures, Itis rumored that these creatures are able to detect the use of ‘magic, for their frst atack is usually against a spelleaster. Sages speculate that the worm is somehow irritated by the arcane words issuing forth from a spelleasters mouth. This is, of cours, pure conjecture COMBAT Crimson worms are simple and cowardly, if powerful, cree tures and ifthreatened prefer to fee instead ofattack. However, they are strangely irritated by high, shrill noises (such a a shat terspel sound burs spell or even a simple whistle) and attack the creator ofsuch a noise immediately. This frst atack comes, nat urally, ftom underground as the crimson worm launches itself toward its opponent [Improved Grab (Ex): The ximson worm must bit with its bite atack to use this ability. fit gets hold, i auromai- cally deals bite damage and can attempt to swallow its ‘opponent. ‘Swallow Whole (Ex): On 2 successal grapple check, a ‘crimson worm can swallow an opponent that is chree ot ‘moze size categories smaller than itself typical victims re ‘Small or smaller). Once inside, the worm’ stomach acid deals xd6 points of acid damage, plus 1d2+8 points of ‘rushing damage per round, To escape from inside the worm, a swallowed creature ‘must make a successful grapple check to climb out ofthe sizzard and up w the mouth. At this point, the victim ‘must make another successful grapple check to break free. A second means of escape is for 2 swallowed creature to ‘ut its way out using claws or slashing weapons to deal 10 points of damage to the gizard (AC 14). Once the victim exis, internal regeneration closes the hole. Each swal lowed opponent must eut is or her oven way out. crim son worms interior can hold the equivalent of up to four ‘Small opponents Regeneration (Ex): Acids and bludgeoning weapons deal ‘normal damage ta crimson worm. A.crimson worm can regenerate any lst part ofits body mats in zdi2 hours. IE ‘The range ofthe Crimsom Worm someone should hold the severed par directly agains the ‘wound it reattaches instant Vulnerabity to Fire (Ex) crimson worm takes half again as much (50%) damage as normal from fire tacks, regard- less of whether a save i allowed, ‘Water Breathing (Ex): Crimson worms can breathe under- water for adg hours ta time. ON TELLENE. ‘Grimson worms can be found all across Tellene, with the exceptions of high mountains nd deserts and the Svimohrish Isle. Crimson worms are ofien referred to as"sludge worms” ‘An old fable (typically spread by the Home Foundation) states thatthe crimson worms were created by the Rotlord and the Vicelordas revenge upon the Riftmaster for some imagined slight, Supposedly, the worms were sent to travel forth through cour Tellene, devouring splleasters and depriving the Rifimaster of his worshippers. However, othe tory goes, the Vicelord had left 199 much of his own personality inthe worms forthe frst tet was to burrow beneath 2 fouled pool and eat excrement Neither the clerics of the Rotlord nor the Vicelord appreciate this storytelling, CYCLOPS, REANAARIAN Large Giant Hie Dice: 1640096 (16 hp) Initiative: -| (Dex) ‘Speed: 40 (@ squares) [NC 23 (1s Dex +12 tral #2 studded ether), tovch 8 favfooted 2 Base AttackIGrapple: 12/27 ‘Attack: Hg great #22 (245416) Fall Attack: Hoge greatcib #22/+17/+12 (2d6+16) ‘SpacelReach: 10/10 ‘Special Ateacks: Rage ‘Special Qualities: Lows wsion. no depth perception, cent Saves: Fore #16 Ref s4 Wil +7 ‘Abilis: Su 3, Dex 8, Con 22, 9. 15,Cha 11 ‘hls Ces #16 op #14 Lisson 47, Spot +7 Tumble +1 Feats Alerts, Clee, Combat Reflexes, Great Ove, Power AtackTrace Environment: Ay mourns ‘Organization: Sltary mated pa amly (4) or vibe (1224) Challenge Rating: 1 “Treasure: Sandard ‘Alignment Aivays cote news ‘Advancement By daracter ess ‘Level Adjustment +5 ‘Tactics Rounp By Roun ‘The cyclops, unlike most giants, doesnot use ranged attacks tots advantage, but chooses to overrun its opponents, using is massive strength and ability to rage to quickly overpower its Prey. Round o: Rage. Round 1: Overs. Round 2: Pull attack. Round 3: Move into flanking postion and fll atack Round 4: Repeat 3 until combat is finished or double move to flee combat The eyelops isa one-eyed giant that uses is brute force 10 destroy intruders as well as rad nearby villages Froma distance, many confuse the cyclops witha rock or hill sant. Standing 12 fect all ts flesh is gray and caked with dust. Te wears the furs of rams, mountain lions and other creatures that thrive in its ocky terrain. When approached, however, the cyclops i easily identified by its single eye. {A eyclops lives for Soo years, reaching maturity after 120 years. A female is able to give birth every so yeas, bt family ‘of more than four children is unusual. Amature cyclops weighs ‘over 500 pounds and is rarely seen without 2 massive club of some kind or another, usally nothing more than large log. Its hair isa thin, stringy black or bluish-gray. The rest ofits body is ‘covered in similar patches of hie which i conceals with armor, furs or leather. “The cyclops isan extremely tervtoral creature, A family wil claim a region as its own, defining its borders through rock peintings or marks inthe ground. Once a cyclops has marked its teritory, it does not allow other humanoid or giant races within ts borders. thas no quarrel with animals or most mon: sters, that they roam freely across the mountain ranges. However, races as small as kobolds os huge as storm giants are a threat to the cyclops’ solidarity, Ogres often impede on marked territory and the two giant races battle frequently. Cyclops speak Giant, though the more intelligent ones have been known to speak other languages. COMBAT is tactics in combat are what separate the cyclops from other races of giants. Unlike some of its giant cousins, the cyclops doesnot carry a ag, oF rocks for throwing purposes. With only one eye, the cyclops is unable to gauge distances of even mod: crate range. Because ofthis lack of depth perception, the cyclops {is unable to use ranged weapons with any kind of accuracy. ‘Rage (Bx): The cyclops’ fury is well known among is ace and other giants. Although the creature does not use ‘ranged weapons during combat its strength and constitu tion increase, making tan unstoppable foree of nature, ‘The cyclops is capable of raging asa barbarian ofa level ‘equivalent to half its hit dice. No Depth Perception (Ex): The cyclops does not use ranged weapons as itis unable to gauge distances ctr rately. the giant chooses to se a ranged weapon, i sul fers 4-8 racial penalty. For the same reason, the cyclops ‘ean overrun its opponent but not charge, Building omentum in such a short burst, the giant does not have the time to slow its pace and sil atack properly ‘At short distances, the eyelops is intelligent enough to understand and estimate where its opponents are and suf fers no penalties in melee combat CYCLOPS SOCIETY (Cyclops society is simple in is structure. Each family has 2 patriarch an every tribe has a shaman a kalef, The kalef isthe holy leader of the eribe, dictating everything from raids 10 migration. The kalef is chosen at birch by the eldest shaman of the tribe, zemaved from its family and given to the shaman to raise uni such times he orshe assumes control ofthe tribe. A patriarch of fifty years or more will pledge himself and his fam. ily roa newborn kale, such is the measure of ther faith ON TELLENE Itis said tha the eyelops originally came from a land to the north, migrating south through Torakk and then through Drhokker, othe somewhat warmer climates of Skarrna and northetn Reanaaria Bay Infact i was the Ridijo Dejy who gave ‘The range ofthe Reanaerian Cyclops Unite the gant cyclops of Delis ond Demigods, speci- «ally designed for lands where the Obmpian pantheon is ‘worshipped, the eyclops of ellene i simultaneously more and less barbarie. For example, while the Reanzarian cyclops does have aerial seucture with both family srue- ture andthe art of simple panting they ae noc very intel lgent, and almost never found wearing heavy armox Furthermore, the Reanaarian cyclops great prefers ive- stock (not human brains) 35 it food of choice. The dfer- tent combat tactics are noted in the tex, the giant its name, calling ithe chycosh (now mutated into the ‘Merchants Tongue name of cyclops). They have continued 19 populate the area since, spreading south along the westem side ofthe bas, raiding small villages and stealing livestock all the while Sightings ofthese creatures are rare, but Reanaasian sailors Ihave occasionally claimed ro sce eyelops walking the cosstline 18 far south a¢ Zoa and as far north as Shy. Dovatkk, a Fhokki ranger of Nore Barr, has claimed that new tribes of giants have begun to populate Rytarr Woods although the Torakki insist that no futher tribes of cyclops have been se crossing the plains from the north. Dovarkke refuses to be persuded, how. ever insisting that che Torakki are simply looking in the wrong places. ‘The cyclops of Tllene worship the Batle Rager; whom they call Ugarile DARKLING SNATCHER ‘Small Humanoid (Goblinoid) Hie Dice: 228 (2 hp) Initiative: #3 (+3 Dex) Speed: 20 (4 squares) AG: 1S (1 size, +3 Dex, +1 natura), touch 14, a footed 12 Base AttacklGrapple: *1/-4 ‘Ateacle Cit #5 mele (1441) ‘or small dogger +5 mele (143-1) Full Attacks 2 ciwe +5 melee (104), ‘or small dagger +5 mele (13- ‘Space/Reach: 5 5 fe Special Attacks: Spelt abilities ‘Special Qualities: Darkvsion 60 Saves: Fort #0, Ref +6,Wil +3, ‘Abilities: Ser 8,Dex 16,Con I, Int 10.Wis 11,Cha 17 ‘Sills: Appraise #2. Hide 15, Usten +5, Move Silently +11, Spot +5 Feats Blad-Fight, Weapon Finesse Environment: Temperate or warm lnd and underground. ‘Organization: Solitary or par Challenge Rating’! ‘Treasure: Sendaré Alignment: Usvaly neural ev ‘Advancement: By character cass Level Adjustment: ‘Tactics RouNp- ‘A darkling snatchers opens combat with spell-ike powers, attempting to disorient its opponents soit can attack in more Round o: Cast darkness Round 3: Cassone; or fll aac Round 2: Cassa fll attack Round 3: Fl asc Round 4: Repeat from round 3; or flee ifendangered. ly Darkling snatchers are closely related to goblins, bu ‘grow in numbers s quickly as their kin due to their mostly sol tary existence. Where goblins rely on sheer numbers, the meat loving darkling snatchers rely on stealth and a sense of far play thar rarely brings them into conflcr with others Darkling snatchers stand 21/2 fet tll and appear to always be slightly hunched over. The creatures’ skin is ash gray and covered with course patchy black hair that is slick with ol and srime. They have lage tarser-lke heads with large bright eyes, and a mouth filled with sharp pointy teeth. These creatures ‘wear old soiled rags for clothing, Darkling snatchers speak Goblin and Merchant Tongue. ‘COMBAT Daridings rely om their stealth abilities 10 survive combat, often using thei davkness and silence abilities to confound ene mies while they single our weaker opponents or flee, Using these abilities in the close quarters of thei ats, « darkling can bea deadly opponent, especially if they have set traps. ‘Spell-Like Abilities: At will - darkness and sloee; 2/dey slop. These abilities are as the spells cast by a tb-evel ‘Shall: Darling snatchers gain. a +8 racial bonus to Hide and. ‘Move Silently checks. DARKLING SOCIETY Unlike most goblinoids, darkling snatchers rarely live in a ‘communal structure, This confuses most academics who acknowledge the creature’ structured socal behavior. Darklings always leave some form of payment for the meat thar they take. This payment is usually inthe form of potatoes, ‘mushrooms, turnips or radishes that they gather from their sub- terranean caves. Some scholars believe thar if the payment is lefe undisturbed, che creature will recognize the dissatisfaction ofits victims and will cease its activities. However, this remains tobe proven. DARKLING CHARACTERS ‘A darkling snatches favored class is rogue, although clerics and other spelleasters are not unheard of Darkling snatchers usually worship the Profitmaker. Datkling cleries choose two of the following domains: Luck, Trade or Trickery. (DMs without access to the KixcoMs or KALAMAR Player Guide may substitute the Knowledge domain in place of the Trade domain) Most darkling spelleasters like goblins are adepts. Darkling adepts favor spells that fol or confuse enemies. ONTELLENE Darkling snatcher burrows can be found in rural areas throughout central Tellene, from western Eldor ro eastern Reanaatia Bay. When not in their own burrows, darkling snatchers may occasionally be found ina villain lair, exchang- ing its services asa guard in exchange for food “The range of the Darkling Snatcher ‘The following story fragment isd eo bea work of ction, ‘hough che sage who penned irlaimed it tbe based on private conversations with a el darkling natcher. Unfortnately the truth may never be flly known. After the details of the tory begun to citculat, the sage was murdered by an angry farmer ‘who had recently ost his youngest child “He scurried throug the earthen tunnels never having ¢o duck under low roots. The sick over his shoulders occasionally rade quizial murmur, but he ignored it His ash grey skin blended in wit the walls she walked, although be knew he vwassafe, The Bg Ones could noe tin here and would not dae send theiryoung ro bunthim, not since one of them succumbed to his taps. He felt no malice or spite against the Big Ones, since he had been raed properly. His mother had taught him the rules of commerce and the great tenet oftheir people: Fair ‘exchange for all goods! To not pay for food would be barbaric: Fortunately there were many things with which the datkling could barter. “He reached is ie quickly and uttered 2 few soothing words in a language even he had difficulty understanding, The sack quieted instantly and he settled in to sleep until the tise of Veshemo, smiling in anticipation ofthe feat that awaited him, ‘Meat was a rare ret, yet he felt sure the farmer was willing to accept the mushrooms in exchange for that delicacy, He drifted contentedly ashe believed the Big Ones paid no attention tothe tunnels he now called home, And so he slept, peacefully unaware of the forces searching for him” DEEP STALKER Deep stalkers are mysterious, reptilian creatures that dwell t the bottom of the sez, Deep stalker colonies provide a constant danger to surrounding aquatic life, as well s passing ships. Deep stalkers make their colonies in the deepest, darkest parts ofthe ocean, and are therefore not encountered by many ‘other creatures. Due to their rarity and dangerous nature, no cone has ever been able to study the creatures, but some basic facts are known, Deep stalkers seem to be fish, but many of their characteris tics argue against this. They are bipedal, although they typically swim, When they do walk, they amble in a manner similar 102 gorilla They have some limited intelligence, but seem inca pible of developing culture or a civilization. Most unusual bout their natute is that they breed like insect, with eggs pro= ducing either drones, hunters or queens. Newly hatched deep stalkers are indistinguishable from one another. It is impossible to tell drones from biunters from _qucens until at least the second week. At this point the hunters jus begin w elongate, and the queens begin to show their incredible size. 1f2 colony comes under attack and many ofits Ihunters or drones are killed, the next group of eggs produced willhavean uneven ratio of drones tohunters. Asa result ofthis the colony a6 a whole will come back inc the nine drones for ‘every one hunter ratio, Deep stalker colonies are the junkyards ofthe sea. The outer im of the colony is collection of whale carcasses and sunken ships. These ae the remains ofthe hs ters prey and ate never cleared away. Within this refuse ring are the egg fields, and at the center of the egg lds s the queen. The stalkers do not build, and have no form of shelter, nor any particular ned for Deep stalker hunters may dwell in the hulks of the ships they sink, or a colony may actually begin within a cave system, but these ae rare occurrences. Most deep stalkers have green, scaly skin that is darker along theback and lighter on the belly and fins. Their sunken eyes are set on each side of their head and are a deep black. All deep stalkers have webbed toes, a well a webbed fingers that end in Tong, vicious claws. COMBAT Deep stalkers are dangerous scavengers who will fight to the death to protect their colony. Drones ae effective combatants ‘on their own, particularly in large numbers, but when under the orders of a more intelligent hunter or qucen they can be 2 vicious teror, Naturally; deep stalkers have many enemies. ‘Any civilized race will do their best to keep the stalkers from cestblishing a colony near them, Since the stalkers eat just about everything, they would quickly devour any wndersea eu: ture tha could not defeat them or move aay Deep stalkers also have problems with sharks. Sharks often come into the egg fields and dine on the weaker drones and the eggs. For tis eason, most ofthe hunters say neat the colony aval times to defend agsinst these atacks. While some scholars ‘would like to classify these hunters as soldiers, they do not seem tobe permanently on guard duty. Ieseems that they simpy plan to benear the colony unless thee are already enough hunters to defend it. Freshwater Sensitivity (Ex): A deep stalker who is fully ‘immersed in Frethorater must make a successful Fordtude save (DC 15) oF leave the feshuwater immediately. On a failed rol, it suffers a4 morale penalty to all atack rolls, saves and checks, The deepstallker must epeat the rl for every Lo minutes it vemains immersed in freshwater Hive Mind (Ex): All deep stalkers within 10 miles of their queen are constantly linked to her. Hone deep stalker is anwate of something, so are the remaining ones. If one deep stalker in a group of three or more isnot flar-footed, then neither are the others. No deep stalker in a group of three or more can be considered tobe flanked unlese all of them are. For purposes of mindaffecting spells, a deep stalker isa single creature of the humanoid type with a ‘Will save equivalent to that of che deep stalker queen Light Blindness (Ex): Sudden exposure to bright light (including a deylight spell or bright sunlight) blinds deep stalkers for 1 round. During this time, they ser a-1 ‘morale penalty to ll attack rll, saves and checks 25 well, as temporary blindness. Deep stalkers avoid the surface luring daylight or if there ate two or more bright moons inthe night sky. Blindsense (Ex): A deep stalker can locate creatures under ‘water within a 3ofoot radius. Against creatures with no central nervous system (such as constructs, ethereal beings, oozes and undead), a deep stalkers blindsense is Himited toa x5foot radius Deep stalkers are not fooled by illusions or ther figments while underwater. ONTELLENE Deep stalkers are predominant deep in the Whimdol Bay region and the Staits of Svimoha, though they can occasion- ally be found in other areas. Deep stalkers pose aconstant threat to any creature (particularly merfalk) who come too near their precious egg fields, “The range ofthe Deep Stalker DEEP STALKER DRONE ‘Medium Humanoid (Aquatic) Hit Dice: 208 (9 hp) Iniaive: +0 ‘Speed: 20 fe. (4 squares), swim 60 fe (AG: 14 (+4 nr, ove 10, soot 4 Base Attacl/Grapple: #11 ‘Attacks Claw +! (146) Full Attack: 2 claws +1 (146) melee and bite -| melee (144) ‘Space/Reach: 5 f/5 ft. Special Attacks: None Special Qualities: Binders rivson 60 freer serv ive min ight des Saver For #0,Ref 3. Wil [Abies Sr Dex 10,Con 10, 4.3, Ch 3 Sie de +4 itn #2 Spo 3.5m +8 ents: Mulack Environment: Ary squat (war) Organization: Sood (25), pck (17, oop (18-36 plas 24 hones) or horde (37-85 pls 57 ners) Ccaltenge Rating? Treasure: None Alignment: Aways ne ‘Advancement. 4 HO (Mediin) Level Aajusement: ‘Tactics ROUND-#Y-ROUND Deep stalker drones attack with single-minded savagery. Round o: Sense enemy approaching, Round x: Full stack nearest opponent Round 2: Repeat from round 1 until dead About go% of the eggs produce drone deep stalkers. The drones perform 2 number of maintenance task, but thelt most {important job is caring for the spawning grounds. The spavn- ing grounds are like enormous "eg fields’ where the eggs have ben careflly placed afer being taken from the queen. While the drones seem sexless, each is capable of fertilizing the eggs. Drones stand about sx fet tall and have smaller mouths and teeth than the hunters, ‘COMBAT Deep stalker drones fight only to defend the colony. They do not leave the colony to hunt for food unless under the com: smand of s hunter. ‘Skills: Deep stalker drones receive a4 racial bonus to Hide, Listen and Spor checks DEEP STALKER HUNTER ‘Medium Humanoid (Aquatic) Hit Dice: 484 (22 hp) Initiatives +1 (Dex) ‘Speed 20 (4 squares) swim 60. ‘AC: IT (+6 natural, +1 Dex) touch II, facfooted 16 Base Attack/Grapple: *3/+5 ‘Actacle Bite +5 melee (1d8+2) Full Attack Bite +5 melee (1482) and 2 daws +3 melee (Ld6+) SpacelReach: 5 5 ‘Special Attacks: Improved grab ‘Special Qualities: Blindsene, darksion 60 fe, ‘freshwater sensi hve mind. gh Blindness ‘Saves: Fort 42, Ref +5,WVi +1 ‘Abilees: Ser 14, Dex 13, Con [2 ne7.Wis 10, Cha $ ‘Skalls: Hide +, Listen +7, Profession (huncer) +8, Spot #7, ‘Survival #8, Swim #10 Feats: Alrcvess, Muliarack Environment: Any aquatic (aewater) ‘Organization: Brood (25), pack (6-19), trop 24 plus 18.36 drones) or horde (5-7 ps 37-65 drones) ‘Challenge Rating: > ‘Tactics RouND-#Y-ROUND Deep stalker hunters circle their opponents like sharks, attacking en masse Round o: Sense opponents approaching, onder drones to ‘tack largest creature on masse, Round 1: Move to flank ‘Round 2: Full stack against uninjured enemy. Round s: Continue melee against same enemy, or illatack ‘new opponent doing significant damage to huntes. Round 4: Repeat from round 1 ‘The remaining 10% ofthe eggs produce the hunters. tris the Jhunters that most people would recognize as deep stalkers, f Js the hunters that have been known to attach themselves to passing ships Hunters stand about 7 feet tall, and have much larger mouths than the drones. Their teeth are far more devastating as wel COMBAT ‘Once attached to hull, the hunter chews its way into the ship sinking it. This technique i similar tothe bunters typical way of bringing down its customary prey, whales. The hunters, usually in groups of three to seven, bring down the giants ofthe sea by clawing up into their belies until they manage to kill them. ‘The hunters are so skillful a this that, by tacking the ‘whale from different directions as well a fom below they can often bring a whale down thin 200 yards of the spawning aground. With the food so clase, the immature deep stalkers hhave something to eat within range oftheir movement. Improved Grab (Ex) To use this ability, the hunter must hit ‘with abit atack, Skills: Deep stalker hunters receive a +4 racial bonus to ide, Listen and Spot checks, and a +6 bonus to Survival and Profession hunter) checks. DEEP STALKER QUEEN ‘Large Humanoid (Aquatic) Hie Dice: 1048620 (65 hp) Initiative: -1 (5 Dex. +4 Improved ine) ‘Speed: 0 (0 squares) swim Of AC: II (size, -S Dex, +7 natura, touch 4, fa footed I ‘Base Attack/Grapple: *7/+6, ‘Attack - Full Aetacte - Damage: ‘SpacelReach: [05 ‘Special Attacks: None ‘Special Qualities: Bnsonsa, darkion 60. ‘freshwater ses hive mind ihe Blindness Saves: Fort +11, Rf-2.Wil +7 ‘Abies See-Dex-Con 14.In 1.13, 8 ‘Skits Diplomacy +1 Uscen +11, Sense Motive #12 Spat +10 Feats: Alertness Great Forside. improved lve, ‘ron Wil Environment: Ary aqua (lower) ‘Organization: Hive (I queen pus 90-360 drones and 10-40 ure) Challenge Rating: 5 “Treasure: None ‘Alignment Aways neta ‘Advancement 1-20 HD (Hose) Level Adjustment: - ‘Tactics Rounp-sy-RouND With most of her body bloated and her limbs shrunken, deep stalker queen relies on her servants for protection. Round o: Sense enemies approaching, summon drones and hunters for protection Round x: Order drones and hunters toattackall neatby ene Round 2: Repeat from round 1 About one in every ten thousand eggs produces a queen. “These queens are the only deep stalkers capable of laying eges “The queen sis in a deep cavern on the ocean bottom, just out side the gg field, and is cared for bythe drones. Ifa colony happens to have two queens at one time, the ‘younger queen will be murtuced uncil maturity Atthis time, she takes about a quarter of the drones and hunters and leaves to found a new colony. ‘These mass movements are known as “warms” If colony's only queen happens to die, the drones and hunters continue their normal work until a queen batches from the remaining eggs or they die ‘Queens! bodies are much larger than the other deep stalkers immobile, Their legs and arms are the same size asa drone and are too weak to move the huge ‘body. As such, the queen does not enter combat and remains with her eggs. (often up to 15 feet long) but DEMON, FOULPITCH Medium Outsider (Chaotic, Evi, Extraplanar) Hie Dice: 728 (31 hy) Initiative: +3 (Dex) Speed: 30 (6 squares) ‘AC: 19 (63 Dex, +6 natura, couch 13, facfooted 16 ‘Base Attacl/Grapple: 17/18 ‘Attack: Claw #8 melee (Id6+!) Full Attacks 2 caws +8 moo (Id6+l) and bite +6 mele (148) ‘SpacelReach: 5/5. ‘Special Attacks: improved grab pounce, rake. pele abies ‘Special Qualities: Damage reduction 10/*2. darkvsion 180 ft. Immunity tocol fire and lightning wuneraby to ight Saves: Fort 5, Ref +8.) +5 ‘Abilees: Ser 13, Dex 17, Con {Is 13, Wis 11,Cha 17 ‘Skills: Balance +13, Hide #24 Jump +1, nsimidate +13, LUsten +10, Move Send +13, Search +1, Spot #10, Survie #2 (when following tracks) Tumble +13 Feats: Combat Experi, Muluateac, Quicken Spl-ike Abity Environment: Pane of Shadow ‘Organization: Solitary pir or horde (3-16) Challenge Rating: 7 “Treasure: None Alignment: Alvays chaotic ei ‘Advancement: 8-12 HD (Large); 12-18 HO (Huge) Level Adjustment: - ‘Tactics Rounp By Round ‘The foulpitch demon uses its enemies against each other if possible, otherwise using darkness, speed and a furry of claws todown its foes ‘Round o: Observe opponents fom hiding ‘Round 1: Magic jar against strongest epponent or splleast en or darkness. ‘Round 2: Derlvess or pounce and rake Round 3: Full attack against same opponent: or pounce and. rake new opponent. ‘Round 4: Continue from round 3;or escape ifendangered. ‘A creature of congealed darkness, the foulpitch demon hides csily in deep caves and dungeons, waiting to assault foolish adventurers where the lights are dim. ‘The foulpitch demon stands ¢ to s feet tll, its thin, gangly body weighing only 80 pounds. I haslong, thin arms and mus- cular legs, both ending with claws the length of daggers. The foulpitch demonis face f nearly humanoid with pointed, el ike ‘area short nose and ower jae cha is curved like a human. Is ‘mouth is smal, ined with fangs and rarely ever closed. Its head is topped with leathery, spiked hair that bounces up and down ssitmoves, Ithas shadowy, almost insubrantial wings that span, 10 0 12 feet, Its skin is et black, allowing the creature to melt into the darkness easly. The foulpitch demon rarely, if ever, centers the light, a simple trchlight causes it pain. ‘On oceasion,afoulpitch demon willbe encountered without srms. Rumor hast that they (or deir forebears) had their arms blasted aay by a powerful daylight spell, though its most ike ly this is simply a ate mutation. Armless foulpitch demons have clawed wings that they use in place of hands (Om its home plane, the Plane of Shadow, the creature moves freely without cate of those other denizens that call the place home. wings, although not giving it genuine flight, let it navigate off the ground for short periods of time. Foulpitch demons live in dark places, avoiding any areas that the Prime Material Plane, as even the light of one moon causes have light. This limits the activities of foulpitch demons them pain, In absolute darkness, however, the creature thrives, COMBAT, The foulptch demon prefers to attack en masse, overwhelm ing its foes rather than engaging in a one-on-one fight. The demons believe that the commotion that a horde of flapping swings creates gives them an advantage in combat. This tactic is fot always an option, however. In those cases, the fulpitch demon uses its Black skin and natural affinity forthe darkness to hide itself either sing its magic jar spell or pouncing on its unsuspecting prey and inflicting as much damage as quickly as possible. Improved Grab (Ex): To use this ability the foulpitch ‘demon mist hit with its bite attack Ifiegersa hol, scan rake Pounce (Ex): Although it cannot Oy, a foulpitch demon may use its wings to propel iself forward 30 fee (with an average height of s fet). A foul pitch demon thet pounces upon a foe can make full stack even if it has alteady taken a move Rake (Ex): A foulpitch demon that successfully ounces and hits its opponent with both claw stracks may make two additional claw attacks 38 well Spell-Like Abilities: 1/day—darkness, fear ‘/weck—magie jar. These abilities ate as the spells cast by a qth level caster (save DC 16 + spell level. ‘Vulnerability to Light: The foulptch demon lives ‘nabsolute darkness, ts body seemingly fortified by the black. When exposed to daylight or is equivalent (Such as the daylight spel), the foul pitch demon suffers 4 co AC and takes double ‘damage from all weapons. Torchlight or ts equiv alent, although not as painful as diect sunigh ‘cases the creature to sulle 2-2 penalty to AC Git rakes damage normally Skills: The foupitch demon receives a +12 racal ‘bonus to Hide checks. ON TELLENE Most ofTllene has no understanding ofthe foul pitch demon sits forced confinement tothe darker regions limits its travel, and migration is impossible without use ofits magic jar spell. In places where